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General Tabletop Discussion
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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="Bedrockgames" data-source="post: 7769329" data-attributes="member: 85555"><p>I would quibble a bit with the angle, and the language a bit, but I do think this gets at a pretty important distinction, which is old school emphasis on rulings over rules (I wouldn't describe it as inventing mechanics whole cloth for each situation, I would describe it as drawing on what seems the most appropriate mechanic available and applying creativity and logic to its application). The benefit to this approach is it really does open up the 'it is possible to try anything' mindset (which for me was one of the most exciting aspects of RPGs when I first experienced them). </p><p></p><p>That said, I think this distinctions isn't always about rules heaviness or lightness. AD&D still had quite a few mechanics (especially if you include optional rulebooks). Pretty sure by second edition, there are clear rules for the climbing situation (and many other similar type rules). But the rules are often buried in spots that make them a bit hard to find. And 2E was loaded with optional rules. There are also plenty of non-D&D old school games that have robust mechanics for a wide variety of situations. You can run a system like 3E, which has rules for all kinds of situations, in an old school manner.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7769329, member: 85555"] I would quibble a bit with the angle, and the language a bit, but I do think this gets at a pretty important distinction, which is old school emphasis on rulings over rules (I wouldn't describe it as inventing mechanics whole cloth for each situation, I would describe it as drawing on what seems the most appropriate mechanic available and applying creativity and logic to its application). The benefit to this approach is it really does open up the 'it is possible to try anything' mindset (which for me was one of the most exciting aspects of RPGs when I first experienced them). That said, I think this distinctions isn't always about rules heaviness or lightness. AD&D still had quite a few mechanics (especially if you include optional rulebooks). Pretty sure by second edition, there are clear rules for the climbing situation (and many other similar type rules). But the rules are often buried in spots that make them a bit hard to find. And 2E was loaded with optional rules. There are also plenty of non-D&D old school games that have robust mechanics for a wide variety of situations. You can run a system like 3E, which has rules for all kinds of situations, in an old school manner. [/QUOTE]
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