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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: 7769038" data-attributes="member: 2205"><p>You do realize that I'm responding to the specific question that I quoted, which was, basically, "If you disagree with what the article thinks is old school vs new school, what do <em>you</em> think the division is?", right? Because yeah, obviously that's not what the article is talking about.</p><p></p><p>Personally, I don't think anything significant happened in 1996 that changed the way people played the game. The only change was sales; i.e., people were burned out on D&D and White Wolf had their brief era of peak faddishness. But White Wolf wasn't espousing any kind of new playstyle strategy; they were basically just translating the Hickman style of gaming, which had been going on for the better part of 15 years already by 1996, into a new setting and a new system.</p><p></p><p>Maybe one could say that by about 1996 or so the old school grognardy D&D players were starting to drop out and play something else, but then if you are going to go that route, I think there has to be some consistency. 4e was clearly a wargamey, tactical version of the game, but it's lumped by most in with the new schooly "story-games", which is a passive-aggressive term that does much more harm than good. But it's especially ridiculous to talk about 4e as a story-game when it's the system that specifically eschewed all that to be a tactical wargame with RPG elements just tacked on.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 7769038, member: 2205"] You do realize that I'm responding to the specific question that I quoted, which was, basically, "If you disagree with what the article thinks is old school vs new school, what do [I]you[/I] think the division is?", right? Because yeah, obviously that's not what the article is talking about. Personally, I don't think anything significant happened in 1996 that changed the way people played the game. The only change was sales; i.e., people were burned out on D&D and White Wolf had their brief era of peak faddishness. But White Wolf wasn't espousing any kind of new playstyle strategy; they were basically just translating the Hickman style of gaming, which had been going on for the better part of 15 years already by 1996, into a new setting and a new system. Maybe one could say that by about 1996 or so the old school grognardy D&D players were starting to drop out and play something else, but then if you are going to go that route, I think there has to be some consistency. 4e was clearly a wargamey, tactical version of the game, but it's lumped by most in with the new schooly "story-games", which is a passive-aggressive term that does much more harm than good. But it's especially ridiculous to talk about 4e as a story-game when it's the system that specifically eschewed all that to be a tactical wargame with RPG elements just tacked on. [/QUOTE]
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