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"Rules & Regulations": An Essay on the OSR
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<blockquote data-quote="Gryph" data-source="post: 6129874" data-attributes="member: 98071"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> some of the following quote is maybe sorta true and some seems wildly off target to me. The follow on replies are anecdotal and only my experiences with the OSR and playing with a couple dozen OSR players. Small sample size, etc.</p><p></p><p> I don't think this is primarily an OSR concern. Sandbox play is very popular with OSR players and relies pretty heavily on players providing goals and making choices on what hooks and challenges they want to pursue. It is common that the those challenges don't exist in a campaign until a player has expressed an interest in pursuing a goal related to that challenge. Also, plenty of story oriented modules in the growing third party module publishing realm.</p><p></p><p></p><p> Well kind of, except spellcasters have always had significant re-framing capabilities. As I understand your GM style, scene framing is the GM's bailiwick though I may be missing a nuance between scene framing and framing challenges. In my experience, metagame mechanics are not a big hit with the OSR. On the other hand, I've seen plenty of 3e devotees who are stridently opposed to playerside metagame mechanics. I don't think they count as an OSR concern so much as a pre-4e concern. I personally have used action points/fate points/style points type meta mechanics in my D&D games when I first saw them used in WHFRP 1e in the mid 80's, but I haven't seen them talked about or used much in OSR games.</p><p></p><p></p><p> I think this is a valid comment on the OSR community though the reasons why different OSR players feel this way varies pretty widely in my experience. Personally, as I posted upthread, its primarily about losing rules bloat and reducing handling time. For a DM I know who has run the same 1e campaign continuously for over 30 years it is pretty damn reactionary. He won't change, its good enough for him, and all new versions are simply money grabs. He, of course, never sees the irony that his campaign is one of the most heavily house-ruled that I have ever seen. I have also heard plenty of "blah, blah, player entitlement" complaints as why they don't like detailed rules. But then I hear them from 3e players about 4e players so, there's plenty of one true wayism to go around?</p><p></p><p>Right now, I think the best OSR work is being done on games that use OD&D or 1e AD&D as a starting point and apply a light helping of newer design elements in an attempt to find a game that could exist in a world where Gary Gygax was never forced out of TSR and thus the game was only lightly modified/updated over time like Call of Cthulhu has been. I mentioned Adventurer Conqueror King upthread, AS&SH by Jeffrey Talanien and Adventures Dark & Deep by Joseph Bloch are other good, recent examples.</p></blockquote><p></p>
[QUOTE="Gryph, post: 6129874, member: 98071"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] some of the following quote is maybe sorta true and some seems wildly off target to me. The follow on replies are anecdotal and only my experiences with the OSR and playing with a couple dozen OSR players. Small sample size, etc. I don't think this is primarily an OSR concern. Sandbox play is very popular with OSR players and relies pretty heavily on players providing goals and making choices on what hooks and challenges they want to pursue. It is common that the those challenges don't exist in a campaign until a player has expressed an interest in pursuing a goal related to that challenge. Also, plenty of story oriented modules in the growing third party module publishing realm. Well kind of, except spellcasters have always had significant re-framing capabilities. As I understand your GM style, scene framing is the GM's bailiwick though I may be missing a nuance between scene framing and framing challenges. In my experience, metagame mechanics are not a big hit with the OSR. On the other hand, I've seen plenty of 3e devotees who are stridently opposed to playerside metagame mechanics. I don't think they count as an OSR concern so much as a pre-4e concern. I personally have used action points/fate points/style points type meta mechanics in my D&D games when I first saw them used in WHFRP 1e in the mid 80's, but I haven't seen them talked about or used much in OSR games. I think this is a valid comment on the OSR community though the reasons why different OSR players feel this way varies pretty widely in my experience. Personally, as I posted upthread, its primarily about losing rules bloat and reducing handling time. For a DM I know who has run the same 1e campaign continuously for over 30 years it is pretty damn reactionary. He won't change, its good enough for him, and all new versions are simply money grabs. He, of course, never sees the irony that his campaign is one of the most heavily house-ruled that I have ever seen. I have also heard plenty of "blah, blah, player entitlement" complaints as why they don't like detailed rules. But then I hear them from 3e players about 4e players so, there's plenty of one true wayism to go around? Right now, I think the best OSR work is being done on games that use OD&D or 1e AD&D as a starting point and apply a light helping of newer design elements in an attempt to find a game that could exist in a world where Gary Gygax was never forced out of TSR and thus the game was only lightly modified/updated over time like Call of Cthulhu has been. I mentioned Adventurer Conqueror King upthread, AS&SH by Jeffrey Talanien and Adventures Dark & Deep by Joseph Bloch are other good, recent examples. [/QUOTE]
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