OSR Is there room in modern gaming for the OSR to bring in new gamers?

Vaalingrade

Legend
I think that's what we call "fail forward." There are numerous success states in modern game design. Like the FFG Star Wars dice can succeed a check while failing in other ways. It's really up to the GM's narrative control - and the dice don't actually matter.
I'm pretty sure fail forward is to make sure the dice don't stall out the game, not that literally every roll that doesn't succeed doesn't fail.
 

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Istbor

Dances with Gnolls
I think the distinction is with “modern” D&D (i.e., trad and OC/neo-trad play) where there is a very large focus on playing through and experiencing a story, especially the realization of character arcs that were seeded during character creation in the case of OC/neo-trad.

It’s a style of play where killing characters is bad because it ruins the (or their) story. The GM may fudge rolls to make sure that narratively important fights carry suitable weight (killing the evil high priest in one round is “boring”). Collaboratively telling a story is more important than OSR-style “skilled play”. In fact, “skilled play” can be disruptive (which I say from experience). While OSR favors “combat as war”, this style is more “combat as sport”.

However, I haven’t seen the term used before, but I was thinking this afternoon. It seems like “combat as performance” may be more accurate. While fights may be meant to be challenging, I don’t think that’s the point. The characters are expected to win (unless the story needs otherwise), so the the challenge is artificial (or performative). The important thing is that fights respect their role in the story, which is why the GM needs to fudge to make sure a climatic encounter is suitably epic. I want to call it “combat as performance” because it brings to mind sports entertainment like professional wrestling.
None of what you said helped me understand further. Either you lose me with jargon, or you are just further describing games I have ran or played in. Combat as war is not IMO unique to OSR. And the only times I may have fudged rolls as DM is if I realized I made a mistake on my end. Either mathematically or just misinterpreted how a monster/NPC ability actually works.

I have never had a problem promoting a cool and fun story, while also offing player characters. People die in fiction all the time. I guess then, part of the confusion, is this forced dichotomy I see presented. That Modern must be this, while OSR must be that. Perhaps these things are as cut and dry as we like to think?
 

Micah Sweet

Level Up & OSR Enthusiast
That might be your experience, but it isn't mine. I would describe my group's playstyle as mainly CaS with a bit of CaW added for spice. In most of our campaigns we have character deaths. Sometimes even TPKs. Frequently, these are not at any kind of narrative high point. Like the time my paladin got eaten by gnolls buying the ranger's bear time to escape (that was stupid of me, but we all loved that bear). Or the time my wizard was killed by his own earth elemental when it critically fumbled an attack roll (that one really hurt).

Could it be that the games you've experienced that you thought were CaS were actually CaP?
Maybe. In my experience, usually if you don't set up encounters independent of the PCs capabilities, then those combats are going to favor them so heavily that victory is practically a foregone conclusion. It's the way 5e is designed. I try my best to push the CR envelope, but PCs are so powerful it can be exhausting, especially if you're using published adventures and have to change every encounter.

I think 5e raw is CaP.
 

I'm pretty sure fail forward is to make sure the dice don't stall out the game, not that literally every roll that doesn't succeed doesn't fail.
I've understood fail forward as a way to build into the rules a positive (do this) version of some classic negative (don't do this) dm advice: don't let one roll stop the game, (becomes 'do create a new opportunity whenever the rules close one off) don't roll if one of the two possible results is "nothing changes." (becomes "always have something change - either the game state or the player information")

Active fail forward mechanics (on a fail, X happens) is actually really tricky to build into DnD because a lot of DnD rolls (especially in combat) look like they do nothing, when they actually waste a resource - usually an action. But for explicitly non-combat sections, mimicking fail forward mechanics can work.

In other words, as usual: depends on what you mean by "fail forward".
 

