1) Trad (crystallised in 1983-1984 with Ravenloft / Dragonlance) sees the game as fundamentally about telling a story, with the DM as the primary creator of that story
2) Nordic LARP - formed out of trad in the late 1990s by emphasising the "immersion" element over everything else
3) Storygames - formed out of trad in the early 2000s around various strategies to minimise "ludonarrative dissonance"
4) OSR - formed in the mid-2000s and really crystallised around 2008-2010 as an imaginative reconstruction of the time prior to trad
5) Neo-trad / "OC RPG" which crystallised somewhere during D&D 3.x, where the players are the primary creators of the story and the DM exists to curate and facilitate that process (the inversion of trad)
Really interesting stuff Pseudo! But I'm with
@The1True : what does "trad" stand for? "(greek) tragedy?" LARP? ludonarrative? Whew!
I never thought of my play-style as OSR, just OD&D/AD&D ... definitely NOT B/X that's when the shift started IMO! Since returning to the hobby I've been trying to recreate that --- shooting for what Trent called his "
Post-reboot structured campaign, Gygax style".
Your taxonomy is illuminating --- as I think the reason I could never get in to D&D with other folks in college (late 80's) is because the shift had occurred and I couldn't handle your "trad" style. It was too weirdly character-fetish-ed for my tastes. Or does that make it "neo-trad"? Whatever the style --- OD&D sensibilities were gone.
@The Heretic : Around 1980 I used to play a version of nethack---then just called "hack" as there was no internet...just dial-up 300 baud bulletin boards in kids' bedrooms. That was totally (computer-simplified) D&D. Frequent death. Little or no instructions of hand-holding. Exploration. Wild and cool magic items. etc. Like OD&D you died a ton until your character found an item or two that would "save" him from crisis moments --- like a wand of cold. Then rather then dying on the 1st few levels you could make it really far....until your wand ran out of charges or you accidentally bounced it back into your face. What a thrill ride it was when you'd finally get a "keeper". My friend would sometimes call me excitedly on the phone when this happened so he could "talk through" the big decisions. I'd "play" it blind with him...unable to witness the amazing ASCIII graphics in person.
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However, some years later "hack" got renamed "Rogue". The game was identical, so your analogy confuse me.
Lastly, with regards to
OD&D being Berzerk: yes. It can be. But only at the beginning. (Also Berzerk lacks the exploratory aspect...it's all combat...so not quite a perfect analogy. Some of my DM's dungeons were more immediately dangerous than others. We got to choose.)
However, once a character "sticks" or even if just enough of your group gets past the lowest levels, then the game really takes off---like that nethack example. Then the "party" has continuity, the narrative gets long---REALLY REALLY LONG---and you start to get all tangled up in the "big picture" problems of the world. That's the whole "Greater D&D" thing I keep harping on...the long-term campaign. Individual PCs may die, but only TPK resets
the narrative back to 1st level. My whole
Me and the DMG thread was about understanding all that "other rando stuff" in the DMG---
something that perplexes so many folk---it's all about what happens
next, after you've made it past the
Berzerk stage.
Which brings me to...
I think people coming back to earlier styles from later styles can confuse character death with character gone. Early D&D often had character death. It also routinely granted the raising of the dead, in return for a service if unable to pay, and wishes were thrown around quite frequently.
The point isn't that characters go poof often, its that they are not saved from danger. Every time you die, there's an increasing chance no one can reach out and take your king out of check. And death is check, not checkmate. If a party doesn't have a dozen+ returns from the dead spread over 4-6 characters, then no, the game is not played in the "old school way". But character death also is often very clarifying to the player as to what is not a Good Idea, in game. It's part of what gave you the knowledge to use in a meta way to become a "superior player". Sure, sometimes the odds are simply not in your favor. But part of the game is tilting the odds in your favor as often as possible.
Yes. Yes! YES! Once again EOTB puts into words what I just take for granted. This is SO true.
Early on, with my kids, they had a TPK event (turned to stone or bleeding-out in a rematch with Lareth in the Evil Temple in B2). Fortunately, they were working with some higher levels NPC...who turned the tide
without them and brought them back. I worried, of course, they would take away the lesson that there is always a safety net---but fortunately they absorbed the
Nethack lesson and realize that they are currently "on a run" with their high level PCs and overthink/avoid every move that involves risk of dying. They've developed all sorts of healing-contigence-plans, like
"Who can use the Staff of Healing if the cleric goes down to bring her back?" or
"If I die, stash my body in stasis here...and I'll promise to do the same for you."
So be nice to your fellow players---they are the ones you need to drag your limp body out of the fire (dungeon) OR let you hide behind them until you climb back up (rapidly) in levels! (Incidentally, that's another reason why Story-XP breaks this play style.) Forget
Kumbaya, it's in their self-interest too---
the party needs to survive in a dangerous world...or it's back-to-level-one narrative-reset for all!
Lethal-ity is almost always associated with a risk
you knowingly took (i.e. you fell into a pit because you didn't use your 10' pole!...or even, well,
you went into the dungeon with 3hp...). When you die, unless you're an emotional child, 90% of the time you realize that you did it to yourself That's why Byrce keeps going on about telegraphing risks in adventure design---so the players can
choose when to gamble! Resource management at the highest level.
Also, this is why I haven't been able to make it to the end of "
The Sacrament of Death"...it seems so melodramatic and overblown. Like emo, self-absorbed BS. It's "trad" as in "
oh the tragedy!". (zzzzzz...but I will finish it...open tab in browser...)
Similarly, you can extrapolate why individual PC's backstorys (and manner of death) are irrelevant (by and large) when it's
collective survival that is key to propelling the narrative.
Actually, I could use an expansion on all of this. Very interesting.
Me too. Good conversation!