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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="kenada" data-source="post: 8280969" data-attributes="member: 70468"><p>I think the distinction is with “modern” D&D (i.e., trad and OC/neo-trad play) where there is a very large focus on playing through and experiencing a story, especially the realization of character arcs that were seeded during character creation in the case of OC/neo-trad.</p><p></p><p>It’s a style of play where killing characters is bad because it ruins the (or their) story. The GM may fudge rolls to make sure that narratively important fights carry suitable weight (killing the evil high priest in one round is “boring”). Collaboratively telling a story is more important than OSR-style “skilled play”. In fact, “skilled play” can be disruptive (which I say from experience). While OSR favors “combat as war”, this style is more “combat as sport”.</p><p></p><p>However, I haven’t seen the term used before, but I was thinking this afternoon. It seems like “combat as performance” may be more accurate. While fights may be meant to be challenging, I don’t think that’s the point. The characters are expected to win (unless the story needs otherwise), so the the challenge is artificial (or performative). The important thing is that fights respect their role in the story, which is why the GM needs to fudge to make sure a climatic encounter is suitably epic. I want to call it “combat as performance” because it brings to mind sports entertainment like professional wrestling.</p></blockquote><p></p>
[QUOTE="kenada, post: 8280969, member: 70468"] I think the distinction is with “modern” D&D (i.e., trad and OC/neo-trad play) where there is a very large focus on playing through and experiencing a story, especially the realization of character arcs that were seeded during character creation in the case of OC/neo-trad. It’s a style of play where killing characters is bad because it ruins the (or their) story. The GM may fudge rolls to make sure that narratively important fights carry suitable weight (killing the evil high priest in one round is “boring”). Collaboratively telling a story is more important than OSR-style “skilled play”. In fact, “skilled play” can be disruptive (which I say from experience). While OSR favors “combat as war”, this style is more “combat as sport”. However, I haven’t seen the term used before, but I was thinking this afternoon. It seems like “combat as performance” may be more accurate. While fights may be meant to be challenging, I don’t think that’s the point. The characters are expected to win (unless the story needs otherwise), so the the challenge is artificial (or performative). The important thing is that fights respect their role in the story, which is why the GM needs to fudge to make sure a climatic encounter is suitably epic. I want to call it “combat as performance” because it brings to mind sports entertainment like professional wrestling. [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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