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5e D&D to OSR pipeline or circle?
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<blockquote data-quote="zakael19" data-source="post: 9541529" data-attributes="member: 7044099"><p>most of the recent OSR games I’ve read have “player best practices” sections with a set of concepts of how to get into the intended culture for just this reason. It’s not unlike PBTAs: if you want successful play outcomes, tell the players (GMs included) how to do it explicitly.</p><p></p><p>Edit: Just to provide an example from His Majesty the Worm's "Player Manifesto" which as far as I've read is mostly a distillation of the Principia Apocrypha & etc philosophy on culture:</p><ul> <li data-xf-list-type="ul">Be careful, be fierce (you don't start a hero/the world isn't fair/you're not in a tutorial and this is dangerous/focus on stealth and avoidance but you'll get stronger - but still pick your fights and don't fight fair in turn). but don't be afraid to run.</li> <li data-xf-list-type="ul">Solve problems orthogonally (goal: make your GM go "wow, I didn't even think of that!" Most things aren't solved by fighting: you can reason, monsters can be placated, traps avoided, monsters led into traps, don't expect to "use" your abilities to solve a problem).</li> <li data-xf-list-type="ul">Engage the world (ask questions. more of them. NO, MORE. No abilities give you the insight asking questions and using your real-life brain to solve problems will).</li> <li data-xf-list-type="ul">Engage each other (this is about spotlighting each other, relationships between PCs, having fun)</li> <li data-xf-list-type="ul">Embrace the chaos: it's easy to make a new adventurer. The game has consequences, it would be boring otherwise and without teeth.</li> </ul></blockquote><p></p>
[QUOTE="zakael19, post: 9541529, member: 7044099"] most of the recent OSR games I’ve read have “player best practices” sections with a set of concepts of how to get into the intended culture for just this reason. It’s not unlike PBTAs: if you want successful play outcomes, tell the players (GMs included) how to do it explicitly. Edit: Just to provide an example from His Majesty the Worm's "Player Manifesto" which as far as I've read is mostly a distillation of the Principia Apocrypha & etc philosophy on culture: [LIST] [*]Be careful, be fierce (you don't start a hero/the world isn't fair/you're not in a tutorial and this is dangerous/focus on stealth and avoidance but you'll get stronger - but still pick your fights and don't fight fair in turn). but don't be afraid to run. [*]Solve problems orthogonally (goal: make your GM go "wow, I didn't even think of that!" Most things aren't solved by fighting: you can reason, monsters can be placated, traps avoided, monsters led into traps, don't expect to "use" your abilities to solve a problem). [*]Engage the world (ask questions. more of them. NO, MORE. No abilities give you the insight asking questions and using your real-life brain to solve problems will). [*]Engage each other (this is about spotlighting each other, relationships between PCs, having fun) [*]Embrace the chaos: it's easy to make a new adventurer. The game has consequences, it would be boring otherwise and without teeth. [/LIST] [/QUOTE]
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