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<blockquote data-quote="Jer" data-source="post: 7633807" data-attributes="member: 19857"><p>I don't know how prevalent this is, but...</p><p></p><p>I know a DM who is a big OSR booster. When I asked him a question much like this his response was basically that "modern" game engines had rules for everything baked in in one of two ways - either there is an explict rule for it that the players know because it's in the player-facing rulebook, or because the game uses a "core mechanic" for task resolution that the players expect you to use to resolve tasks. So the DM cannot feel as free to make stuff up because the players are expecting you to play by the rules for everything.</p><p></p><p>In contrast, AD&D has no single core mechanic for task resolution, so players should have no expectation of consistency in that way - consistent for how the DM is doing things from session to session, sure, but if the DM decides to make you roll a d6 to find secret doors you aren't going to get a player saying "hey, you're supposed to be letting me make a Perception check". Also AD&D hides rules from the players - the players aren't supposed to be going into the DMG and objecting because the DM isn't using the right rules for something - the DM gets to decide which systems they are using and which ones they aren't and the players are supposed to keep in their own lane.</p><p></p><p>As far as my friend is concerned D&D is supposed to give you rules for combat that he will scrupulously follow and that's it. Any rules for outside of combat are supposed to be "suggestions" that the DM can incorporate and ignore on their own judement. The more information the game gives to the players - via rules, skills, etc. - the more it ties his hands and the less he likes it. (This is also part of why we don't game with each other - we have diametrically opposing views on player collaboration at the table and neither of us enjoys the others' preferred style of play. He also likes everyone to start out as a level-0 dirtfarmer and earn their fun through dozens of character deaths before you finally get the right kind of luck to get someone to survive to a level where you have enough hit points to get through a fight, which is a style of play I literally no longer have time for.)</p></blockquote><p></p>
[QUOTE="Jer, post: 7633807, member: 19857"] I don't know how prevalent this is, but... I know a DM who is a big OSR booster. When I asked him a question much like this his response was basically that "modern" game engines had rules for everything baked in in one of two ways - either there is an explict rule for it that the players know because it's in the player-facing rulebook, or because the game uses a "core mechanic" for task resolution that the players expect you to use to resolve tasks. So the DM cannot feel as free to make stuff up because the players are expecting you to play by the rules for everything. In contrast, AD&D has no single core mechanic for task resolution, so players should have no expectation of consistency in that way - consistent for how the DM is doing things from session to session, sure, but if the DM decides to make you roll a d6 to find secret doors you aren't going to get a player saying "hey, you're supposed to be letting me make a Perception check". Also AD&D hides rules from the players - the players aren't supposed to be going into the DMG and objecting because the DM isn't using the right rules for something - the DM gets to decide which systems they are using and which ones they aren't and the players are supposed to keep in their own lane. As far as my friend is concerned D&D is supposed to give you rules for combat that he will scrupulously follow and that's it. Any rules for outside of combat are supposed to be "suggestions" that the DM can incorporate and ignore on their own judement. The more information the game gives to the players - via rules, skills, etc. - the more it ties his hands and the less he likes it. (This is also part of why we don't game with each other - we have diametrically opposing views on player collaboration at the table and neither of us enjoys the others' preferred style of play. He also likes everyone to start out as a level-0 dirtfarmer and earn their fun through dozens of character deaths before you finally get the right kind of luck to get someone to survive to a level where you have enough hit points to get through a fight, which is a style of play I literally no longer have time for.) [/QUOTE]
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