Jack Daniel
Legend
Depends entirely on what you mean by "OSR." If you just mean "people playing OD&D and AD&D again," then of course not. That always varied from table to table. The so-called OSR play style is rank revisionism, and you should feel free to acknowledge or ignore it to whatever degree you prefer, even when playing so-called OSR games.I am running a game in Swords and Wizardry and playing in a game in Old School Essentials, both games in the OSR movement. A common feature in both is "things are really hard."
In S&W if the party's magic-user wins Initiative, he can cast Sleep and pretty much take out an entire small dungeon complex. If he loses Initiative, an enemy spellcaster can do the exact same thing - or otherwise the group is surrounded and chopped down pretty quickly.
Our OSE game is a dungeon crawl that sees us make (literally) 40 feet of progress in the dungeon each weekly session before needing to turn back after facing impossible odds. The previous session was stirges we couldn't scare off with torches that killed two party members; this week was three lizardmen who were in a barbaric rage that we couldn't sneak past or reason with.
This isn't the style of game I remember playing back in the 80s and 90s. If it was like this, we'd have never made it to 2nd level.
What gives now? Is the entire OSR movement just for bragging rights for grognards? Is there some in-between system (between OSR and 5e) that is rules-lite, fun, and fast-paced?
I'm running a group of players through a traditional dungeon-crawl campaign over on the rpg.net forums, and they just completed their very first dungeon-delve with zero casualties. They didn't even have hirelings; the reaction and morale rules were quite enough to keep the proceedings from becoming a bloodbath. Feel free to take a look if you're interested in seeing an example of an old-fashioned adventure campaign in progress where lethal outcomes are absolutely possible, even likely, but hardly inevitable.
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