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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="Lanefan" data-source="post: 7769394" data-attributes="member: 29398"><p>As a game, quite likely. But - and not knowing your specific game I can't say whether this applies to your own situation or not - often the lulls or valleys are caused by realism rearing its ugly head: you have to wait three days for some wounds to heal up enough to keep going, or you're stumped by a maze or riddle, or your character got killed and there's no reasonable way in the fiction to either revive it or bring in a new one, or you have to explore the place inch by inch because of all the traps; and mitigation of the lulls and valleys comes at direct cost of this sort of realism. I'm not willing to pay that cost.</p><p></p><p>From some aspects pretty much all TTRPGs are the same: you generate a character, give it a personality, and role-play that personality as it interacts with the other PCs and the surrounding world.</p><p></p><p>But from other aspects they're all different, including D&D's various editions, and the differences lie in the mechanics of play and how much they either help or hinder the above in the eyes of the player. In older D&D, for example, a lot of the resolution mechanics stayed DM-side where in newer D&D they've gone player-side. Another example: in 3e (and 4e and 5e, in different ways) there were a lot more PC-based mechanics to worry about including feats, skills, etc. that the older versions didn't have.</p><p></p><p>I'm not saying it isn't important...not in the least! But I am saying that as written it has certainly come to feel much more 'prepackaged' as the editions have gone on, probably because the designers have realized its importance and tried to rein it in rather than just saying anything goes within very broad guidelines and leaving it for each DM to sort out for herself.</p><p></p><p>Yeah, pretty much our whole system is homebrewed now, though still vaguely recognizable as 1e.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7769394, member: 29398"] As a game, quite likely. But - and not knowing your specific game I can't say whether this applies to your own situation or not - often the lulls or valleys are caused by realism rearing its ugly head: you have to wait three days for some wounds to heal up enough to keep going, or you're stumped by a maze or riddle, or your character got killed and there's no reasonable way in the fiction to either revive it or bring in a new one, or you have to explore the place inch by inch because of all the traps; and mitigation of the lulls and valleys comes at direct cost of this sort of realism. I'm not willing to pay that cost. From some aspects pretty much all TTRPGs are the same: you generate a character, give it a personality, and role-play that personality as it interacts with the other PCs and the surrounding world. But from other aspects they're all different, including D&D's various editions, and the differences lie in the mechanics of play and how much they either help or hinder the above in the eyes of the player. In older D&D, for example, a lot of the resolution mechanics stayed DM-side where in newer D&D they've gone player-side. Another example: in 3e (and 4e and 5e, in different ways) there were a lot more PC-based mechanics to worry about including feats, skills, etc. that the older versions didn't have. I'm not saying it isn't important...not in the least! But I am saying that as written it has certainly come to feel much more 'prepackaged' as the editions have gone on, probably because the designers have realized its importance and tried to rein it in rather than just saying anything goes within very broad guidelines and leaving it for each DM to sort out for herself. Yeah, pretty much our whole system is homebrewed now, though still vaguely recognizable as 1e. [/QUOTE]
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