Mannahnin

Scion of Murgen (He/Him)
They would have a 25% chance of winning their first two fights. Losing and surviving are two entirely different things. Especially when you are playing Combat as Sport. CaS will commonly have a lost fight turn into a capture, a flight, or the enemy simply walking away after proving their superiority.
True enough, though IME most players accustomed to CaS (which should possibly be more accurately called CaP) are extremely reluctant to retreat (gods forbid surrender), and ironically, the lack of a defined retreat rule/mechanic in the core D&D rules for the past... 30+ years? compounds the issue.

One interesting thing I've noticed since I started actually playing the older editions that I didn't really understand as a kid, is how many mechanics there are which offset the apparent deadliness of having low HP and poor saves. From retreat rules, to reaction rolls, to morale rolls for enemies, to cheap plate armor often easily affordable at first level, to the concept of hiring hireling meatshields/spear-carriers to spread the risk around (which simpler combat mechanics make easier to do).
 

Warpiglet-7

Cry havoc! And let slip the pigs of war!
I would ask: why wouldn’t there be?

Are new players really a monolithic group?

boardgames are popular now and it seems rather than crowding older games out, newer games create more options.
 

Fanaelialae

Legend
Maybe. In my experience, usually if you don't set up encounters independent of the PCs capabilities, then those combats are going to favor them so heavily that victory is practically a foregone conclusion. It's the way 5e is designed. I try my best to push the CR envelope, but PCs are so powerful it can be exhausting, especially if you're using published adventures and have to change every encounter.

I think 5e raw is CaP.
You can set up encounters however you want.

I'd say 5e defaults to the easier end of CaS, particularly if you play with all of the optional stuff and/or the players optimize. That doesn't mean that you need to run it that way, or that everyone does.

I see nothing to suggest that 5e is CaP. As far as I can tell, WWN has more (admittedly optional) rules for running a CaP campaign than 5e does.
 

Istbor

Dances with Gnolls
If you’ve played 3-5e, your character has not been on a zero to hero arc (at least in the way a more old school game frames it). You have a lot more going for the “power level” of a character compared to the older games. It’s more akin to hero to super hero from an osr perspective. This isn’t to edition bash, or attack a game, just pointing out a difference. it is one youd definitely notice if you played an osr game for a sustained amount of time.

The OSR rulings over rules is emphasised to some extent because, yes, you do that in later editions, but to a great extent, the older games require it to function. And this leads to a beautiful experience. You’re not playing “d&d”. You’re playing my game, or Kenada’s game or Jack Daniel’s game. Yes they will have the same base, but it presents a lighter framework to kit bash, customise and tweak.

This doesn’t mean the referee rules with an iron fist. Because there is a lot of space between the rules, player negotiation with the referee is expected. “I want to do this”, “ you can try, but because of x, it’s difficult”, “well, I think I’d know how to do this because of x and I’m also going to use y”, “sure, that’ll improve your odds”.
If you maintain a group, it becomes your group’s game, your group creates not just the adventure, but contributes to the system as well.
As I stated. I have played in much older editions. I don't really see this difference that people keep saying is there. I don't think anyone is really more of a zero than another due to edition, because the expectations on the monster side are also different.

What's more, that bottom paragraph is again, something that happens all the time in our current 5e games. I have never let rules necessarily get in the way of the game, or what people want to attempt.

So I guess then I would argue if you play at my table you aren't playing D&D, you are playing Istbor's game. How is that 'really' that different?
 

Micah Sweet

Level Up & OSR Enthusiast
You can set up encounters however you want.

I'd say 5e defaults to the easier end of CaS, particularly if you play with all of the optional stuff and/or the players optimize. That doesn't mean that you need to run it that way, or that everyone does.

I see nothing to suggest that 5e is CaP. As far as I can tell, WWN has more (admittedly optional) rules for running a CaP campaign than 5e does.
I would argue that implicitly, core 5e assumes that combats are an entertaining romp for your players, where they can feel like they're challenged (without actually being challenged) while they show off their cool abilities. You absolutely can change that assumption, but it takes work and it doesn't make it not the assumption.
 

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