overgeeked
Open-World Sandbox
To me, the OSR is about playing with or emulating the rules and the feel of RPGs from the beginning of the hobby until about 1999, give or take. It's not limited to D&D, but, like always in this tiny industry, D&D vastly overshadows everything.What defines an OSR game for you?
All of the above, honestly. Without any of those elements it just wouldn't feel like an OSR game. The already mentioned "rulings not rules" is also a big part of it. While it does typically go hand-in-hand with minimal rules, it's not quite the same.And more importantly:
What do you personally look for when you play one? What aspects do you value the most?
Is it the minimal rules? The high lethality? The focus on player skill over character abilities? The open-ended exploration? The impartial GM? Or maybe it’s the aesthetics and tone?
You can have strict minimalist rules that you are expected to follow to the letter or you can have minimalist rules that are less restrictive and open. That latter is where rulings not rules comes in. The game expects you to make things up and tailor the mechanics to your table rather than impose a specific set of rules for everything or a weird notion of universal play for everyone who plays that game.
Basically the whole of the NSR. Mork Borg, Pirate Borg, and a hundred more besides. Also check out Shadowdark. It uses 5E D&D mechanics but tailors the experience to be decidedly old school.Also curious to hear thoughts on games that feel OSR in spirit even if they don’t use classic mechanics.