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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="Aldarc" data-source="post: 7769418" data-attributes="member: 5142"><p>Sorry, Lanefan, but this sort of closed-mindedness, OneTrueWayism right out of the gate is a good sign that this conversation has already reached its end. And the growing quote-wall-of-text of some of the usual issues does not make things any easier in that regard. If this any indication of the sort of answers I can expect going forward, then responding at length any further is not worth my time. </p><p></p><p>In either principle or practice you don't know nor would you because you seem reluctant to approach the discussion with much good faith. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> </p><p></p><p>Keeping in mind that my players are Austrians (and a Scot). D&D (apart from PF) has been a relatively recent phenomenon according to them. 5e D&D was really their first play of D&D. The Scot had some experience with 1-2e D&D, and another played Pathfinder in a one-shot, which they did not like. Their games before that were mostly 7th Seas 1e and Der Scwharze Auge (which they loathe). They responded well to Fate when I ran several games of that. We have also played one shots of Index Card RPG, Numenera, and Warhammer 2e. I would like to eventually run Dungeon World, Blades in the Dark (or Scum & Villainy), and possibly Black Hack for them. </p><p></p><p>Most of the players seem to take issue with the 5e system, though there are broader issues with D&D as well. It feels too easy in some regards. We reached around level 6-7, and the GM has felt challenged with creating encounters that challenge the party. Several the players and GM want something more lethal or at least risky. Some find 5e's design kinda boring and monotonous, particularly the monster design. Others have felt that character options and actions feel somewhat limited. (Less about feats here and more about attempting things such as disarming an opponent. Is there an optional rule in the DMG? Sure, but they would be equally annoyed by its presence and having to dig through books for it.) </p><p></p><p>Other issues are admittedly with D&Disms. One player, for example, is not a fan of readily available healing magic, but this is because of how it seems to trivialize their medical profession. They also kinda dislike the zero to hero leveling. Another player is tired of generic Euro-American medieval fantasy.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7769418, member: 5142"] Sorry, Lanefan, but this sort of closed-mindedness, OneTrueWayism right out of the gate is a good sign that this conversation has already reached its end. And the growing quote-wall-of-text of some of the usual issues does not make things any easier in that regard. If this any indication of the sort of answers I can expect going forward, then responding at length any further is not worth my time. In either principle or practice you don't know nor would you because you seem reluctant to approach the discussion with much good faith. :erm: Keeping in mind that my players are Austrians (and a Scot). D&D (apart from PF) has been a relatively recent phenomenon according to them. 5e D&D was really their first play of D&D. The Scot had some experience with 1-2e D&D, and another played Pathfinder in a one-shot, which they did not like. Their games before that were mostly 7th Seas 1e and Der Scwharze Auge (which they loathe). They responded well to Fate when I ran several games of that. We have also played one shots of Index Card RPG, Numenera, and Warhammer 2e. I would like to eventually run Dungeon World, Blades in the Dark (or Scum & Villainy), and possibly Black Hack for them. Most of the players seem to take issue with the 5e system, though there are broader issues with D&D as well. It feels too easy in some regards. We reached around level 6-7, and the GM has felt challenged with creating encounters that challenge the party. Several the players and GM want something more lethal or at least risky. Some find 5e's design kinda boring and monotonous, particularly the monster design. Others have felt that character options and actions feel somewhat limited. (Less about feats here and more about attempting things such as disarming an opponent. Is there an optional rule in the DMG? Sure, but they would be equally annoyed by its presence and having to dig through books for it.) Other issues are admittedly with D&Disms. One player, for example, is not a fan of readily available healing magic, but this is because of how it seems to trivialize their medical profession. They also kinda dislike the zero to hero leveling. Another player is tired of generic Euro-American medieval fantasy. [/QUOTE]
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