Classic Adventure Gaming vs. Roleplaying Games
Posted: July 19th, 2024, 4:50 pm
Ran across this a while ago, on EOTB's blog site, Steve posted about the difference in "classic adventure gaming" and "roleplaying games", at least his subjective take on the two and why old-school gaming is more of the former.
Link to the blog post: HERE
He also references The Classic Adventure Gaming podcast, found: HERE
It's an interesting post, the bullet points under the description of priorities for Classic Adventure Gaming both hit and miss as I read through them. I understand the ideas behind some of the points, but I don't know that I agree with them. Maybe it's not so much disagree with, but see some of them as shades of grey, as opposed to what is painted as black and white.
While I can understand the desire to separate what he refers to as "playacting" from, "adventure gaming", I think you could almost argue that this definition of classic adventure gaming is more akin to what is essentially known as miniature skirmish gaming. Looking at current table-top skirmish games these days, one could surmise that a game like Frostgrave is classic adventure gaming. Players are in control of a an adventuring band, delving into ancient ruins or dungeons, fighting monsters and claiming treasure.
He has another blog post that delves specifically into "role-playing" and it's definition, found HERE.
I've mentioned this before but the biggest difference, in my mind, between old-school and modern gaming, is the shift from war games to story telling. The former is focused on the game itself, playing "THE GAME", seeing how well players can meet and overcome the challenges to level their character up and earn rewards. The latter focuses on the players, how their characters interact and make a place for themselves inside of the GM's living-breathing story. The characters are not just pieces in "a game" but an extension of the player themselves into this imaginary world. The problem with story telling though is that it quickly loses, or even outright rejects, the gaming aspects, devolving into just sitting around a table making up what I consider to be bad, fan fiction. Without the gaming aspects, especially the negatives, without risks and real threats of losing the game characters, rewards become participation trophies, not something earned.
I think it's important for most groups to find the happy medium, where just the right of each aspect makes for enjoyable time at the table.
Link to the blog post: HERE
He also references The Classic Adventure Gaming podcast, found: HERE
It's an interesting post, the bullet points under the description of priorities for Classic Adventure Gaming both hit and miss as I read through them. I understand the ideas behind some of the points, but I don't know that I agree with them. Maybe it's not so much disagree with, but see some of them as shades of grey, as opposed to what is painted as black and white.
While I can understand the desire to separate what he refers to as "playacting" from, "adventure gaming", I think you could almost argue that this definition of classic adventure gaming is more akin to what is essentially known as miniature skirmish gaming. Looking at current table-top skirmish games these days, one could surmise that a game like Frostgrave is classic adventure gaming. Players are in control of a an adventuring band, delving into ancient ruins or dungeons, fighting monsters and claiming treasure.
He has another blog post that delves specifically into "role-playing" and it's definition, found HERE.
I've mentioned this before but the biggest difference, in my mind, between old-school and modern gaming, is the shift from war games to story telling. The former is focused on the game itself, playing "THE GAME", seeing how well players can meet and overcome the challenges to level their character up and earn rewards. The latter focuses on the players, how their characters interact and make a place for themselves inside of the GM's living-breathing story. The characters are not just pieces in "a game" but an extension of the player themselves into this imaginary world. The problem with story telling though is that it quickly loses, or even outright rejects, the gaming aspects, devolving into just sitting around a table making up what I consider to be bad, fan fiction. Without the gaming aspects, especially the negatives, without risks and real threats of losing the game characters, rewards become participation trophies, not something earned.
I think it's important for most groups to find the happy medium, where just the right of each aspect makes for enjoyable time at the table.