Retro rules are like retro comfort food, it isn't' exactly the same, but it still brings back the good memories we have associated with it.
Ken
Gygax is to Gaming What Kirby was to comics
Alas poor Elric I was a thousand times more evil then you
WWBYD What would Brigham Young do
On Thu, Mar 19, 2009 at 10:49 AM , Ben Kolls wrote:
Good discussion. I'd like to add some fuel just to keep it rolling.
I certainly agree with what you're saying, I can certainly see the change in play style in myself, but you raised some interesting points for discussion:
- I'm seeing this slow play speed in rookie RPGers, not just old vets. When I was a new to the hobby, the speed was much faster, probably because of our age, and because we loved the combat. What's changed? Have video games dampened everyone's lust for wholesale imaginary slaughter?
- Raoni states: "the retro feel exists more when we use the rules then when we play the way we did back then, specially because more often than not, playing that way isn't satisfying enough now" Then why do we choose for retro rules? If we're not trying to emulate the game style we had back in the 'old days', why emulate it's rules? Seems to me you'd be trying to get some of the 'feel', but not all of it.
Although I'm playing devil's advocate, I certainly understand what you're saying. After my latest experience I'm pretty sure that I'll use the system again, but I won't be running Keep on the Borderlands.
Ben
From: kruch7@...
I agree, and well said
ken
Gygax is to Gaming What Kirby was to comics
Alas poor Elric I was a thousand times more evil then you
WWBYD What would Brigham Young do
On Thu, Mar 19, 2009 at 9:14 AM , Raoni Monteiro wrote:
> I believe there is one part of the retro feel we can't reproduce any
> more: we did not care much for deep roleplaying back then, we were
> young, we wanted conflict and the only way we got satisfied with
> conflict was martial conflict.
>
> The systems supported fast solution to that, we could do a great
> number of combats in one session and move on to the area of the next
> one, most of my oldest game memories are of timely cast spells,
> evocative images of monsters and and their abilities and the end
> result of these inumerous images.
>
> As a rule we take a lot longer between combats now cause players
> roleplay among themselves a lot, they want scenario descriptions at
> all times and GMs tend to provide descriptions of everything, we
> rarely ever like the approach of fast forwarding through an entire
> zone or travel any more, it is not all about the end of the road, we
> care a lot more about how we get there now.
>
> I believe it is a change in the way we play the game and not the game
> itself, the retro feel exists more when we use the rules then when we
> play the way we did back then, specially because more often than not,
> playing that way isn't satisfying enough now, we want more, we want to
> court princesses as much as we want to hear the king bable on about
> the menace of his kingdom.
>
> There is no save the princess from the evil dragon adventures any
> more, if you try to do one players insert intrigue and politics into
> the mix by searching for collaborators of the dragon and the like.
>
> The game isn't that simple any more, simply because our own ideas and
> thoughts are not that simple any more.
>
> Just how I see that.
>
> --
> Raoni Cananeia Monteiro
>
>
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