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Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net
ROGUE FEED suddenly dies in play than if you provide him with an extensive
background, personality, and goals due to careful thought beforehand.
Births and Deaths
MAR 23, 2010 04:04P.M. That’s why I think old schoolers are right to emphasize random character
generation as a cornerstone of our preferred style of play. One can
Although the usual terms are “renaissance,” “revolution,” or “movement” distance oneself from such characters sufficiently so that the referee can
to describe the resurgence in interest in old school RPGs, I think it’s feel little compunction about letting the dice fall where they may. A
more properly called a “counter-reformation,” as it’s at least in part an closer bond with one’s character is something that, in my experience,
attempt to “push back” against what are seen as uncongenial only grows over time, after the experience of surviving the many things
developments in the hobby. Consequently, some of its more vocal that resulted in the deaths of previous characters. Then one can go ahead
proponents — myself among them — are apt, for rhetorical reasons, to and start fleshing out the character further, creating a “living” alter ego,
exaggerate certain aspects of the Old Ways. A good example of this can because, despite all the chest thumping and machismo, even mid-level
be seen in the way that “cheap death” and “expendable characters” are old school D&D characters are very resilient and, when they do die (or
often emphasized as key elements of old school play, often to the get level drained or whatever), it’s not that hard to “fix” things if one’s
detriment of the very points we’re trying to make about how RPGs have willing to make the effort.
changed over the years.
In short, I sometimes think we exaggerate the deadliness of old school
In the old days, the death of a player character was not a rare occurrence, play, or at least misrepresent the nature of that deadliness.
but it was far more common at the beginning of a character’s career than Simultaneously, I think we sell short the importance of random
later on. That is, low-level characters did in fact die quite easily and character generation as a necessary corollary to conveying the kind of
regularly; their mid to high-level counterparts, however, did not die flavor we prefer. To my mind, the two go hand and hand and I must say,
anymore frequently than most PCs created nowadays. Certainly they based on Jeff’s report, that it sounds as if Goodman Games’s DCC RPG
might run afoul of a save or die effect of some sort, but it was rare that a gets at least this aspect of old school play. I find that cheering, honestly,
character stayed dead unless his player had tired of playing him for some and I hope it’s something that we collectively might do a better job of
reason. explicating.
1
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 24 March 2010
clones are all roughly compatible with one another, sharing similar
mechanical roots, so that cross-pollination is encouraged, if not actually
facilitated. I prefer that new clones make their rules available for free, as
Labyrinth Lord, Swords & Wizardry, OSRIC, and James Raggi have done
for this very reason, but it’s not essential. At the same time, when a
publisher introduces a proprietary “old school” RPG, my skepticism is
heightened. That’s why I tend to view games like HackMaster and
Castles & Crusades differently than the aforementioned games, even
though I find a lot to like in both of them. I suspect I’ll feel similarly
about the DCC RPG, but it’s too early to tell.