Because it reorganized B/X in a way that made it clear what all the rules were, as opposed to TSR's "we'll just sprinkle important rules in random corners" approach to organization. Once organized, it turned out that people really liked B/X's approach the most out of the TSR D&D designs, many of which are much, much clunkier.Full disclosure: I legitimately do not understand why OSE is a thing. It's just B/X. Why is THAT the one that a significant portion of the OSR locked on to?
Full disclosure: I legitimately do not understand why OSE is a thing. It's just B/X. Why is THAT the one that a significant portion of the OSR locked on to?
Right, but why B/X? What about it, in particular, made it the one that has drawn all this current attention?Because it reorganized B/X in a way that made it clear what all the rules were, as opposed to TSR's "we'll just sprinkle important rules in random corners" approach to organization. Once organized, it turned out that people really liked B/X's approach the most out of the TSR D&D designs, many of which are much, much clunkier.
Back in the day, people engaged with the parts of the rulesets they learned, rather than the systems in their entirety, since often an important rule was stuck at the bottom of a truly random paragraph in the 1E DMG or something. OSE eliminates that issue.
Full disclosure: I legitimately do not understand why OSE is a thing. It's just B/X. Why is THAT the one that a significant portion of the OSR locked on to?
Right, but why B/X? What about it, in particular, made it the one that has drawn all this current attention?
Full disclosure: I legitimately do not understand why OSE is a thing. It's just B/X. Why is THAT the one that a significant portion of the OSR locked on to?
Unsurprisingly, I still don't get it.Well there is a whole thread discussing Why B/X? which I was going to suggest looking at for some insights, but then I saw who started that thread.![]()
Exactly...I see people talk a lot about the lack of character "customization" in OSR games. My feeling is that a character can be as customized as you like, but its defined by what you bring to the table and what you do in the game, not a menu of pre-written options. "Every fighter is the same" is only true if you only have one way of imagining and playing a fighter.It wasn't defined by what skills and abilities they had.
Right, but why B/X? What about it, in particular, made it the one that has drawn all this current attention?