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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Gygaxian Naturalism Appreciation Thread
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<blockquote data-quote="Simon Miles" data-source="post: 9810088" data-attributes="member: 6963474"><p>I love it. A lot of the early publications are fun to read; not just as a set of game rules. The ideas that are brushed past let your own imagination shoot off in random directions, even though the very florid text often left gaps and ambiguity that would lead to endless arguments and the advent of the "Rules Lawyer" style of player - I only met one proper Rules Lawyer and he abandoned my table after only a couple of weeks.</p><p>The newer version are FAR better written, as regards rulesets, which is what they are of course. The ambiguity has gone, the areas of development have been streamlined and they are great to play... but....</p><p>They just don't have the FEEELS of the original stuff. Those great paragraphs of the classic scenarios with the useful, vital bits of information buried deep within them, like lost lore, made them very difficult to play, I agree, but they also made them great fun. Exciting and mysterious. Some of the new adventures are excellently presented and great to use as an adventure but as about as inspiring as a spreadsheet.</p><p>Does OSR do this? Well, sadly, I think it does. A bit. I play Osric. I love it because all the annoying little ambiguities and irrational bits (like 18:00 instead of 18:99 being just before 19) have been "corrected" or at least clarified, but is has also avoided building the world to let you use whatever old, traditional, inspiring stuff you want. Or the new stuff if you like spreadsheets.</p><p>Of course, there's still fiercely detailed, wild ramblings and mad ideas for gameworlds out there, firmly in the spirit of the Old School inspirations if you want to look (this last bit is a shameless plug for the stuff I help with from Dunromin University Press - available on DriveThruRPG at frankly embarrassingly good value for money...)</p></blockquote><p></p>
[QUOTE="Simon Miles, post: 9810088, member: 6963474"] I love it. A lot of the early publications are fun to read; not just as a set of game rules. The ideas that are brushed past let your own imagination shoot off in random directions, even though the very florid text often left gaps and ambiguity that would lead to endless arguments and the advent of the "Rules Lawyer" style of player - I only met one proper Rules Lawyer and he abandoned my table after only a couple of weeks. The newer version are FAR better written, as regards rulesets, which is what they are of course. The ambiguity has gone, the areas of development have been streamlined and they are great to play... but.... They just don't have the FEEELS of the original stuff. Those great paragraphs of the classic scenarios with the useful, vital bits of information buried deep within them, like lost lore, made them very difficult to play, I agree, but they also made them great fun. Exciting and mysterious. Some of the new adventures are excellently presented and great to use as an adventure but as about as inspiring as a spreadsheet. Does OSR do this? Well, sadly, I think it does. A bit. I play Osric. I love it because all the annoying little ambiguities and irrational bits (like 18:00 instead of 18:99 being just before 19) have been "corrected" or at least clarified, but is has also avoided building the world to let you use whatever old, traditional, inspiring stuff you want. Or the new stuff if you like spreadsheets. Of course, there's still fiercely detailed, wild ramblings and mad ideas for gameworlds out there, firmly in the spirit of the Old School inspirations if you want to look (this last bit is a shameless plug for the stuff I help with from Dunromin University Press - available on DriveThruRPG at frankly embarrassingly good value for money...) [/QUOTE]
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