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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: 7769493" data-attributes="member: 5142"><p>I would agree. When this relative newtimer reads through older editions of D&D, I get the impression that I am dealing with a system that was cobbled together over time from various subsystems as need arose. There is not a lot of cohesion to it. Sure, it may have held by "rulings not rules," but "making up more rules" nevertheless seems like the consequence. </p><p></p><p>Indeed, the basic idea in the emboldened sentence has arguably been the prevailing trend of RPG design of the past 1-2 decades, even among some OSR games. This feature has a practical purpose. It's simply easier to teach new players one basic mechanic (or guiding principle) than two or more. And the less that you have to teach the game, the quicker that the players can immerse themselves in the game.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7769493, member: 5142"] I would agree. When this relative newtimer reads through older editions of D&D, I get the impression that I am dealing with a system that was cobbled together over time from various subsystems as need arose. There is not a lot of cohesion to it. Sure, it may have held by "rulings not rules," but "making up more rules" nevertheless seems like the consequence. Indeed, the basic idea in the emboldened sentence has arguably been the prevailing trend of RPG design of the past 1-2 decades, even among some OSR games. This feature has a practical purpose. It's simply easier to teach new players one basic mechanic (or guiding principle) than two or more. And the less that you have to teach the game, the quicker that the players can immerse themselves in the game. [/QUOTE]
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