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General Tabletop Discussion
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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="Ondath" data-source="post: 9074967" data-attributes="member: 7031770"><p>I actually think the opposite is true: 5E is <em>terrible</em> for learning how to start your own campaigns. The 5E DMG tells you little to nothing about how to populate your world if you want to go simulationist. It tells you practically nothing about how to improvise a plot structure if you want to be a narrativist (unlike PbtA teaching you about hard framing and so on), and even in terms of designing a good series of encounters or how to run dungeon crawling or exploration if you're a gamist, it's sparse. Since 5E was designed as an evergreen edition aimed to appease the older fanbase (and grew to a new following completely by surprise), it just assumes you'll know how to DM from earlier editions. The 3E/3.5 DMG, by contrast, gives you very useful points about how to populate a world that I still refer to. The 4E DMG's sections on skill challenges and monster design still give me ideas for 5E. But 5E's DMG? Honestly I just refer to some of the optional rules every now and then.</p><p></p><p>Sure, dungeon crawling/hexcrawling and similar OSR-like game procedures are not that popular, but I think knowing them is essential, if only to know why some things in 5E are designed the way they are. You can then abandon them and go with a more "cinematic" experience if you wish, but I honestly think a lot of my own DMing owes it to starting in 3.5 and reading a plethora of editions (and other games) to improve myself.</p><p></p><p>And I'm saying this as someone who is 90% happy with 5E and intends to keep it (well, Level Up, but that's still a 5E clone) as my evergreen edition for future fantasy games.</p></blockquote><p></p>
[QUOTE="Ondath, post: 9074967, member: 7031770"] I actually think the opposite is true: 5E is [I]terrible[/I] for learning how to start your own campaigns. The 5E DMG tells you little to nothing about how to populate your world if you want to go simulationist. It tells you practically nothing about how to improvise a plot structure if you want to be a narrativist (unlike PbtA teaching you about hard framing and so on), and even in terms of designing a good series of encounters or how to run dungeon crawling or exploration if you're a gamist, it's sparse. Since 5E was designed as an evergreen edition aimed to appease the older fanbase (and grew to a new following completely by surprise), it just assumes you'll know how to DM from earlier editions. The 3E/3.5 DMG, by contrast, gives you very useful points about how to populate a world that I still refer to. The 4E DMG's sections on skill challenges and monster design still give me ideas for 5E. But 5E's DMG? Honestly I just refer to some of the optional rules every now and then. Sure, dungeon crawling/hexcrawling and similar OSR-like game procedures are not that popular, but I think knowing them is essential, if only to know why some things in 5E are designed the way they are. You can then abandon them and go with a more "cinematic" experience if you wish, but I honestly think a lot of my own DMing owes it to starting in 3.5 and reading a plethora of editions (and other games) to improve myself. And I'm saying this as someone who is 90% happy with 5E and intends to keep it (well, Level Up, but that's still a 5E clone) as my evergreen edition for future fantasy games. [/QUOTE]
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Community
General Tabletop Discussion
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Is there room in modern gaming for the OSR to bring in new gamers?
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