What's the opposite of OSR? In general tone, I can think of:
--- unkillable or plot-protected PCs (e.g. player permission is required to kill a PC)
--- same players play the same party of PCs for the whole campaign i.e. little or no in-campaign turnover of either PCs or players
--- one character per player; no henches, backups, etc.
--- players expect mechanical benefits/support for quirks, characterizations and traits of a PC
--- short, fast campaigns where level-ups or power-ups fly at you faster than you can catch them
--- greatly diminished (or even zero) chance of outright PC failure, both on the micro (cf. fail-forward) and macro scale
--- players able to use metagame mechanics (e.g. Plot Points, fate points, etc.) or straight narration to influence* in-game fiction
--- PC resource management (e.g. ammo, rations, encumbrance, even finances) is nonexistent, or nearly so
--- expendable PC resources e.g. hit points, spell slots, etc. are quickly and very easily recovered, and there's more of them to start with
--- design-side discouragement against tweaking the rules or kitbashing the system to make the game your own
--- combat as sport
* - always to their advantage, of course.
Howzat for a start?
