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Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
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<blockquote data-quote="hawkeyefan" data-source="post: 7769324" data-attributes="member: 6785785"><p>I think that you make some valid distinctions among different editions of D&D. I just don’t think that they have much to do with pacing. </p><p></p><p>Pacing is a variable thing. Different games have different methods of pacing, or different mechanics that help determine pacing. And of course the DM and players are always involved in a game’s pacing.</p><p></p><p>But your peaks and valleys point is more about high points of action and low points of action. And although this may seem to relate to pacing, I don’t think the point you’re making really does. </p><p></p><p>Your contrasting the low points with the high, saying that the contrast itself lends the peaks more meaning. But despite understanding why you might say that, I don’t know how relevant it is. The high points of my game are just as enjoyable. They don’t lose anything by having fewer boring stretches. </p><p></p><p>If anything, making the lulls more bearable just means that, arguably, the game is overall more enjoyable.</p><p></p><p></p><p></p><p>Each edition plays a bit different, and each has its pros and cons. But with the possible exception of 4E, the play experience is relatively the same. They’re all still D&D, after all.</p><p></p><p>Now, I know that may seem crazy to you, but play a game of Blades in the Dark or Tales From the Loop and then you’ll see how different a game can be.</p><p></p><p></p><p></p><p>If you look at the treasure types, you’ll see they were exactly what you describe. And you say that 1E had expectations about what manner of gear was appropriate for a level. I don’t think that taking those assumptions and then having a later edition put them in a chart meant as a reference is much of a point. </p><p></p><p>Treasure is important to every edition of D&D. If anything, I’d say it’s more important in older editions as the vast amount of character improvement was through gear. </p><p></p><p></p><p></p><p>Well that’s how one Old School edition worked. You played by different rules or you homebrewed your own...I can’t comment on that.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7769324, member: 6785785"] I think that you make some valid distinctions among different editions of D&D. I just don’t think that they have much to do with pacing. Pacing is a variable thing. Different games have different methods of pacing, or different mechanics that help determine pacing. And of course the DM and players are always involved in a game’s pacing. But your peaks and valleys point is more about high points of action and low points of action. And although this may seem to relate to pacing, I don’t think the point you’re making really does. Your contrasting the low points with the high, saying that the contrast itself lends the peaks more meaning. But despite understanding why you might say that, I don’t know how relevant it is. The high points of my game are just as enjoyable. They don’t lose anything by having fewer boring stretches. If anything, making the lulls more bearable just means that, arguably, the game is overall more enjoyable. Each edition plays a bit different, and each has its pros and cons. But with the possible exception of 4E, the play experience is relatively the same. They’re all still D&D, after all. Now, I know that may seem crazy to you, but play a game of Blades in the Dark or Tales From the Loop and then you’ll see how different a game can be. If you look at the treasure types, you’ll see they were exactly what you describe. And you say that 1E had expectations about what manner of gear was appropriate for a level. I don’t think that taking those assumptions and then having a later edition put them in a chart meant as a reference is much of a point. Treasure is important to every edition of D&D. If anything, I’d say it’s more important in older editions as the vast amount of character improvement was through gear. Well that’s how one Old School edition worked. You played by different rules or you homebrewed your own...I can’t comment on that. [/QUOTE]
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