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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="AriochQ" data-source="post: 7769442" data-attributes="member: 6793324"><p>One thing the article did not do, which it should have, is to define what is meant by "Old School" and "New School". It is very difficult to carry on a conversation/debate when people take the terms to mean different things. All these comments relate to D&D. Including other games broadens the topic to such an extent that dialog becomes very difficult. It is my belief that OS equates from ODD to early 2e AD&D. NS is everything since.</p><p></p><p>I am by no means the final word on the topic, but I believe, the following characteristics are the most agreed upon for each type:</p><p></p><p>Old School-</p><p>More Deadly</p><p>Less story driven, more simulationist</p><p>Rules light, rules are often missing or by DM fiat, rules are sometimes quirky</p><p>Greater DM authority - Rulings not rules. The DM accesses the rules. High trust in DM by players.</p><p>Not Balanced- 'asymetrical' game design. Classes, abilities, adventures, etc. do not worry so much about balance.</p><p>Character actions - Concrete. Players observe and describe. Goals are often achieved through a series of concrete action rolls (e.g. "I wedge an iron spike into the floor panel to wedge the trap door shut.")</p><p>Heroic - PC's are still 'realistic' versions of normal people</p><p>Slow Advancement - Character ability advancement is often not as important as equipment or experience</p><p></p><p>New School-</p><p>Less deadly</p><p>Rules heavy - Most possible actions have an associated rule or standard resolution</p><p>Lesser DM authority - Players access rules. Players expect DM to follow written rules (Low Trust)</p><p>Balanced - Strive to achieve a zen-like state of balance across multiple aspects of the game: class abilities, encounters, spell effects, etc.</p><p>Character actions-abstract. Characters will often make one roll to resolve action with no description of methods (e.g. "I disarm the trap")</p><p>Superheroic - PC eventually have abilities far exceeding human capacity</p><p>Fast Advancement - PC gain new powers and abilities at a quickened, and consistent, rate.</p><p></p><p>There are ton of other topics that could be included, but are more debatable: Effects of failure, strategy and tactics, importance of 3 pillars, campaign focus, etc.</p><p></p><p>There are also several areas that should not be included as they are not dependent on NS/OS, but instead exist across all game types: Sandbox/Railroad, The Importance of Story and the PC's role in the campaign, Team/Solo, DM Skill, Rules Mastery, etc.</p><p></p><p></p><p>As stated above, I don't purport to be an expert on the topic, but it is helpful to agree upon a general set of definitions before starting a spirited debate about the details.</p></blockquote><p></p>
[QUOTE="AriochQ, post: 7769442, member: 6793324"] One thing the article did not do, which it should have, is to define what is meant by "Old School" and "New School". It is very difficult to carry on a conversation/debate when people take the terms to mean different things. All these comments relate to D&D. Including other games broadens the topic to such an extent that dialog becomes very difficult. It is my belief that OS equates from ODD to early 2e AD&D. NS is everything since. I am by no means the final word on the topic, but I believe, the following characteristics are the most agreed upon for each type: Old School- More Deadly Less story driven, more simulationist Rules light, rules are often missing or by DM fiat, rules are sometimes quirky Greater DM authority - Rulings not rules. The DM accesses the rules. High trust in DM by players. Not Balanced- 'asymetrical' game design. Classes, abilities, adventures, etc. do not worry so much about balance. Character actions - Concrete. Players observe and describe. Goals are often achieved through a series of concrete action rolls (e.g. "I wedge an iron spike into the floor panel to wedge the trap door shut.") Heroic - PC's are still 'realistic' versions of normal people Slow Advancement - Character ability advancement is often not as important as equipment or experience New School- Less deadly Rules heavy - Most possible actions have an associated rule or standard resolution Lesser DM authority - Players access rules. Players expect DM to follow written rules (Low Trust) Balanced - Strive to achieve a zen-like state of balance across multiple aspects of the game: class abilities, encounters, spell effects, etc. Character actions-abstract. Characters will often make one roll to resolve action with no description of methods (e.g. "I disarm the trap") Superheroic - PC eventually have abilities far exceeding human capacity Fast Advancement - PC gain new powers and abilities at a quickened, and consistent, rate. There are ton of other topics that could be included, but are more debatable: Effects of failure, strategy and tactics, importance of 3 pillars, campaign focus, etc. There are also several areas that should not be included as they are not dependent on NS/OS, but instead exist across all game types: Sandbox/Railroad, The Importance of Story and the PC's role in the campaign, Team/Solo, DM Skill, Rules Mastery, etc. As stated above, I don't purport to be an expert on the topic, but it is helpful to agree upon a general set of definitions before starting a spirited debate about the details. [/QUOTE]
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