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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="GreyLord" data-source="post: 7769632" data-attributes="member: 4348"><p>Though I'm one who identifies the OSR with how it was in the beginning rather than what it has been taken to be today, I find the conversation regarding the changes that occurred with 3e vs. D&D prior to that pretty easy to also identify as something that those who play Old School games and games that are similar to those that are What we may consider New School.</p><p></p><p>The lack of a unified mechanic is something that is very prevalent in the older D&D systems (OD&D to early 2e), while 3e attempted (though not completely, especially if you get into all the additional rulebooks that came out in it's lifetime) to create a unified system.</p><p></p><p>In some ways, I suppose that seeing this could be something that represents the shift in mindset from older gamers who loved AD&D or BECMI/BX to those that love to play the Newer games since then. The entire idea of a unified mechanic seems to be emphasized in MANY of the more popular games today.</p><p></p><p>It existed in some games that would be seen as the same era as 1e (so it's not a NEW idea), but the prevalence of it being so sought out as a RPG creation tool today was brought up in 3e and it is the deviation from 3e around the same time that you see the birth of the OSR.</p><p></p><p>A unified mechanic CAN make it FAR easier for people to learn. Simplified ideas (such as going up rather than THAC0) also can make it easier to learn. I never could understand how one could have a problem understanding THAC0, but to this day I still have players who have been playing for decades who cannot understand it. They CAN understand the mechanics of 3e.</p><p></p><p>A unified mechanic can also make it easier to rule something on the fly and guess correctly. With 3e, even if you didn't know the exact rule on something, you could take a reasonable guess based on the unified mechanic and stand a greater chance of actually using the rule from the rulebook by chance than you would in AD&D or BECMI.</p><p></p><p>You can see this even more strongly with 5e. Because 5e focuses on the entire Proficiency bonus as a standard it makes it far easier, not just to help people learn, but also to guess at certain rules when you don't remember them, OR to create a rule that flows easily with the rest of the system, it makes it far easier to run for many people.</p><p></p><p>For Old OSR players who are looser with inclusion (so not just AD&D and BECMI/BX and OD&D games, but others similar, so C&C as well) I could see them easily feeling that this is a decent way to show differences between Old School ways of thought vs. New School Ways of thought.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 7769632, member: 4348"] Though I'm one who identifies the OSR with how it was in the beginning rather than what it has been taken to be today, I find the conversation regarding the changes that occurred with 3e vs. D&D prior to that pretty easy to also identify as something that those who play Old School games and games that are similar to those that are What we may consider New School. The lack of a unified mechanic is something that is very prevalent in the older D&D systems (OD&D to early 2e), while 3e attempted (though not completely, especially if you get into all the additional rulebooks that came out in it's lifetime) to create a unified system. In some ways, I suppose that seeing this could be something that represents the shift in mindset from older gamers who loved AD&D or BECMI/BX to those that love to play the Newer games since then. The entire idea of a unified mechanic seems to be emphasized in MANY of the more popular games today. It existed in some games that would be seen as the same era as 1e (so it's not a NEW idea), but the prevalence of it being so sought out as a RPG creation tool today was brought up in 3e and it is the deviation from 3e around the same time that you see the birth of the OSR. A unified mechanic CAN make it FAR easier for people to learn. Simplified ideas (such as going up rather than THAC0) also can make it easier to learn. I never could understand how one could have a problem understanding THAC0, but to this day I still have players who have been playing for decades who cannot understand it. They CAN understand the mechanics of 3e. A unified mechanic can also make it easier to rule something on the fly and guess correctly. With 3e, even if you didn't know the exact rule on something, you could take a reasonable guess based on the unified mechanic and stand a greater chance of actually using the rule from the rulebook by chance than you would in AD&D or BECMI. You can see this even more strongly with 5e. Because 5e focuses on the entire Proficiency bonus as a standard it makes it far easier, not just to help people learn, but also to guess at certain rules when you don't remember them, OR to create a rule that flows easily with the rest of the system, it makes it far easier to run for many people. For Old OSR players who are looser with inclusion (so not just AD&D and BECMI/BX and OD&D games, but others similar, so C&C as well) I could see them easily feeling that this is a decent way to show differences between Old School ways of thought vs. New School Ways of thought. [/QUOTE]
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