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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="Umbran" data-source="post: 7768800" data-attributes="member: 177"><p>Eh? I mean, it is *very* good to put it as, "...play with a mind to...". I am just not sure if that distinction is the central divide, in practice.</p><p></p><p>From what I have seen in discussion, the more basic thrust to Old School is about the *risk*, and challenge - often leaning heavily on the tactical wargame aspects of the game. It leads (to use other people's terms, perhaps imperfectly) to "Combat as War" approaches (rather than "Combat as Sport"). And that leads to strong desire to use the rules to best effectiveness, and more consideration of the character as a playing piece than as a role to be in.</p><p></p><p>End result - my New School games usually have players more in-character than my Old School games. YMMV.</p><p></p><p></p><p></p><p>Aside: Unfortunately, the internet, as an environment, tends to drive discussions to poles, even if we don't actively desire it, in part because of just this sort of thing - slight restatements, each presenting the other's position as more absolute than it really is, until those Old School people *never* do a thing, and the New School *always* do a thing. It is something folks have to not just "not desire", but must more actively adjust their conversation to avoid. </p><p></p><p>That's why I like your phrasing of "play with a mind to". The findamental acts of play in both schools simply aren't all that different. They have different <em>leanings</em>, but often not fundamentally different operations.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7768800, member: 177"] Eh? I mean, it is *very* good to put it as, "...play with a mind to...". I am just not sure if that distinction is the central divide, in practice. From what I have seen in discussion, the more basic thrust to Old School is about the *risk*, and challenge - often leaning heavily on the tactical wargame aspects of the game. It leads (to use other people's terms, perhaps imperfectly) to "Combat as War" approaches (rather than "Combat as Sport"). And that leads to strong desire to use the rules to best effectiveness, and more consideration of the character as a playing piece than as a role to be in. End result - my New School games usually have players more in-character than my Old School games. YMMV. Aside: Unfortunately, the internet, as an environment, tends to drive discussions to poles, even if we don't actively desire it, in part because of just this sort of thing - slight restatements, each presenting the other's position as more absolute than it really is, until those Old School people *never* do a thing, and the New School *always* do a thing. It is something folks have to not just "not desire", but must more actively adjust their conversation to avoid. That's why I like your phrasing of "play with a mind to". The findamental acts of play in both schools simply aren't all that different. They have different [i]leanings[/i], but often not fundamentally different operations. [/QUOTE]
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