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Are There Any OSR (or OSR-adjacent) Games With Modern Sensibilities?
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<blockquote data-quote="Ondath" data-source="post: 8741549" data-attributes="member: 7031770"><p>This is a fairly good point I hadn't considered. When I run 5E, I try to make it more deadly (resurrection requiring a skill challenge, for instance). I think in earlier levels OSR's usual deadliness can be fun, though my players are more of the neo-trad/OC crowd who might need some easing into that deadlier playstyle.</p><p></p><p>That's something I like about OSR-style games! I quite dislike character optimisation and players thinking through their character sheet instead of the fiction of the game.</p><p></p><p>This is maybe something I need to settle in regards to my own tastes, because my knee-jerk reaction <em>is</em> "Well, perhaps there should be some ways to come from narratively meaningless deaths..." I know that's very much against the OSR philosophy (after all, there is no narrative!), so I know the games I get will run counter to this. Maybe I can hack a system where most save-or-die moments instead give meaningful debilitations without outright requiring a rerolled character, but this is something I'll have to work on myself.</p><p></p><p>While I get that (and would be okay with at least going through unequeal rules before making any final judgements first), my usual players care way too much about fair play and players having some balance between each other. I could convince them that they don't need to consider their PCs as the main characters (and embrace any consequences that might come up), I could convince them that they don't need all character abilities fleshed out in game mechanics, but I don't think I could convince tham that one PC will <em>objectively</em> be better off than the others in an <em>all-things-considered</em> way. So I'd rather prefer a system where the rules balance different options somewhat.</p><p></p><p>I've looked at the DCC quickstart rules as [USER=6798775]@Ath-kethin[/USER] has suggested, and I think there is a lot that I like. The classes do seem to be balanced around each other and I really like how they implemented martial manoeuvres and wizard spells in a similar "effect die varies interesting results". If I can hack a way to make races separate from classes, this could be the way to go.</p><p></p><p>One question I have on mechanical balance (I know that's not really a thing, but as much as it exists) across OSR games: Would it be reasonable to port some character options from one OSR game to another, since they're mostly based on a similar ruleset? I'm thinking maybe I can use the OSE Advanced class and race options within a DCC framework to add some options DCC doesn't have (Druids, races like Orcs etc.).</p><p></p><p>I'll also check Worlds Without Number. Thank you for the suggestions!</p></blockquote><p></p>
[QUOTE="Ondath, post: 8741549, member: 7031770"] This is a fairly good point I hadn't considered. When I run 5E, I try to make it more deadly (resurrection requiring a skill challenge, for instance). I think in earlier levels OSR's usual deadliness can be fun, though my players are more of the neo-trad/OC crowd who might need some easing into that deadlier playstyle. That's something I like about OSR-style games! I quite dislike character optimisation and players thinking through their character sheet instead of the fiction of the game. This is maybe something I need to settle in regards to my own tastes, because my knee-jerk reaction [I]is[/I] "Well, perhaps there should be some ways to come from narratively meaningless deaths..." I know that's very much against the OSR philosophy (after all, there is no narrative!), so I know the games I get will run counter to this. Maybe I can hack a system where most save-or-die moments instead give meaningful debilitations without outright requiring a rerolled character, but this is something I'll have to work on myself. While I get that (and would be okay with at least going through unequeal rules before making any final judgements first), my usual players care way too much about fair play and players having some balance between each other. I could convince them that they don't need to consider their PCs as the main characters (and embrace any consequences that might come up), I could convince them that they don't need all character abilities fleshed out in game mechanics, but I don't think I could convince tham that one PC will [I]objectively[/I] be better off than the others in an [I]all-things-considered[/I] way. So I'd rather prefer a system where the rules balance different options somewhat. I've looked at the DCC quickstart rules as [USER=6798775]@Ath-kethin[/USER] has suggested, and I think there is a lot that I like. The classes do seem to be balanced around each other and I really like how they implemented martial manoeuvres and wizard spells in a similar "effect die varies interesting results". If I can hack a way to make races separate from classes, this could be the way to go. One question I have on mechanical balance (I know that's not really a thing, but as much as it exists) across OSR games: Would it be reasonable to port some character options from one OSR game to another, since they're mostly based on a similar ruleset? I'm thinking maybe I can use the OSE Advanced class and race options within a DCC framework to add some options DCC doesn't have (Druids, races like Orcs etc.). I'll also check Worlds Without Number. Thank you for the suggestions! [/QUOTE]
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