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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="Mannahnin" data-source="post: 8297434" data-attributes="member: 7026594"><p>I think you've got some legit criticism of weaknesses with the OS approach when the DM isn't good, but the section above seems really off-base. Is it a logical consequence of following a document which advises that "PCs should seek treasure and avoid unnecessary fights" to only award xp for combat?</p><p></p><p><strong>Rulings Not Rules</strong> was not being followed to the letter. Ignoring rules which serve a purpose is not something Finch advocated. A DM following Rulings Not Rules as Finch lays it out would rule that monsters do sometimes run away; certainly intelligent or animalistic ones.</p><p></p><p><strong>Player Skill Not Character Abilities</strong> was being specifically contradicted, most obviously by disallowing any engagement with traps outside Thieves' percentile skills.</p><p></p><p><strong>Heroic Not Superhero</strong> certainly doesn't imply "randomly killed by a bear with no choices involved". Come on, man. A hero would at least have a chance to see it coming and mitigate the danger, even if he was wounded and unable to knock it out with a swift punch to the jaw like a superhero.</p><p></p><p><strong>Forget Game Balance</strong> doesn't say or imply anything about ignoring what the designer considers fun, either. :/</p><p></p><p>I think you're absolutely correct that OSR play relies on a GM who can make organic rulings which feel both fair and fun to the players. And that the greater degree of reliance on GM judgement in pre-WotC editions does make them more vulnerable to a bad GM creating a bad play experience. The Old School Primer is a bit dated and I can see flaws in it, but it really doesn't say what you wrote above.</p><p></p><p>[URL unfurl="true"]https://friendorfoe.com/d/Old%20School%20Primer.pdf[/URL]</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8297434, member: 7026594"] I think you've got some legit criticism of weaknesses with the OS approach when the DM isn't good, but the section above seems really off-base. Is it a logical consequence of following a document which advises that "PCs should seek treasure and avoid unnecessary fights" to only award xp for combat? [B]Rulings Not Rules[/B] was not being followed to the letter. Ignoring rules which serve a purpose is not something Finch advocated. A DM following Rulings Not Rules as Finch lays it out would rule that monsters do sometimes run away; certainly intelligent or animalistic ones. [B]Player Skill Not Character Abilities[/B] was being specifically contradicted, most obviously by disallowing any engagement with traps outside Thieves' percentile skills. [B]Heroic Not Superhero[/B] certainly doesn't imply "randomly killed by a bear with no choices involved". Come on, man. A hero would at least have a chance to see it coming and mitigate the danger, even if he was wounded and unable to knock it out with a swift punch to the jaw like a superhero. [B]Forget Game Balance[/B] doesn't say or imply anything about ignoring what the designer considers fun, either. :/ I think you're absolutely correct that OSR play relies on a GM who can make organic rulings which feel both fair and fun to the players. And that the greater degree of reliance on GM judgement in pre-WotC editions does make them more vulnerable to a bad GM creating a bad play experience. The Old School Primer is a bit dated and I can see flaws in it, but it really doesn't say what you wrote above. [URL unfurl="true"]https://friendorfoe.com/d/Old%20School%20Primer.pdf[/URL] [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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