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Post by Admin Pete on Jan 5, 2022 23:22:50 GMT -5
The blog Simulacrum: Exploring OSR Design did a about the history of the OSR that started in Feb 2021 and concluded in mid December. Here is the second post and I will be reading it with you as I just found it but have not read it. I have no doubt, but that it will be vastly superior to the "history" published by the infamous Shannon Applecline. Nevertheless, I expect to disagree with parts of it. and once I read it I will comment and I hope that you do too. A Historical Look at the OSR — Part II
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Post by hengest on Jan 6, 2022 14:59:46 GMT -5
Another fine entry in this series that I am going to try not to rush through.
The author's remarks on the origins and effects of skill systems are entirely worthwhile, and I look forward to hearing more serious responses to them.
I actually find these posts exciting--I loved reading this clear description of what happened with skill systems and ability checks. Loved it! Hard to say why...I suppose because it presents the information, which always seems murky to me, in plain language with explicit references to publications from the time (and interviews and so on). It really injects the narrative into you!
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Post by The Semi-Retired Gamer on Jan 8, 2022 5:15:49 GMT -5
This series of blog posts is fascinating to me. I'm enjoying the read.
[1] - "Fanatical game hobbyists often express the opinion that DUNGEONS & DRAGONS will continue as an ever-expanding, always improving game system. TSR and I see it a bit differently. … Americans have somehow come to equate change with improvement."
[1] - This still rings true to me. Change just for the sake of change is almost never a good idea. People get burned out on the edition treadmill if they try to keep up. Imagine if AD&D would have continued to evolve with a natural evolution over the years with small changes being made after years of play bringing to light when changes truly needed to be made. A hypothetical 2nd edition of AD&D could have made some changes and additions such as UA material and the most popular stuff being used from Dragon magazine also. Maybe the Bard would have evolved into a more traditional class? Maybe the NPC classes in Dragon would have been included in the 2E DMG. The 2E Monster Manual could have been like a greatest hits collection from the original, MM2, and Fiend Folio. The point being that this would have been a natural evolution of the game and, I believe, led to a much more satisfying version of 3E for the old timers.
[2] - On the problem with skills - "The most common such design error is “roll to play”. If the players don’t make their Etiquette skill check, the key NPC won’t help them; if they fail their Lockpicking roll, the door to the dungeon won’t open."
[2] - I much prefer a simple that gives the DM guidance but generally leaves it up to them and their group. Sure, go with a x in D6 chance of success modified by the case presented by the player; maybe the character's background will help? Maybe the character was raised by his uncle and his uncle was owed a favor by the local bishop? in return, the character was taught the finer points of etiquette, religious practice, or whatever. Not only will this argument lead to an increased chance of success but the DM could tell the player to make a note on his character sheet adding this to his back story and such so they can reference it later during play. No need to go through a large list of skills trying to cover any "gotcha moments" before play has even began.
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Post by The Semi-Retired Gamer on Jan 8, 2022 11:42:31 GMT -5
Part II obviously has someone that is TRIGGERED in the comments.
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Post by The Perilous Dreamer on Jan 8, 2022 13:51:54 GMT -5
Part II obviously has someone that is TRIGGERED in the comments. That was a melt down! An example of a skill Nazi!
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Post by The Perilous Dreamer on Jan 8, 2022 13:58:29 GMT -5
This series of blog posts is fascinating to me. I'm enjoying the read. Maybe the character was raised by his uncle and his uncle was owed a favor by the local bishop? in return, the character was taught the finer points of etiquette, religious practice, or whatever. Not only will this argument lead to an increased chance of success but the DM could tell the player to make a note on his character sheet adding this to his back story and such so they can reference it later during play. No need to go through a large list of skills trying to cover any "gotcha moments" before play has even began. My caveat is that when a player wants to throw in some background on the fly to explain why he could do thus and such is that it cannot contradict earlier stuff unless he has previously told me out of game that he is lying to the other players about certain things in his background that did not substantially effect outcomes, in the way this would. For instance, I had one player who unfortunately had to move quite a distance away, that told me his character was EVIL, but that would be slowly hinted at until it was fully revealed, he intended to take about two years to out his character as a bad guy. A lot of what he told them was going to be untrue, but no in ways that would be obviously discovered in the short term.
