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Did D&D Die with TSR?
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<blockquote data-quote="Aldarc" data-source="post: 8056093" data-attributes="member: 5142"><p>In contrast, I would say that adventure/encounter design is a key aspect of what distinguishes OSR from 5e, which is pretty clear from reading the <a href="https://lithyscaphe.blogspot.com/p/principia-apocrypha.html" target="_blank">Principia Apocrypha</a>. </p><p></p><p>Combat in 5e tends to be more sport than war. Regardless of the dials and knobs available, the standard 5e game is not widely regarded as particularly deadly. The game attempts to create more balanced combat encounters. Adventure designs in 5e are fairly linear while OSR highly resists (and was formed in response to) "GM as author": this is one reason why OSR is <em>obsessed</em> with randomized tables and non-linear dungeons. If encounters, rooms, and loot are randomized or non-linear, then the GM is less able to impose a story on the PCs. While feats are optional, they are also a default part of organized play. 5e also gives preference for character skill > player skill, and OSR people would probably say that 5e encourages players to look on their character sheet for the answer. This is why I said that if one's understanding of OSR merely amounts to simplified classes or "rulings not rules," then those people may have been consumed by 5e, but not the actual OSR movement itself.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8056093, member: 5142"] In contrast, I would say that adventure/encounter design is a key aspect of what distinguishes OSR from 5e, which is pretty clear from reading the [URL='https://lithyscaphe.blogspot.com/p/principia-apocrypha.html']Principia Apocrypha[/URL]. Combat in 5e tends to be more sport than war. Regardless of the dials and knobs available, the standard 5e game is not widely regarded as particularly deadly. The game attempts to create more balanced combat encounters. Adventure designs in 5e are fairly linear while OSR highly resists (and was formed in response to) "GM as author": this is one reason why OSR is [I]obsessed[/I] with randomized tables and non-linear dungeons. If encounters, rooms, and loot are randomized or non-linear, then the GM is less able to impose a story on the PCs. While feats are optional, they are also a default part of organized play. 5e also gives preference for character skill > player skill, and OSR people would probably say that 5e encourages players to look on their character sheet for the answer. This is why I said that if one's understanding of OSR merely amounts to simplified classes or "rulings not rules," then those people may have been consumed by 5e, but not the actual OSR movement itself. [/QUOTE]
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