Classic Play vs. Non-Classic
Posted: Sun Aug 27, 2006 2:31 pm
This is the result of the What Does Old School Gaming Mean to You? thread. I saw that old school was getting tossed around to describe games, but I wasnt sure what exactly that meant. Some people meant it as a compliment to a game and others saw it as a criticism. So I asked, and I received. I took the answers from the thread and grouped them into categories along with pros and cons.
During the discussion we decided to term these qualities as Classic play. Classic play is made up of the qualities inherent of the games from the days of yore. These qualities are defined and structured. When a game has enough of these qualities, the game is said to have an old-school feel. How many qualities it takes for that feel is subject to the individual. However, for a game to be old-school, it must have at least one of the Classic qualities.
This is not an attempt to drain our old-school memories of the magic they hold for us with bland nomenclature. The wonder of those games are real. They were created when people gathered, shared, and rode on the wave of adventure by the means of their collective imagination. The purpose of this is to identify those qualities that help ride that wave. We can then address them directly and apply them to our current games in an effort to recreate those same wondrous moments.
I list the groups and give a small explanation. The pros and cons for Classic and Non-classic are the extreme cases. There are shades of gray between their success as well as the application. D20 is a good example of this: it is both class and skill based. What one must consider is on which side of the fence it leans. In a later post, I will measure 3ed Dungeons and Dragons, Castles and Crusades, and Goodman Games Dungeon Crawl Classics against these to see if they are Classic play or Non-classic. In the meantime, please pass these through the test to see how your games (past and present) compare. Let me know what you find.
Rules Light vs. Rule Intensive
This is the area of rules and their inherent value: a little vs. a lot. The rule light game may have lots of rules, but it understands them to be only guidelines for the group to use. The rules intensive game depends on the rules to maintain structure. To maximize on both styles, they both require a thorough understanding. For rules light, it must be an understanding of the style and tone in the campaign. If you have a clear picture of what characters can do, such as is it realistic or heroic, it will help in being consistent with the game. For rule intensive games, it helps to have a strong understanding of the rules for the player and GM. They can then consider the options available and be engaged at choosing which the best one is.
Rules Light Classic
Pro: Infinite Options
Con: Inconsistent Ruling
Rule Intensive Non-classic
Pro: Defined Rulings and Modifiers
Con: Limited Options
Versus Play vs. Balanced Play
This is whether the GM actively tries to add conflict and directly challenge the players or if he uses a formula such as encounter level, points, damage class, etc. The danger of versus play is when the GM uses the trust placed in him and designs impossible goals only for his enjoyment. In balanced play, the danger is stifled creativity that results in boredom for the GM. Instead of being interested and engaged at each encounter, he just carries out an equation.
Versus Play Classic
Pro: Player AND Game-Master Interest
Con: One-Sided Danger (Killer DM)
Balanced Play Non-classic
Pro: Measured Odds
Con: Bored GM Risk
Class Based vs. Skill Based
This is how the players design their characters: do they choose an archetype with preset abilities or build their character up from a list of skills and abilities? While class based is undoubtedly the fastest and easiest, it does have limitations in fulfilling the players vision. However, an open mind and imagination, coupled with a rules light approach from above can easily circumvent this. The con of skill based is the longer character generation. Also, with a skill based system there is also usually a structure that tries to maintain a sense of balance which may not allow the player to fulfill his vision either.
Class Based Classic
Pro: Quick and Easy
Con: Limited Customization
Skill Based Non-classic
Pro: Customization
Con: Longer Character Generation
Slow Class Progression vs. Fast Class Progression
Im not sure if this is an element of classic style gaming. Ive seen other games run the gamut in terms of progression from slow (or even none) to fast. In any case, each has pros and cons. It certainly was an element of the original RPG, so I listed it. The con for classic is if the player does not recognize the immediate reward of a successful adventure and is waiting for the extra ability that comes in leveling up. For faster progression, the danger is when the character abilities take precedence over player imagination.
Slow Progression Classic
Pro: Player Input > Character
Con: Limited Reward
Fast Progression Non-classic
Pro: Faster Reward
Con: Character > Player Input
Isolated vs. Linked
(Im not too fond of this groupings title. If anyone can think up something better, let me know.)
Isolated is that quality where encounters seem to occur separately from everything else taking place. This is a definite quality of classic gaming: the dungeon-crawl or random encounter. The dungeon (which is not necessarily a dungeon: it can also be a series of encounters in the wilderness) is a string of encounters isolated from another that sometimes defy logic. For example, how do the creatures survive in a closed environment for years or even centuries? However, the goals of each encounter are usually simple to identify. It also makes the encounter easy to design. This winning combination has been copied to adventure video games with good success. Non-classic games typically shy away from the device and prefer linked encounters that demonstrate clear logic and usually more planning. Along with the planning comes the threat of railroading.
