Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Is there room in modern gaming for the OSR to bring in new gamers?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="John Quixote" data-source="post: 8273724" data-attributes="member: 694"><p>Interesting that you took my description of a fundamentally continuous phenomenon and imposed a pass–fail binary on the idea. Maybe <a href="https://www.reddit.com/r/osr/comments/miukdl/is_there_a_hard_list_of_requirements_for_a_work/gt75n6k/" target="_blank">this explanation from a similar conversation over on r/osr</a> will get the point across more clearly.</p><p></p><p></p><p></p><p>I'm not sure that I agree. What few rules <em>Mörk Borg</em> has seem pretty clearly derived from Basic D&D. Though I will positively contend that it's a perfect example of the difference between OSR and old-school.</p><p></p><p></p><p></p><p>Now this, I do not understand. Would you also argue that 99% of new players are better off playing 5th edition D&D than, say, RuneQuest or GURPS Dungeon Fantasy or d6 Fantasy?</p><p></p><p></p><p></p><p>It's a matter of emphasis. Not every game is out to <em>focus</em> on all of those elements to the same degree. Some RPGs cater to the desire to customize every little aspect of your original character, and some are perfectly content to let the character be an empty vessel for the player to inhabit, with little to no mechanical customization. </p><p></p><p>Though it's not at all the same thing, one could draw a rough analogy with the distinction between a first-person Western CRPG with a heavily customized player character who has zero game-determined personality (everything about the character is left up to the player's imagination) vs. an old-fashioned JRPG with little to no mechanical customization but everything about the character (and the plot) predetermined by the game. </p><p></p><p>The point is, it's okay for a given RPG not to be all things to all players.</p><p></p><p></p><p></p><p>As has oft been said by many an OSR advocate, "OSR ≠ rules-lite." The desire for rules-lite games is <em>part</em> of it, but not the whole deal—just like B/X is the Rosetta Stone "darling system" of the OSR but not the whole deal. If one takes AD&D 1st edition as an example of another game still popular with OSR gamers, it's less important that the game be rules-lite than that it has relatively few player-facing rules. But the concern for rules and systems is perfectly understandable, given the OSR's strong "do-it-yourself" ethic: it positions the DM not just as a facilitator, referee, and world-builder, but also necessarily as a <em>game designer</em> with authority and capability equal to that of Gary Gygax or anybody else.</p><p></p><p>As to the "minutia": different strokes. I wouldn't want to play a game where encumbrance or ammunition got hand-waved, because it would kill the verisimilitude for me. Random encounters have a perfectly cogent <em>raison d'être</em> in older D&D (they're there to keep the players moving through the dungeon quickly, tax their resources, keep the tension high, and they detract nothing from the game because combat doesn't eat much play-time at all). And as for difficulty… this gets so badly exaggerated IMO. Early D&D is no more the proverbial "meat-grinding fantasy Vietnam" than 5e is a cakewalk through Candy Land. It's just that early D&D isn't concerned with balancing single encounters so much as whole environments: the unit of play in early D&D isn't the encounter, it's the dungeon level (and the game is more about logistics and strategizing your exploration than it is about per-battle combat tactics). Different focus.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 8273724, member: 694"] Interesting that you took my description of a fundamentally continuous phenomenon and imposed a pass–fail binary on the idea. Maybe [URL='https://www.reddit.com/r/osr/comments/miukdl/is_there_a_hard_list_of_requirements_for_a_work/gt75n6k/']this explanation from a similar conversation over on r/osr[/URL] will get the point across more clearly. I'm not sure that I agree. What few rules [I]Mörk Borg[/I] has seem pretty clearly derived from Basic D&D. Though I will positively contend that it's a perfect example of the difference between OSR and old-school. Now this, I do not understand. Would you also argue that 99% of new players are better off playing 5th edition D&D than, say, RuneQuest or GURPS Dungeon Fantasy or d6 Fantasy? It's a matter of emphasis. Not every game is out to [i]focus[/i] on all of those elements to the same degree. Some RPGs cater to the desire to customize every little aspect of your original character, and some are perfectly content to let the character be an empty vessel for the player to inhabit, with little to no mechanical customization. Though it's not at all the same thing, one could draw a rough analogy with the distinction between a first-person Western CRPG with a heavily customized player character who has zero game-determined personality (everything about the character is left up to the player's imagination) vs. an old-fashioned JRPG with little to no mechanical customization but everything about the character (and the plot) predetermined by the game. The point is, it's okay for a given RPG not to be all things to all players. As has oft been said by many an OSR advocate, "OSR ≠ rules-lite." The desire for rules-lite games is [I]part[/I] of it, but not the whole deal—just like B/X is the Rosetta Stone "darling system" of the OSR but not the whole deal. If one takes AD&D 1st edition as an example of another game still popular with OSR gamers, it's less important that the game be rules-lite than that it has relatively few player-facing rules. But the concern for rules and systems is perfectly understandable, given the OSR's strong "do-it-yourself" ethic: it positions the DM not just as a facilitator, referee, and world-builder, but also necessarily as a [I]game designer[/I] with authority and capability equal to that of Gary Gygax or anybody else. As to the "minutia": different strokes. I wouldn't want to play a game where encumbrance or ammunition got hand-waved, because it would kill the verisimilitude for me. Random encounters have a perfectly cogent [I]raison d'être[/I] in older D&D (they're there to keep the players moving through the dungeon quickly, tax their resources, keep the tension high, and they detract nothing from the game because combat doesn't eat much play-time at all). And as for difficulty… this gets so badly exaggerated IMO. Early D&D is no more the proverbial "meat-grinding fantasy Vietnam" than 5e is a cakewalk through Candy Land. It's just that early D&D isn't concerned with balancing single encounters so much as whole environments: the unit of play in early D&D isn't the encounter, it's the dungeon level (and the game is more about logistics and strategizing your exploration than it is about per-battle combat tactics). Different focus. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is there room in modern gaming for the OSR to bring in new gamers?
Top