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I've started reading Grognardia, the epitomic blog of old school gaming. While he focuses mostly on OD&D, while I tend to prefer B/X, a lot of the core values expressed on the blog are in sync with my own.

I'm catching up on all the back-posts, and happened upon this gem:

The crux of it, though, is this: challenge the player, not the character's stats. That's probably the single most important difference between old school and contemporary roleplaying games. I think that it's at the root of why most old schoolers have an instinctive hatred of skill systems in RPGs. Skill systems often imply not just what your character can do but also what he knows. That creates both a powerful separation between player and character knowledge but also creates the expectation that a character's knowledge ought to be able to give the player the solutions needed to solve in-game puzzles, tricks, traps, etc.

I think this is what I've been struggling to reach with my own thoughts on skills, or the lack there-of. I'm dead curious now to see what kind of stuff I can come up with for my own adventures with this concept firmly in mind. It really makes me jones for a #2 pencil and a pad of graph paper.
June 12th, 2009 - 02:44 pm | Comments (0) | PERMALINK

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