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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="Desdichado" data-source="post: 7769024" data-attributes="member: 2205"><p>I think the release of 1e is a decided change in the "school" of D&D. There were other equally consequential "school changes" but one could very easily make the argument that the biggest change to D&D came when D&D was turned into AD&D, and the experience was (and was expected to be) thoroughly different.</p><p></p><p><a href="http://kaskoid.blogspot.com/2016/02/how-i-helped-to-pull-rope-that-tolled.html" target="_blank">http://kaskoid.blogspot.com/2016/02/how-i-helped-to-pull-rope-that-tolled.html</a></p><p></p><p>Quoting just a bit from that interview: "Everything printed after the original three little booklets having to do with OD&D (the game as it was played before the publishing of AD&D) was about suggestions, not rules. One of the founding tenets of D&D as it was played in its formative years of ’74 to ’77 was about rulings, not rules. Another was that it was expected that Dungeon Masters (DM’s) would mine for ideas wherever we could find them: books, fairy tales, movies, old comics, the pulps--all were fair game for ideas upon which to build an adventure or campaign."</p><p></p><p>"Earlier I mentioned that we ran a lot of tournaments at game conventions. They were huge moneymakers for us, particularly at GenCon where we got all the admission and event fees. Even with modules, we were still finding it nearly impossible to find a large enough pool of DM’s that thought enough like us to feel completely comfortable. It also came to pass that various lawsuits came to be filed at this time that caused a desire to create a new brand. TSR came to the conclusion that it was time to actually codify D&D; thus was Advanced Dungeons & Dragons born, and the death knell of the loosey-goosey, fly-by-the-seat-of-your-pants Old School style of play. There were so many things we did not see coming, the most reprehensible of which is the rules-lawyer."</p><p></p><p>"I have told the story elsewhere: Gary and I spent a week in his office at the end of which the general outline of Basic D&D and AD&D had been laid down. Basic was toned down for younger players and made simpler to understand for easing them into it. AD&D was a tarted-up, codified version of OD&D that would now compel everyone to play the same. Worse, it was now a whole hell of a lot less engaging to the imagination; everything could be found on a chart or table. Old School, or OD&D if you will, is more mentally engaging and more challenging than all the subsequent editions, not less. It is also tons simpler to play."</p><p></p><p>"The sequencing of the releases of those first three hardbounds was a masterpiece of marketing. We knew everyone would have to have the whole set and released them in an order sure to sell them all well, and it did. And it killed the Old School style of play for a great portion of then-current players; new players only saw AD&D."</p><p></p><p>"So why do I continue to play OD&D when I mid-wifed AD&D? Because it is all the things 1st Edition AD&D (1E) is not. It is not slaved to charts and tables, although it has some. It is not arguable; it works that way on my world because I say so. It is about gathering information, not relying on Skills and Abilities to do the work for you. It is about playing well, having fun and living to fight another day."</p><p></p><p>"I see a dearth of those skills and abilities in newer versions. I think that in some ways Old School required a higher caliber player as well as requiring trust at the table; I see the art of running a great table being less respected (and practiced). I actually had a young man in a game at GaryCon tell me I was doing it wrong one time and that I was not being fair; the table stared in open-mouthed amazement all the while. I told him that I was sorry he wasn’t having any fun and that he was free to leave the game; he did not ask for a refund, although I am sure I could have gotten him one."</p><p></p><p>"Old School-style was more difficult and much more nuanced than what later editions engendered. It required more roleplaying, it required asking lots of questions; thus was “the caller” born. The term “the caller” surely had many other synonyms, but it was a vital role in early role-playing. When the entire party started to ask questions for one reason or another, the DM could be overcome by the cacophony. The caller had to be able to sort through his compatriot’s babble and then turn around to the DM with a coherent set of questions, as well as making sure that all his party was heard; sometimes the player that hardly ever opened his mouth had a spectacular insight. Contrary to what you might be thinking, the caller was not always the “dynamic leader-type” that every group seemed to produce that made decisions or swayed the decisions through force of will. But that role was one hell of a character builder. Ofttimes, the caller was the one that led the party in exploring."</p></blockquote><p></p>
