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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="jasper" data-source="post: 7768697" data-attributes="member: 277"><p>Ok me going to crow. Yesterday I got my 46 th kill in Adventure League. It was first level pc. I also have two tpk in that total. I started Dming AL in Sept 2016.</p><p></p><p>….Old School adventures are usually highly co-operative, because the characters will DIE if they don’t cooperate. New School doesn’t require cooperation, you’re going to survive anyway…</p><p>Hahahahhaa. Oh boy I wished I played in your group during 1e. </p><p>Old school adventures FORCED you to TRY to co-operate. WHY? Because (to use video game verbiage) the encounters required a tank, sniper, caster and healer. This due to certain abilities being totally locked behind the class wall. Today the class abilities overlap especially healing. </p><p>…If it’s a game (Old School (OS)), there’s a significant chance you can lose, you can fail. If it’s a story session, with no chance you can lose, it’s something else. This is like a co-operative board game that you cannot lose: why bother to play?......</p><p>Hahahaha I read too many old farts who started before me here. I amazes me they went out their way not to kill a pc. I think their quote is “only die for story reasons”. Plus what failed. Oops Jasper the thief just got turn to dust. I can create Jasper the Second in under 3 minutes or less time than most NEW SCHOOL commercial breaks. A spell caster would take 5 minutes. And the level did not matter until I broke tenth. </p><p>Your word choice is wrong. And totally bogus. I use the following GAME or STORY players/groups. The GAME people are here to pass the time but remember it is a game. They don’t care if last week they were in Horde of the Demon King and this week Waterdeep Heist. The STORY people want some more fiction reason to play and see the game as co-operative novel being created as a group. They would want to know how they got to from the Nine Hells to Waterdeep. GAME and STORY groups existed before I got in to the game in 1980. </p><p>….If a GM is Old School and runs the same adventure for several different groups, the results will probably vary wildly. If the GM is at the other extreme, the overall shape of the adventure will be the same each time, with variance only in the details……</p><p>Boy howdy is this wrong. I have DMed certain Adventure League modules three plus times. Hit my write ups to see the difference. The game play and story play will be differ due to who shows up to play and what their attitude is. I am always surprise when the murder hobo player decides to play nice that evening. Or when the peaceful one goes murder hobo in the second encounter. </p><p>I will give that most adventures back then had little to no plot or story arc.</p></blockquote><p></p>
[QUOTE="jasper, post: 7768697, member: 277"] Ok me going to crow. Yesterday I got my 46 th kill in Adventure League. It was first level pc. I also have two tpk in that total. I started Dming AL in Sept 2016. ….Old School adventures are usually highly co-operative, because the characters will DIE if they don’t cooperate. New School doesn’t require cooperation, you’re going to survive anyway… Hahahahhaa. Oh boy I wished I played in your group during 1e. Old school adventures FORCED you to TRY to co-operate. WHY? Because (to use video game verbiage) the encounters required a tank, sniper, caster and healer. This due to certain abilities being totally locked behind the class wall. Today the class abilities overlap especially healing. …If it’s a game (Old School (OS)), there’s a significant chance you can lose, you can fail. If it’s a story session, with no chance you can lose, it’s something else. This is like a co-operative board game that you cannot lose: why bother to play?...... Hahahaha I read too many old farts who started before me here. I amazes me they went out their way not to kill a pc. I think their quote is “only die for story reasons”. Plus what failed. Oops Jasper the thief just got turn to dust. I can create Jasper the Second in under 3 minutes or less time than most NEW SCHOOL commercial breaks. A spell caster would take 5 minutes. And the level did not matter until I broke tenth. Your word choice is wrong. And totally bogus. I use the following GAME or STORY players/groups. The GAME people are here to pass the time but remember it is a game. They don’t care if last week they were in Horde of the Demon King and this week Waterdeep Heist. The STORY people want some more fiction reason to play and see the game as co-operative novel being created as a group. They would want to know how they got to from the Nine Hells to Waterdeep. GAME and STORY groups existed before I got in to the game in 1980. ….If a GM is Old School and runs the same adventure for several different groups, the results will probably vary wildly. If the GM is at the other extreme, the overall shape of the adventure will be the same each time, with variance only in the details…… Boy howdy is this wrong. I have DMed certain Adventure League modules three plus times. Hit my write ups to see the difference. The game play and story play will be differ due to who shows up to play and what their attitude is. I am always surprise when the murder hobo player decides to play nice that evening. Or when the peaceful one goes murder hobo in the second encounter. I will give that most adventures back then had little to no plot or story arc. [/QUOTE]
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