Isolated Classic
Pro: Easily Defined Goals
Con: Suspended Logic
Linked Non-classic
Pro: Continuity
Con: Longer Planning and railroading
During the discussion we decided to term these qualities as Classic play. Classic play is made up of the qualities inherent of the games from the days of yore. These qualities are defined and structured. When a game has enough of these qualities, the game is said to have an old-school feel. How many qualities it takes for that feel is subject to the individual. However, for a game to be old-school, it must have at least one of the Classic qualities.
This is not an attempt to drain our old-school memories of the magic they hold for us with bland nomenclature. The wonder of those games are real. They were created when people gathered, shared, and rode on the wave of adventure by the means of their collective imagination. The purpose of this is to identify those qualities that help ride that wave. We can then address them directly and apply them to our current games in an effort to recreate those same wondrous moments.
I list the groups and give a small explanation. The pros and cons for Classic and Non-classic are the extreme cases. There are shades of gray between their success as well as the application. D20 is a good example of this: it is both class and skill based. What one must consider is on which side of the fence it leans. In a later post, I will measure 3ed Dungeons and Dragons, Castles and Crusades, and Goodman Games Dungeon Crawl Classics against these to see if they are Classic play or Non-classic. In the meantime, please pass these through the test to see how your games (past and present) compare. Let me know what you find.
Rules Light vs. Rule Intensive
This is the area of rules and their inherent value: a little vs. a lot. The rule light game may have lots of rules, but it understands them to be only guidelines for the group to use. The rules intensive game depends on the rules to maintain structure. To maximize on both styles, they both require a thorough understanding. For rules light, it must be an understanding of the style and tone in the campaign. If you have a clear picture of what characters can do, such as is it realistic or heroic, it will help in being consistent with the game. For rule intensive games, it helps to have a strong understanding of the rules for the player and GM. They can then consider the options available and be engaged at choosing which the best one is.
Rules Light Classic
Pro: Infinite Options
Con: Inconsistent Ruling
Rule Intensive Non-classic
Pro: Defined Rulings and Modifiers
Con: Limited Options
Versus Play vs. Balanced Play
This is whether the GM actively tries to add conflict and directly challenge the players or if he uses a formula such as encounter level, points, damage class, etc. The danger of versus play is when the GM uses the trust placed in him and designs impossible goals only for his enjoyment. In balanced play, the danger is stifled creativity that results in boredom for the GM. Instead of being interested and engaged at each encounter, he just carries out an equation.
Versus Play Classic
Pro: Player AND Game-Master Interest
Con: One-Sided Danger (Killer DM)
Balanced Play Non-classic
Pro: Measured Odds
Con: Bored GM Risk
Class Based vs. Skill Based
This is how the players design their characters: do they choose an archetype with preset abilities or build their character up from a list of skills and abilities? While class based is undoubtedly the fastest and easiest, it does have limitations in fulfilling the players vision. However, an open mind and imagination, coupled with a rules light approach from above can easily circumvent this. The con of skill based is the longer character generation. Also, with a skill based system there is also usually a structure that tries to maintain a sense of balance which may not allow the player to fulfill his vision either.
Class Based Classic
Pro: Quick and Easy
Con: Limited Customization
Skill Based Non-classic
Pro: Customization
Con: Longer Character Generation
Slow Class Progression vs. Fast Class Progression
Im not sure if this is an element of classic style gaming. Ive seen other games run the gamut in terms of progression from slow (or even none) to fast. In any case, each has pros and cons. It certainly was an element of the original RPG, so I listed it. The con for classic is if the player does not recognize the immediate reward of a successful adventure and is waiting for the extra ability that comes in leveling up. For faster progression, the danger is when the character abilities take precedence over player imagination.
Slow Progression Classic
Pro: Player Input > Character
Con: Limited Reward
Fast Progression Non-classic
Pro: Faster Reward
Con: Character > Player Input
Isolated vs. Linked
(Im not too fond of this groupings title. If anyone can think up something better, let me know.)
Isolated is that quality where encounters seem to occur separately from everything else taking place. This is a definite quality of classic gaming: the dungeon-crawl or random encounter. The dungeon (which is not necessarily a dungeon: it can also be a series of encounters in the wilderness) is a string of encounters isolated from another that sometimes defy logic. For example, how do the creatures survive in a closed environment for years or even centuries? However, the goals of each encounter are usually simple to identify. It also makes the encounter easy to design. This winning combination has been copied to adventure video games with good success. Non-classic games typically shy away from the device and prefer linked encounters that demonstrate clear logic and usually more planning. Along with the planning comes the threat of railroading.
Isolated Classic
Pro: Easily Defined Goals
Con: Suspended Logic
Linked Non-classic
Pro: Continuity
Con: Longer Planning and railroading