by kaomera » Sun Feb 27, 2011 6:23 pm
So I've been thinking about this some more lately, spurred on by the fact that I've finally gotten a hold of a copy of Lamentations of the Flame Princess, and there's some really thought-provoking stuff (for me, at least) in the Referee book. And also by some conversations I've had with some friends about starting up a LL game, and talking through some of the preconceptions they have of old-school gaming.
I think an important part of why I'd want to "go back" to old-school play would be the idea that it's what happens at the table that's important. I think that when I'm playing 4e (or previously 3.x) there's a lot of cool things that the players can say about their characters (mechanically, which tends to lead to more story concerned stuff, IME) just by how they "build" them. But actually getting that information off of the character sheet and out into the open, as it where, can be a stumbling block.
I rolled up a quick LL character with one of these guys, and he got: Str 11, Int 9, Wis 12, Dex 11, Con 4, Cha 14 (3d6, in order). And the first thing that this player asked me was "How is a character like that supposed to survive?" I think that, first of all, a 1st-level LL character isn't "supposed to survive". It's not supposed to not survive, either; but I think part of the lure for me of playing LL is removing the PCs from the role of anything more than playing pieces. And that brings up the second point - that the majority of how a character survives has little to do with ability scores.
Of course, at the same time, I don't want to "waste play" constantly having to re-roll characters, especially given that I don't expect to run a really epic campaign at this point. I think that part of that just isn't an issue - I think that the perception that a lot of players have of old-school gaming is that it was "worse than Paranoia" (actual quote, that...), when Paranoia is (sometimes, if I'm to be fair) specifically designed to chew through 6 characters per player per session. I know that there was a point early in my AD&D play where we had up to about 80% casualty rates from 1st level to 3rd or so, but that was again (at least in part) a deliberate attempt to chew a possible 30+ characters (3 per player) down to a "manageable party" of 8-12.