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"Rules & Regulations": An Essay on the OSR
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<blockquote data-quote="TwoSix" data-source="post: 6128836" data-attributes="member: 205"><p>I don't know. I can see the attraction sometimes of a lack of codification, especially as a DM. You come up with a concept, think of a resolution method that roughly models it, and drop it in the game. And as a player, too, the freedom of knowing that what you want to attempt won't be in the rules somewhere and can thus simply be attempted and adjudicated seems nice. </p><p></p><p>I think that sort of game works best with both a permissive DM and proactive, imaginative players. (Don't all games?) But while being imaginative is fun, it isn't a <em>game,</em> and having more structured rules scratches an itch for me that the freeform play that OSR sorts recommend just doesn't have the same feel. I get <em>bored</em> spending half an hour working on a puzzle the DM placed or exploring rooms for loot and traps. OSR type games don't feel visceral enough for me.</p><p></p><p>Having said that, I love the crunch in a game like ACKS, and wouldn't mind taking a swing at it. That game seems to have some solid rules for economic and domain management, which is nice and crunchy, and the classes have a bit more detail than your standard OD&D game. I can get behind domain and henchman management as a resource balancing game.</p><p></p><p>I also have to give out a shout out to Beyond the Wall, which might be the best OSR derived game I've seen yet for character creation, with playbooks like Dungeon World, and a simple but fascinating magic system based around rituals.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6128836, member: 205"] I don't know. I can see the attraction sometimes of a lack of codification, especially as a DM. You come up with a concept, think of a resolution method that roughly models it, and drop it in the game. And as a player, too, the freedom of knowing that what you want to attempt won't be in the rules somewhere and can thus simply be attempted and adjudicated seems nice. I think that sort of game works best with both a permissive DM and proactive, imaginative players. (Don't all games?) But while being imaginative is fun, it isn't a [I]game,[/I] and having more structured rules scratches an itch for me that the freeform play that OSR sorts recommend just doesn't have the same feel. I get [I]bored[/I] spending half an hour working on a puzzle the DM placed or exploring rooms for loot and traps. OSR type games don't feel visceral enough for me. Having said that, I love the crunch in a game like ACKS, and wouldn't mind taking a swing at it. That game seems to have some solid rules for economic and domain management, which is nice and crunchy, and the classes have a bit more detail than your standard OD&D game. I can get behind domain and henchman management as a resource balancing game. I also have to give out a shout out to Beyond the Wall, which might be the best OSR derived game I've seen yet for character creation, with playbooks like Dungeon World, and a simple but fascinating magic system based around rituals. [/QUOTE]
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