Whats the adventure?
I know this is the theme for many OSR games. I just think it's a disservice to the games, the GMs, and the groups playing them.Yeah thats the thing in many OSR (and the borg are especially minimalist) it assumes the people have this "common knowledge". Thats how they can be so slim, because they leave stuff away which most OSR players know.
The idea is "it does not need to be stated because thats just how you play (OSR) RPGs" it kind of assumes everyone knows some really old D&D version and how people played.
Yes, when I was a younger GM, I ran into this often. Back in my AD&D 2e days, and early 3e days.Has anyone else run into this issue? Any ideas of how to address it?
In my experience new player and especially kids need the least help getting into OSR playstyle =)
- "Designed for both brand new and experienced TTRPG players and GMs"
- "Rules lite" games ought to appeal to new players and GMs.
- B/X D&D, the basis of most of the OSR, was designed for "ages 10 and up" and new players
But they did. Well almost. The mechanics should have made it clear that just rolling the boss to death would be a chore. I recon that wasn't the first enemy in the adventure? Well here you go. I mean the adventure didn't tell you explicitly, but the hint is frankly hard to miss.it's vital that the mechanics you put in the game work and create the desired outcome. If you don't expect people to interact with HP and attack rolls, then you need to put in something like "here are some options to defeat the bad guy"
what's the fun in that?"here are some options to defeat the bad guy"
I know this is the theme for many OSR games. I just think it's a disservice to the games, the GMs, and the groups playing them.
Let's consider this...
I'm all for having lite mechanics, but it's vital that the mechanics you put in the game work and create the desired outcome. If you don't expect people to interact with HP and attack rolls, then you need to put in something like "here are some options to defeat the bad guy" especially in a starter promotional adventure designed for new GMs.
- The game was a promotional adventure for Free RPG Day, where the company is attempting to entice GMs with little prep time, new groups, and trying to get them to try a non-D&D game for the first time.
- My copy of Pirate Borg itself is the "Starter Set." From its description "Designed for both brand new and experienced TTRPG players and GMs" (bolding my own). It even comes with a set of polyhedron dice because this might be your first TTRPG.
- "Rules lite" games ought to appeal to new players and GMs. Those who need the advice to make these types of games to work.
- B/X D&D, the basis of most of the OSR, was designed for "ages 10 and up" and new players. In 1981. People who had never heard of an RPG.
Sorry but no this is the same as "hints" in flirting, which according to studies less than 25% of the time people remark. It only looks obvious to the one giving it/ knowing it.In my experience new player and especially kids need the least help getting into OSR playstyle =)
But they did. Well almost. The mechanics should have made it clear that just rolling the boss to death would be a chore. I recon that wasn't the first enemy in the adventure? Well here you go. I mean the adventure didn't tell you explicitly, but the hint is frankly hard to miss.
what's the fun in that?
You are saying it like it's a bad thing. That's literally what TTRPGs are though.People can make up things they want to do and the GM is the judge to decide if they like it or not, if they like it it works
That's not "party games mechanics". Coming up with things to do, which weren't laid out before you as pre-made options, and then having a referee pass a decision on what are the consequences is the essence of TTRPG, and I would argue it is the reason to choose TTRPGs over videogames or boardgames.party game mechanics for things which are not covered by the rules
No its not. This is just a small subset of RPGs played like this by a subset of GMs.You are saying it like it's a bad thing. That's literally what TTRPGs are though.
That's not "party games mechanics". Coming up with things to do, which weren't laid out before you as pre-made options, and then having a referee pass a decision on what are the consequences is the essence of TTRPG, and I would argue it is the reason to choose TTRPGs over videogames or boardgames.
I mean, yeah. Absolutely. A GM needs to be able to make adjudications on the fly to handle unforeseen issues that could arise.That's not "party games mechanics". Coming up with things to do, which weren't laid out before you as pre-made options, and then having a referee pass a decision on what are the consequences is the essence of TTRPG, and I would argue it is the reason to choose TTRPGs over videogames or boardgames.
But when OSR games give you pages about combat, entire chapters of monsters with stat blocks, that's clearly not what their purpose is. Yet, the mantra we keep hearing is "you shouldn't fight in OSR games." My friend, that is what the majority of your book covers.
Are they bad game designers? Do they not test it? Are they beholden to be compatible with previous bad game design?
Because - if we're being honest - I think most of us can agree that 30+ actions to drop a single foe in a "rules-lite" game is bad game design.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.