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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: 7769506" data-attributes="member: 5142"><p>What sometimes gets missed in the discussion - not saying that is the case here - is how many recent indie RPG games were equally a reaction against what you describe with post-3e D&D skills and environment interaction. It was not just OSR as a reaction against post-3e D&D, but also a lot of story/character-driven RPGs as well (e.g., Fate, PbtA, etc.). </p><p></p><p>Probably the best example is Powered by the Apocalypse. From what I have been told its system developed from Vincent Baker as a response to how he felt play was emerging in D&D around skills and mechanics, such that players were declaring mechanics instead of fiction: e.g., "I will make a Perception check." This is one reason why the PbtA games stress players declaring the intent of their action in the fiction first and then GM determines what "Moves" are triggered by those actions, which require player rolls. The unified mechanic (2d6 + modifiers) sets limits on the fiction (i.e., failure, complicated success, and full success) while also propelling the fiction forward as a forefront element. </p><p></p><p>I would agree here as well. Some OSR games still seem a bit too verbose for my liking, but others present an incredibly streamlined game with a good layout that makes for easy reading for easily surmisable play.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7769506, member: 5142"] What sometimes gets missed in the discussion - not saying that is the case here - is how many recent indie RPG games were equally a reaction against what you describe with post-3e D&D skills and environment interaction. It was not just OSR as a reaction against post-3e D&D, but also a lot of story/character-driven RPGs as well (e.g., Fate, PbtA, etc.). Probably the best example is Powered by the Apocalypse. From what I have been told its system developed from Vincent Baker as a response to how he felt play was emerging in D&D around skills and mechanics, such that players were declaring mechanics instead of fiction: e.g., "I will make a Perception check." This is one reason why the PbtA games stress players declaring the intent of their action in the fiction first and then GM determines what "Moves" are triggered by those actions, which require player rolls. The unified mechanic (2d6 + modifiers) sets limits on the fiction (i.e., failure, complicated success, and full success) while also propelling the fiction forward as a forefront element. I would agree here as well. Some OSR games still seem a bit too verbose for my liking, but others present an incredibly streamlined game with a good layout that makes for easy reading for easily surmisable play. [/QUOTE]
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