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<blockquote data-quote="Thomas Shey" data-source="post: 9386718" data-attributes="member: 7026617"><p>I think it gets muddy because the OSR is sometimes treated to include retroclones (which clearly land in the duplication category) and other more divergent rules sets. Probably your point would be more clearcut if that wasn't the case.</p><p></p><p></p><p></p><p>If he's using traditional old-school advancement that spell rule is <em>painful</em>. The experience system sounds like something I've used in a lot of game systems where I wanted a more modulated result (and less arbitrary than some) from milestone levelling.</p><p></p><p></p><p></p><p>As someone who was around at that time, its not hard to see in a lot of people writing house rules was (in some cases literally) a cottage industry. A lot of people came in from wargaming after all; and while their may have been people who were used to heavy referee adjucation games, far more were used to knowing the ruddy rules.</p><p></p><p></p><p></p><p>Things like Arduin and the like didn't exist for no reason. Even among people who didn't want to be bound to rulebooks (which seems to be the motivation of some OSR proponents given the hostility they phrase some things with) they didn't necessarily want to have to keep making ad-hoc decisions with things that came up frequently. Only reason I didn't have a bushel of OD&D house rules (and you can argue I did have some, they were just combinations of misunderstandings, having been taught things that were not actually in the books, and sort of ad-hoc-not-written-down things I still used consistently) was that by the time the formal urge to do such things kicked in I'd left D&D behind.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9386718, member: 7026617"] I think it gets muddy because the OSR is sometimes treated to include retroclones (which clearly land in the duplication category) and other more divergent rules sets. Probably your point would be more clearcut if that wasn't the case. If he's using traditional old-school advancement that spell rule is [I]painful[/I]. The experience system sounds like something I've used in a lot of game systems where I wanted a more modulated result (and less arbitrary than some) from milestone levelling. As someone who was around at that time, its not hard to see in a lot of people writing house rules was (in some cases literally) a cottage industry. A lot of people came in from wargaming after all; and while their may have been people who were used to heavy referee adjucation games, far more were used to knowing the ruddy rules. Things like Arduin and the like didn't exist for no reason. Even among people who didn't want to be bound to rulebooks (which seems to be the motivation of some OSR proponents given the hostility they phrase some things with) they didn't necessarily want to have to keep making ad-hoc decisions with things that came up frequently. Only reason I didn't have a bushel of OD&D house rules (and you can argue I did have some, they were just combinations of misunderstandings, having been taught things that were not actually in the books, and sort of ad-hoc-not-written-down things I still used consistently) was that by the time the formal urge to do such things kicked in I'd left D&D behind. [/QUOTE]
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