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


EN World

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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