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General Tabletop Discussion
*Dungeons & Dragons
What Has Caused the OSR Revival?
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<blockquote data-quote="icemaster109" data-source="post: 6293211" data-attributes="member: 6775888"><p>I don't know what caused the revival overall, but I can tell you how I came to it. </p><p></p><p>I was a child of the 90's, and my first introduction to roleplaying was with White Wolf in around 98 or so. So my Roleplaying career had pretty much been forged in that high drama mentality mark of things. For years I experimented with various systems and the little experience I had with D&D (3e +) and Pathfinder left a bad taste in my mouth. To me and my friends it just seemed like a haven for power gaming. People had builds, and best methods, and everything seemed kind of video gamey in my eyes (and this was before 4e). In a way it was also intimidating. On the flip side indie games started getting too "indie" - GMless, diceless, narrativist free form hippity dippity shared storytelling formats were just too "loose" for us. Everything had just become so polarized. So if we couldn't look to the future for games, we instead started looking back. We began to like what we saw. </p><p></p><p>Games that were crunchy where it needed to be, but not overbearing. Implied settings where the books give you just enough to spark your imagination, instead of dropping tomes of background onto your plate. Games that suggested you play how you want <em>and actually meant it</em>. If I could sum it up into one word it would be: <em>Freedom</em>. I think over the years games really began to dictate how you play. Sure they give you the obligatory "Feel free to deviate from the source" speech - but it was never sincere. Even the indie games, which claim to be soo free form sill end up coming off preachy. The truth is they want you to play the game how they envisioned it. However, it feels like the intention of those founding gamers was that they just wanted you to <em>play</em>, period. Its that type of attitude presented in the OSR games that keeps us putting them on our table. </p><p></p><p>Likewise it opened up new interests too. Instead of reading over pages of obnoxious meta-plots and fiction (I only use bits and pieces of anyway) I started to read over the history of tabletop roleplaying, which is super interesting.<img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="icemaster109, post: 6293211, member: 6775888"] I don't know what caused the revival overall, but I can tell you how I came to it. I was a child of the 90's, and my first introduction to roleplaying was with White Wolf in around 98 or so. So my Roleplaying career had pretty much been forged in that high drama mentality mark of things. For years I experimented with various systems and the little experience I had with D&D (3e +) and Pathfinder left a bad taste in my mouth. To me and my friends it just seemed like a haven for power gaming. People had builds, and best methods, and everything seemed kind of video gamey in my eyes (and this was before 4e). In a way it was also intimidating. On the flip side indie games started getting too "indie" - GMless, diceless, narrativist free form hippity dippity shared storytelling formats were just too "loose" for us. Everything had just become so polarized. So if we couldn't look to the future for games, we instead started looking back. We began to like what we saw. Games that were crunchy where it needed to be, but not overbearing. Implied settings where the books give you just enough to spark your imagination, instead of dropping tomes of background onto your plate. Games that suggested you play how you want [I]and actually meant it[/I]. If I could sum it up into one word it would be: [I]Freedom[/I]. I think over the years games really began to dictate how you play. Sure they give you the obligatory "Feel free to deviate from the source" speech - but it was never sincere. Even the indie games, which claim to be soo free form sill end up coming off preachy. The truth is they want you to play the game how they envisioned it. However, it feels like the intention of those founding gamers was that they just wanted you to [I]play[/I], period. Its that type of attitude presented in the OSR games that keeps us putting them on our table. Likewise it opened up new interests too. Instead of reading over pages of obnoxious meta-plots and fiction (I only use bits and pieces of anyway) I started to read over the history of tabletop roleplaying, which is super interesting.B-) [/QUOTE]
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