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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: 8294288" data-attributes="member: 6801252"><p>Interestingly, I'm not doing OSR <em>systems </em>at all, I'm doing Pathfinder 2e, but what I'm really interested in is what I can learn from this style of game in order to combine it with the things we like about the 'modern' systems. So I'm very into the OSR ideas about sandboxes, dungeon delves, and exploration, while attempting to retain heavy player empowerment elements in the form of high character customization/optimization/combat-as-sport-tactical-considerations. </p><p></p><p>I think that Pathfinder 2e's exploration and downtime procedures, in tandem with its much more 'real' encounter difficulty creates an environment where I should be able to take a lot of OSR elements in the structure of my game and make it all work. I even think I can utilize the 'durability' of the characters in player empowered games to include elements of neo-trad in that structure, albeit while being judicious.</p><p></p><p>Still, lately OSR threads and game design have lately been my favorite posts, and I've gotten a lot out of them. My big experiment in mixing these elements together properly won't be for a while yet, since the player currently running a campaign as a 'break' seems to be having some problems pacing this so it ends in the 6-8 month window we initially discussed, so while I'd like to begin in my hex crawling west marches in the autumn... we'll see.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8294288, member: 6801252"] Interestingly, I'm not doing OSR [I]systems [/I]at all, I'm doing Pathfinder 2e, but what I'm really interested in is what I can learn from this style of game in order to combine it with the things we like about the 'modern' systems. So I'm very into the OSR ideas about sandboxes, dungeon delves, and exploration, while attempting to retain heavy player empowerment elements in the form of high character customization/optimization/combat-as-sport-tactical-considerations. I think that Pathfinder 2e's exploration and downtime procedures, in tandem with its much more 'real' encounter difficulty creates an environment where I should be able to take a lot of OSR elements in the structure of my game and make it all work. I even think I can utilize the 'durability' of the characters in player empowered games to include elements of neo-trad in that structure, albeit while being judicious. Still, lately OSR threads and game design have lately been my favorite posts, and I've gotten a lot out of them. My big experiment in mixing these elements together properly won't be for a while yet, since the player currently running a campaign as a 'break' seems to be having some problems pacing this so it ends in the 6-8 month window we initially discussed, so while I'd like to begin in my hex crawling west marches in the autumn... we'll see. [/QUOTE]
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