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General Tabletop Discussion
*Dungeons & Dragons
Is there room in modern gaming for the OSR to bring in new gamers?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8273200" data-attributes="member: 4881"><p>I'm going to weigh in with this take....</p><p></p><p>Games change over the years...and I think they change overall in ways that make them more accessible...</p><p></p><p>My favorite RPG of all time is Torg. I have all the books from its original inception in the early 90s. I can admit to myself however, that by supplement #30 there were so many moving parts and subsystems that were fundamentally different from each other the system was feeling really clunky as compared to DnD 3e, with it's D20 universal resolution design.</p><p></p><p>When Torg was revamped and rereleased it was simply a better system overall. Sure I don't have some odd specific system that only one character type out of 400 uses (like Egyptian Mathematical Mages aligning planets to cast spells requiring me to get an actual calendar and keep track of the exact day in the campaign) but that's a good thing.</p><p></p><p>Similarly, boardgames have evolved since the 80s and have become much more accessible. How much fun was it playing Trivial Pursuit rolling that die over and over and over until you got that 5 and you could try to get that Orange pie piece even though you don't know anything about sports? Modern game design has mostly.oved away from roll-and-move because it's not good design. Similarly there are still trivia games, but they are designed in ways that knowing exact answers isn't the be all end all, so that everyone can have a chance at winning.</p><p></p><p>And now this is where I roll back into OSR as a teaching tool for new players. Yes, you certainly can teach new players using OSR. I just think that OSR that doesn't incorporate rules improvements we have gained over time (like avoiding switching back and forth from wanting to roll high versus low) may lose some new people that otherwise might have stuck around.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8273200, member: 4881"] I'm going to weigh in with this take.... Games change over the years...and I think they change overall in ways that make them more accessible... My favorite RPG of all time is Torg. I have all the books from its original inception in the early 90s. I can admit to myself however, that by supplement #30 there were so many moving parts and subsystems that were fundamentally different from each other the system was feeling really clunky as compared to DnD 3e, with it's D20 universal resolution design. When Torg was revamped and rereleased it was simply a better system overall. Sure I don't have some odd specific system that only one character type out of 400 uses (like Egyptian Mathematical Mages aligning planets to cast spells requiring me to get an actual calendar and keep track of the exact day in the campaign) but that's a good thing. Similarly, boardgames have evolved since the 80s and have become much more accessible. How much fun was it playing Trivial Pursuit rolling that die over and over and over until you got that 5 and you could try to get that Orange pie piece even though you don't know anything about sports? Modern game design has mostly.oved away from roll-and-move because it's not good design. Similarly there are still trivia games, but they are designed in ways that knowing exact answers isn't the be all end all, so that everyone can have a chance at winning. And now this is where I roll back into OSR as a teaching tool for new players. Yes, you certainly can teach new players using OSR. I just think that OSR that doesn't incorporate rules improvements we have gained over time (like avoiding switching back and forth from wanting to roll high versus low) may lose some new people that otherwise might have stuck around. [/QUOTE]
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Community
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Is there room in modern gaming for the OSR to bring in new gamers?
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