D&D General Why is "OSR style" D&D Fun For You?


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In the old GDS/GNS senses of the term, OSR - and this includes not just the big tomes like WWN or OSRIC but the little pamphlet-length games like Cairn and the “no written rules at all” wing in the FKR - is very and explicitly simulationist. That is, the game is supposed to simulate “what would happen” in the imagined parallel reality, fictional events driving fictional events, rather than, say, game balance or plot structure. It’s just that OSR philosophy tends to trust GM intuitions about what would happen over what a designer could codify in a rulebook.
 

In the old GDS/GNS senses of the term, OSR - and this includes not just the big tomes like WWN or OSRIC but the little pamphlet-length games like Cairn and the “no written rules at all” wing in the FKR - is very and explicitly simulationist. That is, the game is supposed to simulate “what would happen” in the imagined parallel reality, fictional events driving fictional events, rather than, say, game balance or plot structure. It’s just that OSR philosophy tends to trust GM intuitions about what would happen over what a designer could codify in a rulebook.

I think the latter part of that is, again, only makes sense if you exclude a lot of games that at least at times have been considered OSR. "Rulings not rules" is not a universal description of rules in that category. Traveler hardly leaned into that particularly heavily, for example.
 

The suggestion that everything old school is utterly incompatible with everything in more modern design ideas is simply ludicrous.
Point blank, the best sources for practically limitless content-- any kind of content-- for specific OSR games isn't the OSR itself, it's the third-party ecosystems for PF1 and 5e. It just takes more effort to translate and implement than the pure stuff.

Of course, a lot of the best OSR stuff is also stuff that other OSR designers have translated from WotC/Paizo to old school language, and then implemented in Labyrinth Lord or Old School Essentials or Swords & Wizardry.
 

Point blank, the best sources for practically limitless content-- any kind of content-- for specific OSR games isn't the OSR itself, it's the third-party ecosystems for PF1 and 5e. It just takes more effort to translate and implement than the pure stuff.

Of course, a lot of the best OSR stuff is also stuff that other OSR designers have translated from WotC/Paizo to old school language, and then implemented in Labyrinth Lord or Old School Essentials or Swords & Wizardry.

I've mentioned Cepheus Deluxe several times here. Its an excellent game that grabs most of the best of Traveler while working around things that are a more mixed bag.
 



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