Aldarc
Legend
Not sure if I would call it "false advertising." I think like anything when talking about language, the meaning evolves and expands. Retro clones shifted to games designed along the developing principles of OSR or the perceived feel of these older games. However, I don't think it's necessarily about "creating D&D hard mode," though I don't deny that there is a contingent of the OSR community that views it that way, with elitist shades of "git g00d," snubbing their nose at WotC era D&D, and "XTREME HARDCORE MODE!"Because the OS in OSR has become false advertising. OSR was originally intended to mimic the older editions of D&D no longer in print, but as it has matured, it's become less about recreating D&D's past and more about creating D&D Hard mode using Gary's long-abandoned advice as justification.
IMHO, there are a myriad of reasons why people play OSR that amount to more than boiling things down to shallow reductionist explanations. For example, there are some people who simply prefer lighter games, which a number of OSR games tend to be, though not always.
Again, I think that they are less designed for lethality and more for notions of puzzle solving, skilled play, and shifting the game from combat as sport to combat as war. Unbalanced encounters can involve creative problem solving that involves more than just "facerolling the problem" directly with PC abilities.The sale-pitch here gives away the game: OSR wants to strip PCs down to a few moving parts as possible, place them in situations that are designed for lethality (or should I say, intentionally ignoring attempts at balancing) and telling the players the fun is "figuring it out."
What do you mean by "the consistency of play"? Also not sure about games that actually play like D&D was played in the '80s. There's likely as much too varied experiences, selective memories, and rose-colored glasses with such attempts as there is with OSR.Personally, I'd like to hear about OS games that actually play like D&D WAS played in the 80's but attempts to fix the pain points like PC fragility. A game that simplifies 5e but without losing the consistency of play or injects high-lethality into the mix. Give me some info on those games!
You can create more robust Heroic characters with the optional rules in the full version of Worlds Without Number by Kevin Crawford. WWN reduces classes to three plus a hybrid class, but you can also take specialized classes, traditions, etc. It even has a Traveller inspired skill system, feats/talents, and a few other non-OSR like elements. There is also a free version you can find on DriveThruRPG, but I linked the full version.
In Dragonbane (it's more like a d20 BRP system), characters have more hit points; however, because there is a much flatter curve, character HP and mind points basically don't change. So you are a little tougher, but they barely improve except for raising their skills and getting new talents. So characters can die if they get over their heads with powerful monsters or mobbed by too many foes. It doesn't play like 5e because it's - as I alluded to earlier - more of a roll-under-skill system like CoC, but d20 based. However, it does describe itself and play as "mirth and mayhem!" as a sort of beer and pretzels game. I recommend the box set.
I also recommend Index Card RPG by Runehammer Games. It started as a stripped down 5e, but became its own thing where it basically went classless, though 2e restores a quasi-class system. It's more about finding magic items.
There is also Bugbears and Borderlands by the one and only @Sacrosanct:
What would it look like if Moldvay was asked to create a Basic version of 5e? I suspect something like this. While there is an existing official Basic version, it includes all of the rules (not very basic) and hardly any Player Character option.
Bugbears and Borderlands flips the script on that. The rules have been streamlined to the very basic core, while still offering a lot of character customization options at character generation, WHILE also being very easy to learn and play.
Hundreds of pages can be daunting for newer or younger players. It's a reason why Moldvay's B/X back in the day brought in so many new gamers, because it was an easy read and easy to play. B&B emulates this philosophy while being largely compatible with core 5e.
I kinda think that 5e D&D is the Hickman Revolution OSR, which is why I think that it appeals to a lot of people who played 2e D&D.So what's the pipeline from 5e to "Hickman revolution" OSR? Are we looking at Worlds without Number? Hyperborea? OSRIC?
I don't think it's OSE or Shadowdark.
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