Words from a grognard

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The Old School: Hallmarks II

More thoughts on what makes for an old school experience. Some of this is simply expansion on a topic mentioned in Hallmarks I because I think the added commentary adds something to the discussion. As I return to thoughts of playstyles, I expect more details and notions to arise and I’ll toss them up here. Perhaps I’ll get around to pulling all of it together, properly organized, and then post it.

I’ve offered that settings are what define the world in which PCs operate. Any exceptions to normal physics are delineated so that players can interact with a consistent basis of understanding; gravity is going to make a long fall quite detrimental to a PC’s health…although here are the specific ways in which that can be ameliorated. Players are able to predict, in general terms, how things work and thus gauge how risky a course of action will be for the PC.

Settings also tie in with other elements. PCs are expected to be grounded in the setting, with some nominal ties to specific elements. The most basic is likely that of origin; where the PC comes from establishes them as *part of the setting* from the outset. The PCs aren’t foreign to the setting, they’re just another one of many elements that are part of the setting.

That’s important because old school campaigns are about the setting. The system rules didn’t include anything about pre-planned “character arcs” or long, involved background stories because the campaigns were expected to be about what’s going on in the world and how a group of random characters engage with it. With everything involved being part of the setting, it’s the setting that is featured in play. It’s this that makes every PC replaceable in a campaign, with it not unusual that a player could begin a campaign and then change PCs over time without that campaign ending.

A system begins to lose old school flavor when the approach to PCs loses tight definition in an effort to provide a lot of customization. As the ancestral wargames offered up a “fighter is a fighter is a fighter” approach, the old school RPGs proceeded with that idea, I reckon, because it kept the PCs grounded in the setting and helped to make them replaceable. The expectation was that a PC becomes memorable based on how it’s played with the choices the player makes defining the unique nature of the character. Thus, a character is only fully defined through play and that’s where the important differences should arise.

I’ll even offer that this is part of developing player skill, in part — take this standard-issue archetype and make something more of it *in play.* So much of the play experience and character definition happens “off-sheet,” as is often said. Players can’t rely on special combinations of customization options to provide “easy button” solutions to play challenges, a build isn’t a substitute for creative solutions the player cooks up. The character sheet acts as a toolbox for the player, not a source of solutions; interrogating the fiction by asking questions to find elements that can possibly be exploited to help overcome the challenge at hand is far more important than looking to the sheet for an answer.

Old school play is very much in the “play to find out” camp. Even in tournament play, while each round of the tournament provided a continuation of a general plot, the individual installments often didn’t dictate an explicit sequence of encounters and events. G1-3 Against the Giants, for example, moved the overall plot from round to round from G1 with hill giants to G2 with frost giants and then to G3 and fire giants. When playing through G1, however, there was no expected order of encounters as to how it would play out, nor do I recall any instances of “the PCs have to do X then Y” or similar to finish the module.

Forgotten Temple of Tharizdun, with its order of battle roster, makes this even more apparent. PCs can have denizens appear during a fight with others and then, when arriving at those critters’ regular quarters, there won’t be any critters to be found. The module doesn’t decide if the critters will be encountered during the large melee, in their own quarters, or somewhere in between. That lack of expectation and reliance on the GM to sort the happenstance is representative of an old school approach.

Old school systems also expect exploration as an important component of play. this hearkens back to the importance of setting, because finding out what is in the setting and what’s happening in the setting is core to the experience. Exploration becomes important as a way to find out about the setting, as the setting provides for play. A solid procedure for exploring sites thus seems to be a requirement in old school playstyles.

I hope my thoughts here can spur thought and spark ideas from other people. I can’t say that my idea of the hallmarks of old school styles are necessarily the most accurate or thorough, certainly. I can say that thinking on the subject has helped me deepen my understanding, certainly.

Oh, yeah, I can put documents up for download….

I realized that I might be able to post other media in addition to images. Sure enough, I can put PDFs and other types of file up. Yeah…I’m not quick to check on this sort of thing.

Anyway, I still have no idea how to go about accessing those through the guest interface, so I’ll check to see how difficult that is.

Blog News: Revamp is Underway

At work this past weekend I was able to hash out notes on several more topics that will appear in posts on here. The reorganizing and editing of the old posts is also happening apace, despite all that taking writing & design time to do. I figure getting it all organized and finally out of my head will free me up for more design and writing time before long, which would be a net gain for me. When my head gets cluttered, I lose productive time. (And as the triple bypass revealed that I’d been walking around essentially dead for some time, I want to get it all on paper before I do actually fall down.)

Among the things I pondered while working on the assembly line were wizard-locked doors, wards and seals, magical constructs, power crystals for constructs, and what would be driven by such. Also, various ways to involve tracking fatigue in play, some of which I’ve played around with prior and others I’ve not. Thoughts on some tutorial adventure materials with commentary on what players and GMs have to consider as play moves along. Notions about sages — hiring them and how they go about doing their research. A bit on lighting in dungeons that PCs don’t have to provide.

Topics still percolating in my head from before include: counterspell processes for casters and how those work in combat against enemy casters; fighters and performing stunts and exploits; how to possibly use my channeling dice mechanism as part of my Resolve system and what change in feel/flavor would come about (and whether it seems reasonable, at all).

And a good deal about topics for GMing materials. Things to consider for settings, guidance on developing dungeons/ruins/adventure sites. Thoughts on design theory. All. The. Things. And I write best and most productively after I’ve nailed the organization down for whatever I’m writing, so getting it all out of my head and into an outline of some sort is going to help finish it.

Welcome to OS RPG Talk

This blog appears primarily for the reason that it provides space for me to offer up thoughts on a great variety of topics pertinent to RPGs. I’m an old school gamer and find many fora on games and game design to be an ill fit, as most of the participants embrace completely different playstyles and philosophies. Any post on those fora can appear in a post here after I’ve been able to work out my thoughts.

The next reason is that it gives me a place to post and explore bits of my design projects where I can get some feedback from interested readers. I don’t see much utility from posting for feedback where most forum users aren’t old school peeps–the feedback gained is likely rooted in much different sensibilities and unlikely to be of much use.

And lastly, this blog is celebrates me regaining the ability to produce materials. My mental health has been spotty for ages–depression–and now that the mental fog isn’t ever present, I’m able to design and create and write, again. It’s such a nice feeling!

[Addendum:] It’s been some twenty months since I started this project, and now I think I’ve a much better grasp of how I want to use it. I’ve three active design projects underway — a bespoke system, an AD&D hack, and a pulpish system — and I want to discuss how a concept will be used in each of those — a compare and contrast exercise involving each concept. I suspect that approach will prove more useful to both me and any readers.

I also want to offer more directly usable material than I’ve done thus far. I know many readers peruse blogs looking for material they can drop into use at their tables, so I look to help them along in that effort and offer up usable goodies that don’t require much work. In other words, I’ll work to offer more than just an examination of concepts, I’ll try to offer usable example material.

I’m adding a bit more structure to the blog, too, in the way of organizing posts into ongoing series covering one subject. Say, a series on building adventures, a series on subsystems (travel, exploration, establishing domains, etc.), a series about GMing techniques…each with standardized hashtags to help search them out. Instead of just idle musings on topics that cross my screen/mind, I want to offer more directly useful writings that are easy to find.

I know it’ll take a while to revisit all of my extant posts and get them revised in accordance with the plan. I’ll try to get all that done on a relatively quick schedule. Some posts will get revised, some merged with another on the same topic, some will disappear, and there will be new posts appearing. As of now, all of the other posts have been removed in anticipation of new posts appearing.

Let’s hope I can maintain motivation to get it all done quickly.

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