I think the meta-game also extends in a large part to the type of
adventure being written today.
I recently downloaded a lot of submission guidelines from various
adventure publishers with an eye towards doing some professional
writing. The kind of "linear" adventures we played as teens seem to be
disdained by today's publishers. More sandbox type adventures are what
they seem to want. More roleplaying opps. Less hack n' slash.
On Thu, Mar 19, 2009 at 9:10 AM, Ben Kolls <benkolls@...> 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.
>
>