Graphics are a fantastic way to make arguments. Not only do they express information in an interesting, digestible way, they are also hard to argue with because you end up engaging the graphic rather than the underlying argument. This becomes doubly problematic when the graphic is particularly clever, and the point of disagreement is strongly open
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Comments 37
Actually I think a large part of the Old School movement is abandoning systems rather than trying to improve them. In other words it is a retreat from complexity, although this does increase the weight of responsibility onto the gamemaster (and players).
Most of the fans of the idea, of which I count myself as one, are essentially trying to recapture the original feel of uncomplicated systems with the rules being suggestions rather than established lore. The popularity and interest in the "resurgance" is in seeing how people interpreted and created vastly different games out of the same three little books (or in James case, the Holmes editions).
YMWV.
Although in your later diagram I find it curious that you place Amber where you do.
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I think a big part of the issue comes down to terminology, in a very similar method to Rob's original point of how graphics can actually serve to muddy the underlying argument.
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James Maliszewski has emerged as the mouthpiece of the Old Schoolers, just as Ron Edwards did years ago for the Story Gamers. In my experience, those who lead movements have am ego stake in their success. If the movement flourishes, they were "right" and detractors can be dismissed as clueless or reactionary.
A similar myopia arises between adherents of particular game systems; just look at the long GURPS vs. Hero System arguments, or the RuneQuest vs. HeroQuest schism which occurred within the Glorantha community. Let's face it, many people promote their personal tastes as if those tastes are the standard by which others' tastes must abide. Parochialism is the rule, not the exception.
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Obviously, at the worst extreme of both approaches, neither group really covers themselves with glory, but I find it interesting to see how a group's sense of supremacy evolves from group to group.
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A good example from the Story Games side is the repudiation of so-called "fantasy heartbreakers" even as games such as Burning Wheel and The Riddle of Steel are held up as examples of originality.
What makes these judgments so laughable, from either side, is that they all eventually fall apart. It's building on false dichotomies, as others stated earlier. A fatal flaw...
I find that elitists are all pretty much cut from the same cloth, and simply vary in the cogence of their arguments and the fluency with which they present them. They prefer punditry to dialogue.
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Let's not paint whole swaths of people as one thing or another.
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