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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="The-Magic-Sword" data-source="post: 8296779" data-attributes="member: 6801252"><p>Your links have actually gotten me into Grognardia, I hadn't seen it mentioned before earlier posts of yours bringing it up. </p><p></p><p>I'm more decisively torn, in that I love character optimization, characters that are long for the world, and some of the power fantasy elements-- but I love the idea of sandboxes with mechanical procedures in place of trad sequential storytelling, environmental storytelling, treasure hunting, organic and authentically dangerous adventuring spaces, and the re-emphasis on adventurer slice of life and more personal stories that come with it. But that mostly comes from the scenario design, so its a matter of reconciling the incentives. So this leads me to combine them, and I have faith that they can be, and well. </p><p></p><p>I had actually bought Blades in the Dark a few weeks ago, potentially to run it and learn from it, I've definitely been enjoying the read. </p><p></p><p>Depending on what I do I should be able to get a few different vibes-- an overall danger level that makes encounters more active (as opposed to generating them) and harder would make the dungeon itself feel like a vast and terrible beast stirring as you disturb it, for instance. Whereas a build-and-spend format would give me the same effect as a conventional wandering monster, while limiting how often it can happen and leaving me with explicit control of the pacing to avoid scenarios where unlucky rolls devour session time completely into monotonous random encounters (which is a problem to solve, because speed of combat and combat-as-failure-state is an aspect of OSR that enables you to spam those normally) I could also use it to create different things for myself, like "Spend to increase encounter difficulty by a category" or "Aim an encounter of x difficulty at them" which I feel isn't out of ken for OSR, given Barrowmaze's suggestion that ignoring the breakable walls too often should cause the GM to arbitrarily generate a skeleton ambush-- which in turn sort of speaks to the whole tension of GM fiat vs. procedural impartiality that seems to exist in this community.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8296779, member: 6801252"] Your links have actually gotten me into Grognardia, I hadn't seen it mentioned before earlier posts of yours bringing it up. I'm more decisively torn, in that I love character optimization, characters that are long for the world, and some of the power fantasy elements-- but I love the idea of sandboxes with mechanical procedures in place of trad sequential storytelling, environmental storytelling, treasure hunting, organic and authentically dangerous adventuring spaces, and the re-emphasis on adventurer slice of life and more personal stories that come with it. But that mostly comes from the scenario design, so its a matter of reconciling the incentives. So this leads me to combine them, and I have faith that they can be, and well. I had actually bought Blades in the Dark a few weeks ago, potentially to run it and learn from it, I've definitely been enjoying the read. Depending on what I do I should be able to get a few different vibes-- an overall danger level that makes encounters more active (as opposed to generating them) and harder would make the dungeon itself feel like a vast and terrible beast stirring as you disturb it, for instance. Whereas a build-and-spend format would give me the same effect as a conventional wandering monster, while limiting how often it can happen and leaving me with explicit control of the pacing to avoid scenarios where unlucky rolls devour session time completely into monotonous random encounters (which is a problem to solve, because speed of combat and combat-as-failure-state is an aspect of OSR that enables you to spam those normally) I could also use it to create different things for myself, like "Spend to increase encounter difficulty by a category" or "Aim an encounter of x difficulty at them" which I feel isn't out of ken for OSR, given Barrowmaze's suggestion that ignoring the breakable walls too often should cause the GM to arbitrarily generate a skeleton ambush-- which in turn sort of speaks to the whole tension of GM fiat vs. procedural impartiality that seems to exist in this community. [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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