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<blockquote data-quote="Fenris-77" data-source="post: 9044029" data-attributes="member: 6993955"><p>This is an interesting topic. Rather a lot of the writing and design I've done recently on the fantasy side has been in service of hacking OSR play (Black Hack 2E specifically) to expand and round out the wilderness exploration side of things. I used a bunch of ideas from <em>Into the Wyrd and Wild</em> (which is marvelous) and have mined a whole bunch of other games to work out playloops that try to make wilderness exploration not just more dangerous (true) but more importantly more rewarding, by which I specifically mean involving tight playloops that balance risk and reward and put lots of important decisions in the players hands. This isn't something that a lot of OSR properties do well naturally, or at least well in terms of what I would like them to look like. To come back in a roundabout way to the topic at hand I see that, on reflection, I've been adding a ot of more of this sort of 'positive' encounter into my stuff. Not that there are a lot of them, but they do tend to be more specifically positive in a <em>here, have some horses</em> kind of way. Perhaps that's because the rest of it tends to be <em>here, die alone and frozen because you didn't bring decent boots</em>.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 9044029, member: 6993955"] This is an interesting topic. Rather a lot of the writing and design I've done recently on the fantasy side has been in service of hacking OSR play (Black Hack 2E specifically) to expand and round out the wilderness exploration side of things. I used a bunch of ideas from [I]Into the Wyrd and Wild[/I] (which is marvelous) and have mined a whole bunch of other games to work out playloops that try to make wilderness exploration not just more dangerous (true) but more importantly more rewarding, by which I specifically mean involving tight playloops that balance risk and reward and put lots of important decisions in the players hands. This isn't something that a lot of OSR properties do well naturally, or at least well in terms of what I would like them to look like. To come back in a roundabout way to the topic at hand I see that, on reflection, I've been adding a ot of more of this sort of 'positive' encounter into my stuff. Not that there are a lot of them, but they do tend to be more specifically positive in a [I]here, have some horses[/I] kind of way. Perhaps that's because the rest of it tends to be [I]here, die alone and frozen because you didn't bring decent boots[/I]. [/QUOTE]
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