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5e D&D to OSR pipeline or circle?
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<blockquote data-quote="Arilyn" data-source="post: 9541197" data-attributes="member: 6816042"><p>The modern philosophy of the OSR is not to gleefully kill characters at every turn. The GM should be telegraphing danger, providing lots of choice, having lots of cool things to interact with and avoiding the "gotcha" moments that were often common back in the day. There should be a strong element of "pushing your luck." </p><p>If the players look in the right place or logically describe how they disarm a trap, they won't need to roll. If a player does lose a character, the reaction should be, "yeah, I knew this was a strong possibility" or "okay, I deserved that." It's all about informed play. </p><p></p><p>I hated dungeon crawling back in the early 80s. Crawling around at a boring pace tapping every square with a ten foot pole and being paranoid of <em>everything</em> was not my idea of fun. And running those old modules was so tedious. Running and playing modern OSR is a joy. Gavin Norman, Brad Kerr, Kelsey Dionne, to name a few, have shown me how this style of play should be run and played. Watching Ben Milton's <em>Questing Beast</em> helps my husband and I find the gems we'd enjoy. There's so much creativity, whimsy and weirdness in many OSR adventures that get me excited. </p><p></p><p>The lighter weight of the games make them really easy to tweak to taste or to fit a particular campaign. There's far less concern about your changes rippling out, causing unintended consequences.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 9541197, member: 6816042"] The modern philosophy of the OSR is not to gleefully kill characters at every turn. The GM should be telegraphing danger, providing lots of choice, having lots of cool things to interact with and avoiding the "gotcha" moments that were often common back in the day. There should be a strong element of "pushing your luck." If the players look in the right place or logically describe how they disarm a trap, they won't need to roll. If a player does lose a character, the reaction should be, "yeah, I knew this was a strong possibility" or "okay, I deserved that." It's all about informed play. I hated dungeon crawling back in the early 80s. Crawling around at a boring pace tapping every square with a ten foot pole and being paranoid of [I]everything[/I] was not my idea of fun. And running those old modules was so tedious. Running and playing modern OSR is a joy. Gavin Norman, Brad Kerr, Kelsey Dionne, to name a few, have shown me how this style of play should be run and played. Watching Ben Milton's [I]Questing Beast[/I] helps my husband and I find the gems we'd enjoy. There's so much creativity, whimsy and weirdness in many OSR adventures that get me excited. The lighter weight of the games make them really easy to tweak to taste or to fit a particular campaign. There's far less concern about your changes rippling out, causing unintended consequences. [/QUOTE]
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