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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="Emerikol" data-source="post: 8280633" data-attributes="member: 6698278"><p>I think roleplaying games are so wide open in ways they could be played that it's impossible for one game to suit all styles. WotC wants to maximize profit so they will do what they can to leverage their name and provide something they believe is in the sweet spot of gaming. Sometimes they fail (4e) and sometimes they succeed (5e). </p><p></p><p>I'm at the place though where I really don't care to sit in the sweet spot anymore. I know what I like and I don't care a lot whether others like it or not except for my groups of course. So I've left D&D proper behind but now I have tons of OSR products out there so no harm no foul. When 3e made the OGL, they saved the hobby for me.</p><p></p><p>So here are my "grognard" things that I think are very good for games that some modern designers may not agree are good.</p><p>1. Skilled play that includes preparation, caution, and planning.</p><p>2. Things like level drain, rusting of items, losing constitution from death/raising happening to PCs on occasion.</p><p>3. Failure. Meaning you try some ability or skill and it fails. It doesn't always have to lead to some other consequence. Sometimes you just try to climb a slick wall and can't. </p><p>4. Letting the dice fall. That means not fudging things as GM to make the game "better".</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8280633, member: 6698278"] I think roleplaying games are so wide open in ways they could be played that it's impossible for one game to suit all styles. WotC wants to maximize profit so they will do what they can to leverage their name and provide something they believe is in the sweet spot of gaming. Sometimes they fail (4e) and sometimes they succeed (5e). I'm at the place though where I really don't care to sit in the sweet spot anymore. I know what I like and I don't care a lot whether others like it or not except for my groups of course. So I've left D&D proper behind but now I have tons of OSR products out there so no harm no foul. When 3e made the OGL, they saved the hobby for me. So here are my "grognard" things that I think are very good for games that some modern designers may not agree are good. 1. Skilled play that includes preparation, caution, and planning. 2. Things like level drain, rusting of items, losing constitution from death/raising happening to PCs on occasion. 3. Failure. Meaning you try some ability or skill and it fails. It doesn't always have to lead to some other consequence. Sometimes you just try to climb a slick wall and can't. 4. Letting the dice fall. That means not fudging things as GM to make the game "better". [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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