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Post by The Perilous Dreamer on Feb 20, 2022 14:53:08 GMT -5
This series of blog posts is fascinating to me. I'm enjoying the read. [1] - "Fanatical game hobbyists often express the opinion that DUNGEONS & DRAGONS will continue as an ever-expanding, always improving game system. TSR and I see it a bit differently. … Americans have somehow come to equate change with improvement."[1] - This still rings true to me. Change just for the sake of change is almost never a good idea. People get burned out on the edition treadmill if they try to keep up. Imagine if AD&D would have continued to evolve with a natural evolution over the years with small changes being made after years of play bringing to light when changes truly needed to be made. A hypothetical 2nd edition of AD&D could have made some changes and additions such as UA material and the most popular stuff being used from Dragon magazine also. Maybe the Bard would have evolved into a more traditional class? Maybe the NPC classes in Dragon would have been included in the 2E DMG. The 2E Monster Manual could have been like a greatest hits collection from the original, MM2, and Fiend Folio. The point being that this would have been a natural evolution of the game and, I believe, led to a much more satisfying version of 3E for the old timers. IMO they should have stayed with OD&D and have promoted open ended sandbox play. They could have published materials that reinforced and complimented that play style. They could have printed a lot more supplements and rules grab bags, all noted as optional. They could have hired Dave Hargrave, published Arduin as a setting, and the Grimoires as supplements. The guys that did the Warlock version, those could have been published as OD&D supplements. They could have went a long time with supporting old school gaming IMO. Holmes made a start for them, but quite frankly if they could have had someone on staff to reorganize it like, say for instance, Delving Deeper, but leaving in the ambiguities and occasional vagueness that were part of the magic would have been good. Then around 1982 they could have published three or four different flavors of OD&D, while keeping the total length about the same and split into three books, with a supplement or two specifically for that flavor. [2] - On the problem with skills - "The most common such design error is “roll to play”. If the players don’t make their Etiquette skill check, the key NPC won’t help them; if they fail their Lockpicking roll, the door to the dungeon won’t open."[2] - I much prefer a simple that gives the DM guidance but generally leaves it up to them and their group. Sure, go with a x in D6 chance of success modified by the case presented by the player; maybe the character's background will help? Maybe the character was raised by his uncle and his uncle was owed a favor by the local bishop? in return, the character was taught the finer points of etiquette, religious practice, or whatever. Not only will this argument lead to an increased chance of success but the DM could tell the player to make a note on his character sheet adding this to his back story and such so they can reference it later during play. No need to go through a large list of skills trying to cover any "gotcha moments" before play has even began. Yeah, I don't like skills and the rolls for everything. Some things they are going to fail at, it just means they will have to come back and try it again later. Maybe come back to that door when they have a Knock spell in hand to use.
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Post by The Perilous Dreamer on Feb 20, 2022 14:59:21 GMT -5
He says:It is a no-brainer and referees have a keen sense of this in a very practical way, it is the one of the reasons referees tinker and modify the rules, it is to get what you want and intend in game play.
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Post by The Perilous Dreamer on Feb 20, 2022 15:03:55 GMT -5
He says:Just so, lack of playtesting and refining of those new rules was the problem. This is where they most missed having Arneson as part of the company. No one was better at playtesting rules than Arneson, he was a master at finding flaws in rules and exploiting weaknesses in them. TSR would have made money paying Arneson to play test and refine things before they were released and Gygax himself was better at using others ideas, than starting from scratch with his own.
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Post by The Perilous Dreamer on Feb 20, 2022 15:12:22 GMT -5
He says: He is wrong here IMO, modules were the Death of the Old School, Skill Systems just nailed the coffin doors shut.andNot innovation, but degradation of game design.That's high cost, they slow the whole game down from character creation to game play and they provide an endless source for those most evil of men - rules lawyers - to argue and debate and bring every game to glacial slowness if not a complete halt. A very high price indeed.
And let's be clear here, IMO you should never be leafing through the book during the game in search of a rule, NEVER. Make a ruling and continue on, don't break the players immersion in the game, for such a poor reason.
