overgeeked
Open-World Sandbox
They want immersion and the game mechanics get in the way of that. I’m one of those players.@Celebrim has been musing on this stuff far longer than I have but lately I have been thinking that characterisation of play does not look deeply enough. I think there is a deep disconnect between players that want to interact with the game word with as little between them and that world as possible.
But OSR isn’t the end of that road. FKR goes further. Free form roleplaying goes further still. And yes, the opposite end of that is 4E or other heavy crunch game-first style games.They want as few "character levels" (think powers/skills) as possible. Player skill is a priority. They tend to OSR play if they find out about it. I think it may be one end of a spectrum of play with players willing to delegate environment interaction to the character at the other end (think more 4e)
I think it is. When you have a beefy character sheet the tendency is to use what’s there instead of interact with the environment through conversation with the referee. It’s the difference between “I search the room and got a 17” and a detailed description of the specifics of that search. To me, the former is about as boring as you can possibly get while the latter is literally playing the game.I am not sure if exploration play is strongly coupled with that "simplified character sheet" style or independent or an aspect of the kind of challenge that, that kind of player likes. I think it might be (not sure as I was never really a fan of this type of game)
Not really, no. This is a big, long conversation that’s been hashed through dozens of times in the last decade.On the other hand exploration is not confined to this type of player. Players that are willing to delegate character competence (as adventures) to the character sheet and rules can play an exploration game in 5e just fine.
Well, it’s the internet. A lot of people just like to be contrarian and argue about everything.So when someone complains that they cannot do an old school dungeon crawl in 5e they are really complaining about where the game rules (usually character sheet elements like cantrips and darkvision) get in the way of that low level high challenge type of game and then to confuse the issue a whole bunch of people pop up to say that they are running old style dungeons just fine like they always did (with or with out detailed inventory management).
That’s key. The folks who want low-level, high-challenge, player-skill focused games have to push the bulk of 5E’s mechanics out of the way to accomplish that. Whether through banning things, house ruling, or otherwise changing the game. All those mechanics get in the way.many issues they considered a bug in the old games the other crowd considered a feature.
That’s not the case with basically any edition of TSR D&D. The challenge and threat are already baked in.
And so many more. Players there to kick butt. Players there to socialize. Players there to waste time. Players there to disrupt the game. Players there to win the game. Players there to have a satisfying story. Players there for the drama. Players there for zero to hero. Players there for hero to demigod. Players there to immerse in the fiction. Players there to immerse in character. Etc.Then you have the players that want their characters as big damn heroes and the people that want to see what happens next.