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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="The-Magic-Sword" data-source="post: 8282866" data-attributes="member: 6801252"><p>I think its also important to make a distinction between Playstyle and System, Systems do lean toward certain playstyles of course ('System Matters!') but that doesn't, contrary to the hidden connotation of that phrase, imply they always do so inflexibly.</p><p></p><p>So a 5e game can be run with a CaW style where the GM constructs challenges to be overcome via 'shenanigans and deck stacking' by making them overwhelming, a CaS style where the risk of failure is very real but depends on the party's in moment-to-moment kit and tactical choices (did we pick the right spell? did we smite at the right time? did we get advantage wherever we can? are we sufficiently optimized?), or a CaP where the built in failure states guarded against by the GM and combat rules exist to immerse the player in the 'feel and texture' of a fight scene.</p><p></p><p>Another system may do one, some or all of these better than 5e (like, in my eyes, Pathfinder 2e does CaW and CaS better, but the GM needs to walk on eggshells to let it do CaP, and really, why even go through all the effort of these complex and intricate combat mechanics? its just in the way and 5e would do it better) but that doesn't suggest that it isn't happening in 5e, or even that systems that do them individually worse, can't be perfect for a group's preferred blend.</p><p></p><p>Combat in an RPG is like beer, the menu description could easily read like "A full bodied CaS base from our diligent combat rules, with permeating undertones of CaW conveyed by our difficulty and exploration mechanics, and the gentlest notes of CaP in the protections against full character death" (that turned into a description of PF2e real quick) with another system also having all three of those things, but conveyed completely differently, which could very well be another group's ideal.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8282866, member: 6801252"] I think its also important to make a distinction between Playstyle and System, Systems do lean toward certain playstyles of course ('System Matters!') but that doesn't, contrary to the hidden connotation of that phrase, imply they always do so inflexibly. So a 5e game can be run with a CaW style where the GM constructs challenges to be overcome via 'shenanigans and deck stacking' by making them overwhelming, a CaS style where the risk of failure is very real but depends on the party's in moment-to-moment kit and tactical choices (did we pick the right spell? did we smite at the right time? did we get advantage wherever we can? are we sufficiently optimized?), or a CaP where the built in failure states guarded against by the GM and combat rules exist to immerse the player in the 'feel and texture' of a fight scene. Another system may do one, some or all of these better than 5e (like, in my eyes, Pathfinder 2e does CaW and CaS better, but the GM needs to walk on eggshells to let it do CaP, and really, why even go through all the effort of these complex and intricate combat mechanics? its just in the way and 5e would do it better) but that doesn't suggest that it isn't happening in 5e, or even that systems that do them individually worse, can't be perfect for a group's preferred blend. Combat in an RPG is like beer, the menu description could easily read like "A full bodied CaS base from our diligent combat rules, with permeating undertones of CaW conveyed by our difficulty and exploration mechanics, and the gentlest notes of CaP in the protections against full character death" (that turned into a description of PF2e real quick) with another system also having all three of those things, but conveyed completely differently, which could very well be another group's ideal. [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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