[QUOTE="Desdichado, post: 7769024, member: 2205"] I think the release of 1e is a decided change in the "school" of D&D. There were other equally consequential "school changes" but one could very easily make the argument that the biggest change to D&D came when D&D was turned into AD&D, and the experience was (and was expected to be) thoroughly different. [URL="http://kaskoid.blogspot.com/2016/02/how-i-helped-to-pull-rope-that-tolled.html"]http://kaskoid.blogspot.com/2016/02/how-i-helped-to-pull-rope-that-tolled.html[/URL] Quoting just a bit from that interview: "Everything printed after the original three little booklets having to do with OD&D (the game as it was played before the publishing of AD&D) was about suggestions, not rules. One of the founding tenets of D&D as it was played in its formative years of ’74 to ’77 was about rulings, not rules. Another was that it was expected that Dungeon Masters (DM’s) would mine for ideas wherever we could find them: books, fairy tales, movies, old comics, the pulps--all were fair game for ideas upon which to build an adventure or campaign." "Earlier I mentioned that we ran a lot of tournaments at game conventions. They were huge moneymakers for us, particularly at GenCon where we got all the admission and event fees. Even with modules, we were still finding it nearly impossible to find a large enough pool of DM’s that thought enough like us to feel completely comfortable. It also came to pass that various lawsuits came to be filed at this time that caused a desire to create a new brand. TSR came to the conclusion that it was time to actually codify D&D; thus was Advanced Dungeons & Dragons born, and the death knell of the loosey-goosey, fly-by-the-seat-of-your-pants Old School style of play. There were so many things we did not see coming, the most reprehensible of which is the rules-lawyer." "I have told the story elsewhere: Gary and I spent a week in his office at the end of which the general outline of Basic D&D and AD&D had been laid down. Basic was toned down for younger players and made simpler to understand for easing them into it. AD&D was a tarted-up, codified version of OD&D that would now compel everyone to play the same. Worse, it was now a whole hell of a lot less engaging to the imagination; everything could be found on a chart or table. Old School, or OD&D if you will, is more mentally engaging and more challenging than all the subsequent editions, not less. It is also tons simpler to play." "The sequencing of the releases of those first three hardbounds was a masterpiece of marketing. We knew everyone would have to have the whole set and released them in an order sure to sell them all well, and it did. And it killed the Old School style of play for a great portion of then-current players; new players only saw AD&D." "So why do I continue to play OD&D when I mid-wifed AD&D? Because it is all the things 1st Edition AD&D (1E) is not. It is not slaved to charts and tables, although it has some. It is not arguable; it works that way on my world because I say so. It is about gathering information, not relying on Skills and Abilities to do the work for you. It is about playing well, having fun and living to fight another day." "I see a dearth of those skills and abilities in newer versions. I think that in some ways Old School required a higher caliber player as well as requiring trust at the table; I see the art of running a great table being less respected (and practiced). I actually had a young man in a game at GaryCon tell me I was doing it wrong one time and that I was not being fair; the table stared in open-mouthed amazement all the while. I told him that I was sorry he wasn’t having any fun and that he was free to leave the game; he did not ask for a refund, although I am sure I could have gotten him one." "Old School-style was more difficult and much more nuanced than what later editions engendered. It required more roleplaying, it required asking lots of questions; thus was “the caller” born. The term “the caller” surely had many other synonyms, but it was a vital role in early role-playing. When the entire party started to ask questions for one reason or another, the DM could be overcome by the cacophony. The caller had to be able to sort through his compatriot’s babble and then turn around to the DM with a coherent set of questions, as well as making sure that all his party was heard; sometimes the player that hardly ever opened his mouth had a spectacular insight. Contrary to what you might be thinking, the caller was not always the “dynamic leader-type” that every group seemed to produce that made decisions or swayed the decisions through force of will. But that role was one hell of a character builder. Ofttimes, the caller was the one that led the party in exploring." [/QUOTE]
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