Worlds of Design: Old School in RPGs and other Games Part 1 Failure and Story

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For me, the difference between Old School and anything else is not in the rules, but in attitude. Is failure, even losing, possible, or is it not? Is it a game, or is it a storytelling session?



Notice its storytelling, not storymaking. Every RPG involves a story, the question is, who creates the story, the GM or the players?

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