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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="kenada" data-source="post: 8288941" data-attributes="member: 70468"><p>I <a href="https://www.enworld.org/threads/a-pathfinder-group-tries-old-school-essentials.677957/post-8244014" target="_blank">posted</a> a bit about it in April in my OSE thread, but I don’t think that’s entirely it. They definitely didn’t like having to retreat, or how the combat went down, but I suspect they just weren’t all that interested in the system, and they were going along with it to keep their GM happy. I had dismissed it as an aesthetic preference, but I think my players like having customization and tactics, but not too much. Pathfinder 2e was a step too far. They just couldn’t keep up with its tactical expectations. You can shift those around a bit, but I burnt out on the system and didn’t want to bother with it anymore.</p><p></p><p>It was a random conversation here that prompted me to take a closer look into WWN, which I had initially dismissed because it added modifiers to skill checks and rolled against target difficulties. My reaction on our Slack when I started reading it: “Motherf——! World Without Number uses an XP system that’s basically the goals thing I used to use. <img class="smilie smilie--emoji" alt="😬" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f62c.png" title="Grimacing face :grimacing:" data-shortname=":grimacing:" loading="lazy" width="64" height="64" />” The goals-based XP system I used in previous campaigns is something my players really liked. As I read through the way it handled customization and its action economy, WWN struck me as a game almost designed for my group. It would give them what they wanted (but not be too harsh in its expectations), and it would be easy on the GM to run while also giving me great tools for running a sandbox.</p><p></p><p>I pitched a one-shot later that day for early May, which I did with trepidation. I had assumed that trying a new system so soon after switching would not go over well, but I got an almost immediate and positive response. No one had even read WWN yet! People were just taking it on faith that it would be more to their tastes when I said it would be. After they did start reading it, they liked what they saw. We’ll see how that enthusiasm holds once I finish setting creation. It’s technically a retcon rather than a reboot, but things are ending up being fairly different (both geographically and politically). However, I did try to retain the things they’d said they liked, and I think this will result in a much more robust sandbox (while being easier on me).</p></blockquote><p></p>
[QUOTE="kenada, post: 8288941, member: 70468"] I [URL='https://www.enworld.org/threads/a-pathfinder-group-tries-old-school-essentials.677957/post-8244014']posted[/URL] a bit about it in April in my OSE thread, but I don’t think that’s entirely it. They definitely didn’t like having to retreat, or how the combat went down, but I suspect they just weren’t all that interested in the system, and they were going along with it to keep their GM happy. I had dismissed it as an aesthetic preference, but I think my players like having customization and tactics, but not too much. Pathfinder 2e was a step too far. They just couldn’t keep up with its tactical expectations. You can shift those around a bit, but I burnt out on the system and didn’t want to bother with it anymore. It was a random conversation here that prompted me to take a closer look into WWN, which I had initially dismissed because it added modifiers to skill checks and rolled against target difficulties. My reaction on our Slack when I started reading it: “Motherf——! World Without Number uses an XP system that’s basically the goals thing I used to use. 😬” The goals-based XP system I used in previous campaigns is something my players really liked. As I read through the way it handled customization and its action economy, WWN struck me as a game almost designed for my group. It would give them what they wanted (but not be too harsh in its expectations), and it would be easy on the GM to run while also giving me great tools for running a sandbox. I pitched a one-shot later that day for early May, which I did with trepidation. I had assumed that trying a new system so soon after switching would not go over well, but I got an almost immediate and positive response. No one had even read WWN yet! People were just taking it on faith that it would be more to their tastes when I said it would be. After they did start reading it, they liked what they saw. We’ll see how that enthusiasm holds once I finish setting creation. It’s technically a retcon rather than a reboot, but things are ending up being fairly different (both geographically and politically). However, I did try to retain the things they’d said they liked, and I think this will result in a much more robust sandbox (while being easier on me). [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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