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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="Arilyn" data-source="post: 7768750" data-attributes="member: 6816042"><p>I have played a wide variety of role playing games over the years, both old and new. I usually have</p><p>no trouble immersing myself in my characters, whether it is an older edition of D&D, Fate, Dungeon World, or Masks. Personally, I find the newer mechanics more satisfying and more immersive. Others, or course, find them disruptive. It is all just different flavours of role playing. Fate, is often accused of being a storytelling game, but it is very firmly in the rpg camp. It doesn't even straddle the fence like Hillfolk. </p><p></p><p>Storytelling games are markedly different. Mechanics revolve around gaining the chair, so to speak, in order to further the story. Players, depending on the game or scenario, might share multiple characters between them. Sometimes the end result is already known, as in the fall of a kingdom, and players are creating the circumstances which inevitably lead to the fall. It's a very different experience, which games like Fate do not emulate.</p><p></p><p>These days there is some mixing of old and new. 13th Age definitely has new school mechanics, but succeeds in being a love letter to traditional D&D. Dungeon World also has a feel of old school philosophy, with modern mechanics. </p><p></p><p>People are natural storytellers, and more emphasis on character over solving dungeon puzzles is just going to generally be more appealing, but not overwhelmingly exclusive. How those stories are told is going to vary. I was turned away by pure dungeon crawls, but even back then, other players were doing story. Fortunately, I found like minded players with the Old Warhammer rpg. Newer mechanics are not killing role playing or making games soft and easy. They are great tools, which have been furthering our hobby for many years. Without them, our gaming choices would be greatly limited.</p><p></p><p>After reading these posts, I believe that you might get a sense of old and new school, but laying down an actual definition will prove elusive.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7768750, member: 6816042"] I have played a wide variety of role playing games over the years, both old and new. I usually have no trouble immersing myself in my characters, whether it is an older edition of D&D, Fate, Dungeon World, or Masks. Personally, I find the newer mechanics more satisfying and more immersive. Others, or course, find them disruptive. It is all just different flavours of role playing. Fate, is often accused of being a storytelling game, but it is very firmly in the rpg camp. It doesn't even straddle the fence like Hillfolk. Storytelling games are markedly different. Mechanics revolve around gaining the chair, so to speak, in order to further the story. Players, depending on the game or scenario, might share multiple characters between them. Sometimes the end result is already known, as in the fall of a kingdom, and players are creating the circumstances which inevitably lead to the fall. It's a very different experience, which games like Fate do not emulate. These days there is some mixing of old and new. 13th Age definitely has new school mechanics, but succeeds in being a love letter to traditional D&D. Dungeon World also has a feel of old school philosophy, with modern mechanics. People are natural storytellers, and more emphasis on character over solving dungeon puzzles is just going to generally be more appealing, but not overwhelmingly exclusive. How those stories are told is going to vary. I was turned away by pure dungeon crawls, but even back then, other players were doing story. Fortunately, I found like minded players with the Old Warhammer rpg. Newer mechanics are not killing role playing or making games soft and easy. They are great tools, which have been furthering our hobby for many years. Without them, our gaming choices would be greatly limited. After reading these posts, I believe that you might get a sense of old and new school, but laying down an actual definition will prove elusive. [/QUOTE]
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