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Community
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="Sacrosanct" data-source="post: 8279852" data-attributes="member: 15700"><p>Coincidentally enough, when I was asked this question in the interview, this is how I answered:</p><p></p><p><strong>Q) I don't think there's a right answer to this... but you've mentioned rulings over rules, danger and zero to hero. Is that how you define OSR? Is there an accepted definition?</strong></p><p></p><p><em>I don't think there is any "one true way" to define the OSR, because the OSR above all else is meant to emulate the feel and/or mechanics of many games from the 70s/80s. Since there were so many games even then, there is no real way one could define the OSR objectively. That said, I think most fans of the OSR would agree on common themes. Those being rulings over rules, zero to hero, mechanically more lethal of a system, sandbox play, etc. Because gaming was still new back then, and we didn't have the internet where you get an instant answer to a question by the design team, most tables were coming up with stuff on the fly. That fostered a lot of creativity and homebrew. Players were encouraged to come up with their own stuff. I know this is anecdotal, but it seems that there are fewer GMs today who are creating their own game worlds and adventures than in the 80s, where nearly everyone I met was doing that.</em></p><p></p><p>So not the best answer, but at least I mentioned how there isn't any one true way of defining it, which I think is the important part.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 8279852, member: 15700"] Coincidentally enough, when I was asked this question in the interview, this is how I answered: [B]Q) I don't think there's a right answer to this... but you've mentioned rulings over rules, danger and zero to hero. Is that how you define OSR? Is there an accepted definition?[/B] [I]I don't think there is any "one true way" to define the OSR, because the OSR above all else is meant to emulate the feel and/or mechanics of many games from the 70s/80s. Since there were so many games even then, there is no real way one could define the OSR objectively. That said, I think most fans of the OSR would agree on common themes. Those being rulings over rules, zero to hero, mechanically more lethal of a system, sandbox play, etc. Because gaming was still new back then, and we didn't have the internet where you get an instant answer to a question by the design team, most tables were coming up with stuff on the fly. That fostered a lot of creativity and homebrew. Players were encouraged to come up with their own stuff. I know this is anecdotal, but it seems that there are fewer GMs today who are creating their own game worlds and adventures than in the 80s, where nearly everyone I met was doing that.[/I] So not the best answer, but at least I mentioned how there isn't any one true way of defining it, which I think is the important part. [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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