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<blockquote data-quote="Mr. Greengoat" data-source="post: 5916944" data-attributes="member: 72757"><p>I am kinda of the opinion that Old School style play requires a rules and mechanics lite method of playing at the table. A system that involves mediation between the DM and the players that is not always set in the rules.</p><p></p><p>I think the Old School primer by Matt Finch does a good job of explaining some of the essential attitudes about playing in a more open and sandboxy manner:</p><p><a href="http://www.scribd.com/doc/14749369/Quick-Primer-for-Old-School-Gaming" target="_blank">Quick Primer for Old School Gaming</a></p><p></p><p>I am curious about what "modern" elements you wish the system to have? I think the intense codification of 3E related games kinda miss out on the main positive qualities of the OSR-type design. Simple, easy to remember rules, little math, and consultation of the text for fluff, and not so much for rules. (Spells & Monsters mostly)</p><p></p><p>My personal preference is for <a href="http://www.autarch.co/blog/" target="_blank">Adventurer Conquered King</a> (ACKS) but I am not a neutral voice because I did a little work on the book.</p><p></p><p>I would recommend the old red Basic D&D book, <a href="http://www.swordsandwizardry.com/?page_id=4" target="_blank">Swords & Wizardry</a>, or <a href="http://www.basicfantasy.org/main.html" target="_blank">Basic Fantasy</a> for pure and simple fun. They are all relatively free of some of the baroque oddity of 1st and 2nd edition AD&D. (Not that I don't find psionics and spell casting segments charming sometimes.) Go ahead and download the free versions and take a look. The basic books only cost about fifteen bucks off of lulu. So for the same price as one player's handbook in a more modern system, you can have a set of hardcopy rules for yourself and another player.</p><p></p><p>The only problem that I have seen crop up is when newer players start to freak out about the lack of hard-coded options written down. The trick is just to reassure them that they can be and do whatever they want. They just have to work it out with the DM about what it means in play and then the DM will give some slight modifiers and abilities under certain conditions. It's more of a talkie style of play than a look-up and roll style.</p></blockquote><p></p>
[QUOTE="Mr. Greengoat, post: 5916944, member: 72757"] I am kinda of the opinion that Old School style play requires a rules and mechanics lite method of playing at the table. A system that involves mediation between the DM and the players that is not always set in the rules. I think the Old School primer by Matt Finch does a good job of explaining some of the essential attitudes about playing in a more open and sandboxy manner: [url=http://www.scribd.com/doc/14749369/Quick-Primer-for-Old-School-Gaming]Quick Primer for Old School Gaming[/url] I am curious about what "modern" elements you wish the system to have? I think the intense codification of 3E related games kinda miss out on the main positive qualities of the OSR-type design. Simple, easy to remember rules, little math, and consultation of the text for fluff, and not so much for rules. (Spells & Monsters mostly) My personal preference is for [URL="http://www.autarch.co/blog/"]Adventurer Conquered King[/URL] (ACKS) but I am not a neutral voice because I did a little work on the book. I would recommend the old red Basic D&D book, [URL="http://www.swordsandwizardry.com/?page_id=4"]Swords & Wizardry[/URL], or [URL="http://www.basicfantasy.org/main.html"]Basic Fantasy[/URL] for pure and simple fun. They are all relatively free of some of the baroque oddity of 1st and 2nd edition AD&D. (Not that I don't find psionics and spell casting segments charming sometimes.) Go ahead and download the free versions and take a look. The basic books only cost about fifteen bucks off of lulu. So for the same price as one player's handbook in a more modern system, you can have a set of hardcopy rules for yourself and another player. The only problem that I have seen crop up is when newer players start to freak out about the lack of hard-coded options written down. The trick is just to reassure them that they can be and do whatever they want. They just have to work it out with the DM about what it means in play and then the DM will give some slight modifiers and abilities under certain conditions. It's more of a talkie style of play than a look-up and roll style. [/QUOTE]
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