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Is 5e "Easy Mode?"
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<blockquote data-quote="Monayuris" data-source="post: 7957086" data-attributes="member: 6859536"><p>There is nothing inherent to old school style D&D that encourages adversarial player vs. DM relationships. Old school D&D works the same as any other D&D. Just the rules are a little different.</p><p></p><p>I totally agree with you about railroading. I run open sandbox games. The DM, to me... is an impartial judge or referee. The DM should be neutral and present the environment fairly and without bias. The DM isn't trying to kill the players, but also isn't trying to save them either. The DM should just provide a challenging environment and adjudicate the game fairly.</p><p></p><p></p><p>Why would OSR games run a risk of losing players?</p><p></p><p>You are presenting anecdotal evidence as fact. I have been running a weekly OSR Meetup that has had at least 8 to 10 players come every week. Many recurring players but also many new players. I can tell you from first hand experience that your statement about OSR games and player retention is false. Or at least my anecdotal evidence contradicts yours.</p><p></p><p>As a counterpoint, I played in a 5E Storm King's Thunder campaign and dropped out because it was absolutely boring.</p><p></p><p>I have no idea what you are talking about with your play example. That sounds like a problem with the player and not the rule system. </p><p></p><p>I know that modern games try to go overboard with rules to try to excuse or rein in bad players / bad DM's. </p><p></p><p></p><p>The modern games definitely have different expectations for DMs. I pretty much think modern game instructions for DMs are absolute b.s. They get too caught up in story and balanced encounters and playing things safe.</p><p></p><p>I say challenge your players... throw them up against seemingly unwinnable situations or seemingly unbeatable monsters. Let them surprise you with their ingenuity and problem solving. It will make for a much better game.</p><p></p><p> </p><p></p><p></p><p></p><p></p><p>Rules are meant to be changed and adjusted to meet your own expectations. My belief is that once you buy a game that game belongs to you and no longer belongs to the authors.</p><p></p><p>Take the rules and change them to make the game work for your specific needs. Throw out official rulings they are meaningless, no one but yourself knows what is best for your own game table. </p><p></p><p>Make whatever game you play what you want it to be.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7957086, member: 6859536"] There is nothing inherent to old school style D&D that encourages adversarial player vs. DM relationships. Old school D&D works the same as any other D&D. Just the rules are a little different. I totally agree with you about railroading. I run open sandbox games. The DM, to me... is an impartial judge or referee. The DM should be neutral and present the environment fairly and without bias. The DM isn't trying to kill the players, but also isn't trying to save them either. The DM should just provide a challenging environment and adjudicate the game fairly. Why would OSR games run a risk of losing players? You are presenting anecdotal evidence as fact. I have been running a weekly OSR Meetup that has had at least 8 to 10 players come every week. Many recurring players but also many new players. I can tell you from first hand experience that your statement about OSR games and player retention is false. Or at least my anecdotal evidence contradicts yours. As a counterpoint, I played in a 5E Storm King's Thunder campaign and dropped out because it was absolutely boring. I have no idea what you are talking about with your play example. That sounds like a problem with the player and not the rule system. I know that modern games try to go overboard with rules to try to excuse or rein in bad players / bad DM's. The modern games definitely have different expectations for DMs. I pretty much think modern game instructions for DMs are absolute b.s. They get too caught up in story and balanced encounters and playing things safe. I say challenge your players... throw them up against seemingly unwinnable situations or seemingly unbeatable monsters. Let them surprise you with their ingenuity and problem solving. It will make for a much better game. Rules are meant to be changed and adjusted to meet your own expectations. My belief is that once you buy a game that game belongs to you and no longer belongs to the authors. Take the rules and change them to make the game work for your specific needs. Throw out official rulings they are meaningless, no one but yourself knows what is best for your own game table. Make whatever game you play what you want it to be. [/QUOTE]
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