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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Aldarc" data-source="post: 9041755" data-attributes="member: 5142"><p>I agree. B/X is considered a pretty light game by WotC standards of D&D. It embraces rulings, Rule 0, GM empowerment, and the like. However, B/X and a number of its OSR-adjacent clones/derivatives actually have pretty tight rules when it comes to the primary forms of play: i.e., dungeon-crawling adventure. The games provide rules that reinforce and cultivate that desired core experience, particularly around the common set of experiences. </p><p></p><p>Something that we see almost time and time again in well-regarded OSR games - e.g., B/X, OSE, Knave, Shadowdark, Stars Without Number, etc. - are clear, well-defined procedures of play, whether that is for dungeon/wilderness exploration, sandbox play, or whatever else. While there are rulings and the like, the game design and play procedures are an important part of driving play forwards and cultivating the game experience towards what OSR folks regard as "fun." Not everyone in the OSR community (and/or communities) shares the same sense of fun, but there is clearly some overlap in the play principles and design philosophy of "philosophic OSR" or "NuSR" when it comes to designing the sort of tabletop games that this community finds fun. </p><p></p><p></p><p>This. Full stop! </p><p></p><p>I think that it would be absurd for any company to design a video or board game simply on the basis of "fun" without first going through the laborious process of deciding what sort of play experiences that they want their game to produce. <em>Elden Ring,</em> <em>Stardew Valley, </em>and<em> League of Legends</em> are all meant to be "fun," but their design aims are radically different in what they (and respective their core audiences) consider fun and what sort of cultivated play experiences these games are designed for.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9041755, member: 5142"] I agree. B/X is considered a pretty light game by WotC standards of D&D. It embraces rulings, Rule 0, GM empowerment, and the like. However, B/X and a number of its OSR-adjacent clones/derivatives actually have pretty tight rules when it comes to the primary forms of play: i.e., dungeon-crawling adventure. The games provide rules that reinforce and cultivate that desired core experience, particularly around the common set of experiences. Something that we see almost time and time again in well-regarded OSR games - e.g., B/X, OSE, Knave, Shadowdark, Stars Without Number, etc. - are clear, well-defined procedures of play, whether that is for dungeon/wilderness exploration, sandbox play, or whatever else. While there are rulings and the like, the game design and play procedures are an important part of driving play forwards and cultivating the game experience towards what OSR folks regard as "fun." Not everyone in the OSR community (and/or communities) shares the same sense of fun, but there is clearly some overlap in the play principles and design philosophy of "philosophic OSR" or "NuSR" when it comes to designing the sort of tabletop games that this community finds fun. This. Full stop! I think that it would be absurd for any company to design a video or board game simply on the basis of "fun" without first going through the laborious process of deciding what sort of play experiences that they want their game to produce. [I]Elden Ring,[/I] [I]Stardew Valley, [/I]and[I] League of Legends[/I] are all meant to be "fun," but their design aims are radically different in what they (and respective their core audiences) consider fun and what sort of cultivated play experiences these games are designed for. [/QUOTE]
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