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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: 8296289" data-attributes="member: 6801252"><p>Yeah we were looking into SWN for a sci fi system, my players were thinking it was neat right up until they got up to the HP values in the game's combat example, and then vetoed it HARD. They've heard about DCC's funnel and think the game would make for a novelty one shot, but wouldn't be something they'd want to engage in over the long term. I feel less strongly about it since I'm more inclined to align myself with the game's assumptions, especially before I've seen how it actually feels, but it feels more like something I'd be putting up with than something I'd actually value.</p><p></p><p>Meanwhile I'm reading Barrowmaze and slavering over the exploration, environmental storytelling, treasure hunting, and world-lore heavy play it espouses, and looking at how to redesign the incentives so that it can function in a game I'd like to play, one that doesn't ask my players to sporadically roll against death. Only thing is that the way random monsters are handled feel important, but also relies on a game with rules lite speed to not bog down super hard, so I need an alternative setup to 'punish' players for taking too many risks and making the dungeon feel dangerous and overwhelming.</p><p></p><p>I actually have some ideas, Victory Points as a fungible basis for subsystems are a truly wondrous addition, I'm wondering if I might be able to (theoretically, I'm tempted to actually run it, buts thats a commitment I'm not prepared to actually make) distill the consequences of things like bashing down walls, or searching for too long, into a consequence point system.</p><p></p><p>Consequence points could, in theory, advance a centralized 'danger level' of the area up and make encounters harder, or trigger a random encounter at a more controlled rate than the traditional dice roll by having it occur at predefined point values, OR even provide a list of 'bad stuff' the GM could spent the points on. Each design would have its own implications on the feel of the dungeon, and none would feel like a proper Labyrinth-Lord-or-similar-OSR-game run of the module (although there's a 5e version being sold by the author as well, so obviously there's play there anyway.)</p><p></p><p>I wonder if we might start to see more 'new' gamers (I started with 4e in 2010) turn to the OSR, but to adopt some of its practices, rather than to fully assimilate into its cultural expectations of what play should look like. There's already a big culture of that for DND 5e, in places like Youtube and the Alexandrian and such.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8296289, member: 6801252"] Yeah we were looking into SWN for a sci fi system, my players were thinking it was neat right up until they got up to the HP values in the game's combat example, and then vetoed it HARD. They've heard about DCC's funnel and think the game would make for a novelty one shot, but wouldn't be something they'd want to engage in over the long term. I feel less strongly about it since I'm more inclined to align myself with the game's assumptions, especially before I've seen how it actually feels, but it feels more like something I'd be putting up with than something I'd actually value. Meanwhile I'm reading Barrowmaze and slavering over the exploration, environmental storytelling, treasure hunting, and world-lore heavy play it espouses, and looking at how to redesign the incentives so that it can function in a game I'd like to play, one that doesn't ask my players to sporadically roll against death. Only thing is that the way random monsters are handled feel important, but also relies on a game with rules lite speed to not bog down super hard, so I need an alternative setup to 'punish' players for taking too many risks and making the dungeon feel dangerous and overwhelming. I actually have some ideas, Victory Points as a fungible basis for subsystems are a truly wondrous addition, I'm wondering if I might be able to (theoretically, I'm tempted to actually run it, buts thats a commitment I'm not prepared to actually make) distill the consequences of things like bashing down walls, or searching for too long, into a consequence point system. Consequence points could, in theory, advance a centralized 'danger level' of the area up and make encounters harder, or trigger a random encounter at a more controlled rate than the traditional dice roll by having it occur at predefined point values, OR even provide a list of 'bad stuff' the GM could spent the points on. Each design would have its own implications on the feel of the dungeon, and none would feel like a proper Labyrinth-Lord-or-similar-OSR-game run of the module (although there's a 5e version being sold by the author as well, so obviously there's play there anyway.) I wonder if we might start to see more 'new' gamers (I started with 4e in 2010) turn to the OSR, but to adopt some of its practices, rather than to fully assimilate into its cultural expectations of what play should look like. There's already a big culture of that for DND 5e, in places like Youtube and the Alexandrian and such. [/QUOTE]
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