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General Tabletop Discussion
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The opposite of OSR
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<blockquote data-quote="Lanefan" data-source="post: 8341368" data-attributes="member: 29398"><p>What's the opposite of OSR? In general tone, I can think of:</p><p></p><p>--- unkillable or plot-protected PCs (e.g. player permission is required to kill a PC)</p><p>--- 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</p><p>--- one character per player; no henches, backups, etc.</p><p>--- players expect mechanical benefits/support for quirks, characterizations and traits of a PC</p><p>--- short, fast campaigns where level-ups or power-ups fly at you faster than you can catch them</p><p>--- greatly diminished (or even zero) chance of outright PC failure, both on the micro (cf. fail-forward) and macro scale</p><p>--- players able to use metagame mechanics (e.g. Plot Points, fate points, etc.) or straight narration to influence* in-game fiction</p><p>--- PC resource management (e.g. ammo, rations, encumbrance, even finances) is nonexistent, or nearly so</p><p>--- 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</p><p>--- design-side discouragement against tweaking the rules or kitbashing the system to make the game your own</p><p>--- combat as sport</p><p></p><p>* - always to their advantage, of course.</p><p></p><p>Howzat for a start? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8341368, member: 29398"] 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? :) [/QUOTE]
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