Gorgon Zee
Legend
It's a very gamist way of playing, which is fine for many people. But it often feels like an artificial constraint imposed by the game system.Is this a problem if that's obvious? Like, definitely there's some issues with forced party splitting that constrain adventure design, but if it's clear that it's a bad idea, players should just learn not to do it.The inability of the general flow of OSR style play to handle party splitting has always been an issue.
As an example, if I'm in a group that is attending a fancy dress ball and I'm playing AD&D, if a guest invites me to head out alone with them to see his collection of etchings, I'm immediately thinking "if this turns into a combat encounter I'm screwed" because the system says that I'm 200 feet from my friends which is 4 turns of movement -- and that's if they hear my screams through the negative penalties of a party atmosphere and 10 feet of stone walls. However, if I'm playing a system focused on representing the genre more than trying to simulate reality, I'm not as worried, because it's very genre-appropriate to scream for help and have my friends arrive to rescue me in one round.
So in OSR style games you end up playing a very specific genre which is partly based on fantasy stories, but also partly based on detailed rules knowledge that requires you to meta-game, or die.
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