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Is there room in modern gaming for the OSR to bring in new gamers?
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<blockquote data-quote="Mannahnin" data-source="post: 8273390" data-attributes="member: 7026594"><p>I think there's some validity to this. Some facets of the old school style of play do require some introduction to understand why they're there.</p><p></p><p>That being said, mechanically they're simpler than current D&D. There is much less explanation and time needed to generate a character, for example, and to start playing. With the OSR DMs I regularly play with online, it's a common occurrence for them to introduce a brand new player to B/X / OSE in five minutes if they have any previous D&D experience, or fifteen if they have none.</p><p></p><p>Players get the core concept of playing a role in a fantasy adventure whether it's 5E or OSR. OSR typically allows them to engage immediately without having to read or understand a bunch of rules. The DM can take that load off their shoulders.</p><p></p><p></p><p></p><p>This is simply incorrect. In the most popular OSR games (largely B/X derivatives) it's a common point of humor how Halflings are badasses, and/or the "secret Ranger class". In B/X they've only got 1 fewer HP per level lower than Dwarves and Fighters on average, they have the best Saving Throws in the game, they can wear any armor, they get a bonus to AC against anything larger than man-size, a bonus with missile weapons, 90% stealth in woods or undergrowth, and 33% in dungeons. They are capped at 8th level, but most games don't go that high anyway (and the humans don't even get close to the Saves of a 7th level halfling until 13th level, and stop getting full HD after 9th). And o course DMs always have options to bend that for long-running campaigns.</p><p></p><p>In original old school rules Halflings were quite good. And in modern OSR games, designers are every bit as conscious about making the various choices fun to play as any other modern designer.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8273390, member: 7026594"] I think there's some validity to this. Some facets of the old school style of play do require some introduction to understand why they're there. That being said, mechanically they're simpler than current D&D. There is much less explanation and time needed to generate a character, for example, and to start playing. With the OSR DMs I regularly play with online, it's a common occurrence for them to introduce a brand new player to B/X / OSE in five minutes if they have any previous D&D experience, or fifteen if they have none. Players get the core concept of playing a role in a fantasy adventure whether it's 5E or OSR. OSR typically allows them to engage immediately without having to read or understand a bunch of rules. The DM can take that load off their shoulders. This is simply incorrect. In the most popular OSR games (largely B/X derivatives) it's a common point of humor how Halflings are badasses, and/or the "secret Ranger class". In B/X they've only got 1 fewer HP per level lower than Dwarves and Fighters on average, they have the best Saving Throws in the game, they can wear any armor, they get a bonus to AC against anything larger than man-size, a bonus with missile weapons, 90% stealth in woods or undergrowth, and 33% in dungeons. They are capped at 8th level, but most games don't go that high anyway (and the humans don't even get close to the Saves of a 7th level halfling until 13th level, and stop getting full HD after 9th). And o course DMs always have options to bend that for long-running campaigns. In original old school rules Halflings were quite good. And in modern OSR games, designers are every bit as conscious about making the various choices fun to play as any other modern designer. [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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