Showing posts with label Off Topic. Show all posts
Showing posts with label Off Topic. Show all posts

Saturday, January 1, 2011

Old School versus New School RPGs

A very perceptive quote on the difference:

Old School is about saying smart things, New School is about rolling hot dice. They cannot get any more different than that. In Old School you succeed or fail based on your ability to make clever inferences about the game world and/or say things which count as clever within the context of that world. But it's basically a test of the cleverness of the player. New School, on the other hand, is a test to see whether you can roll high. If you roll high, you win. Those are very different games.

Saturday, September 18, 2010

OT: More table gaming thoughts

A Paladin in Citadel has an interesting post on how experience points where awarded in the pre-dungeons and dragons proto-role playing games. Note:

In the fantasy game originally played by Arneson, it was primarily through the recovery, and appropriate expenditure, of long-lost treasure hoards, that characters advanced in levels. Appropriate expenditure is a critical component for all classes, as it is only through the expenditure of gold (and the Wizard's case, both expenditure of gold for the spell-making materials, and time, in creating his spells) in ways meaningful to the character's motivations and interests that the characters can advance.


If you have not taken note yet, let me draw something striking about this experience points system to your attention now. No experience points for monsters killed in D @ D.


I think that this approach has some advantages. One, is that it militates against the recovered treasure being used to shop for the newest and coolest magic item. To expend gold in this manner is to reduce the rate of character advancement. Two, it gives character's goals outside of their adventuring life and makes the creation of a game world a necessary part of character development. Finally, it allows the monsters to remain scary and difficult to fight (as a major goal is to avoid combat, especially if it is mostly risk with little reward).

In more recent edition of dungeons and dragons, advancement is based on either defeating opponents or advancing the plot. However, plot advancement can reduce the options that players have and make them feel less in control of the direction of the game. On the other had, defeating monsters means that the monsters have to be relatively weak in every single combat. After all, with between 10 and 30 encounters per level, a high level character needs to be the victor of hundreds of combats. Not even the great duellists of history tended to manage that!

There is another (subtle) advantage to this approach -- high-level characters will tend to be accomplished in the world. High level wizards will run laboratories and teach apprentices because that is how they generate experience. High level clerics will have supported and developed churches. Even high level fighters will have connection to the world (perhaps as petty nobility) through their investment of their adventuring loot.

It's an interesting system . . .