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Post by The Perilous Dreamer on Feb 20, 2022 15:16:16 GMT -5
Now he gets to the crux of the matter:This is the faster, quicker way to play, the old school way to play. And IMO FWIW, if a player wanted to do alchemical stuff (as one example) learn about it outside the game, let the ref know you are doing that and then bring that new knowledge to the game. In game, that character spent a year as an apprentice to an alchemist.
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Post by The Perilous Dreamer on Feb 20, 2022 15:26:46 GMT -5
He says:Skills killed roleplaying and converted the games to rollplaying. Here is something else that happened, it killed player creativity, but removing the element of the player needing to have the ability to think and along with modules, the players started to lose the ability to make decisions, because all the thinking and decision making was taken out of the hands of the players by the designers of the rules and of the modules.
I do not think it is because people are naturally lazy, I think it is a direct result of dumbing the game down at the same time our educational system was being dumbed down. Let's face it, governments do not want people as citizens who have critical thinking skills and decision making skills. No, not a conspiracy, just a consequence of authoritarian thinking.
And it did change the face of play and in a drastic manner. Skills and all that comes from them are New School gaming and I want nothing to do with New School gaming, nothing about it is fun for me.
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Post by The Perilous Dreamer on Feb 20, 2022 15:47:47 GMT -5
He says:Virtually every rule change to D&D from NWPs on that were allegedly "intended" to increase variety and player options, did in fact reduce options, 2E was notorious for this and smart tables dumped a lot of the rules in the interests of moving the game along. Even in 5E which is an improvement over 3E, the time required to create new characters is still obscene. As another example, from the time that melee rounds were split into segments, most notoriously in 2E, combat was slowed to a crawl and what used to take 20 minutes could now take hours. 3E was notorious as well for combats that proceeded at glacial speed. I play in a 5E game and combat is very slow and it takes forever to play out a combat. Perverse incentive - The Original Cobra EffectIMO a lot of the time - it is made worse because of bad intentions. But the biggest cause of a perverse incentive is the inability of people to think things through before they make the decision to do whatever it is. Read about the Cobra Effect, a lot of examples have been provided. We have seen numerous examples of the Cobra Effect in 2020 and 2021, but those are censored at this time, but may be listed in a few years.
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Post by The Perilous Dreamer on Feb 20, 2022 15:55:51 GMT -5
He says:I am sorry, but why would you go adventuring if you could not start a fire, or ride a horse or cook or fish or hunt - at least as a fighting-man. If you look at the skill lists, then every PC should have gotten about 10 each with slightly different ones per class as a default and then been allowed to choose the number allowed by the rules. But even then the competence level in 2E for example was pitiful even at 8th level you were still pretty incompetent in the skills you had.
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Post by The Perilous Dreamer on Feb 20, 2022 16:05:30 GMT -5
He says:
It only became a design failure when the rules were re-written to make attributes even more important than they were in real life. Until sadly real life followed suit.
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Post by The Perilous Dreamer on Feb 20, 2022 16:09:31 GMT -5
He says: Let's be clear, Greyhawk was the first departure from old school rules, these changes were not old school when they increased the importance of ability scores. Ability score effects replaced what would have otherwise been done with magic and have been less restrictive.
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Post by The Perilous Dreamer on Feb 20, 2022 16:22:18 GMT -5
He says:
We started using ability score checks in 1975, but only used them when it was not obvious that the you could or could not do something. For example: character with a DEX of 3 and a STR of 3 wants to leap 25 feet, go ahead and try but you will fall to your death; character with a DEX of 18 and a STR of 18 wants to leap 25 feet, go ahead and try, you have a 60% chance of making it, if you shed your armor, weapons and pack.
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Post by Vladimir, The Dark Prince on Feb 20, 2022 22:52:41 GMT -5
He says:We started using ability score checks in 1975, but only used them when it was not obvious that the you could or could not do something. For example: character with a DEX of 3 and a STR of 3 wants to leap 25 feet, go ahead and try but you will fall to your death; character with a DEX of 18 and a STR of 18 wants to leap 25 feet, go ahead and try, you have a 60% chance of making it, if you shed your armor, weapons and pack. A lot of things are pretty obvious that they will not work. So no need to roll at all unless the player just won't take no for an answer. OK you have a 0.01% chance of doing a standing backflip in full plate with your DEX of 3 and a STR of 3, so roll a 1 on percentile dice twice.
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