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What makes an Old School Renaissance FEEL like an OSR game?
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<blockquote data-quote="jacksonmalloy" data-source="post: 6260581" data-attributes="member: 6696350"><p>First, some context:</p><p>I got into a discussion with a buddy of mine over a couple of beers, and we got to reminiscing about our early D&D experiences, back when TSR was still a company. </p><p></p><p></p><p>Neither of us played 3.x edition until just before 4e came out and we both found it... Well. Not what we were expecting from D&D. </p><p></p><p></p><p>So we were reminiscing and I got the urge to play old school d&d. The only rub being that my current group has never played 2e, and having gone back and looked through it myself for the first time in nearly 15 years, I find the prospect of relearning and reteaching it to be daunting. </p><p></p><p></p><p>So now I'm debating if I wouldn't be better off either home brewing or hacking some other game to get the same effect. </p><p></p><p></p><p>So this is a question to fans of OSR games: </p><p></p><p></p><p>What makes an OSR game feel like an OSR game? Certainly many are outright clones or slight improvements on an existing system, but is there more to it than that? Could someone capture the feel of that kind of game without necessarily running a white box or AD&D mash up? </p><p></p><p></p><p>If we assume yes, what defines that experience for you? What properties does an old school game have? What things do they specifically avoid? </p><p></p><p></p><p>If we assume I'm a competent enough game designer that I could pull such a thing off, what would you want to see from a purpose-built old school emulation game? </p><p></p><p></p><p>I'm basically looking for a sounding board to compare my own experiences to. If the discussion here goes anywhere, ill be sure to share the results when the document is produced</p></blockquote><p></p>
[QUOTE="jacksonmalloy, post: 6260581, member: 6696350"] First, some context: I got into a discussion with a buddy of mine over a couple of beers, and we got to reminiscing about our early D&D experiences, back when TSR was still a company. Neither of us played 3.x edition until just before 4e came out and we both found it... Well. Not what we were expecting from D&D. So we were reminiscing and I got the urge to play old school d&d. The only rub being that my current group has never played 2e, and having gone back and looked through it myself for the first time in nearly 15 years, I find the prospect of relearning and reteaching it to be daunting. So now I'm debating if I wouldn't be better off either home brewing or hacking some other game to get the same effect. So this is a question to fans of OSR games: What makes an OSR game feel like an OSR game? Certainly many are outright clones or slight improvements on an existing system, but is there more to it than that? Could someone capture the feel of that kind of game without necessarily running a white box or AD&D mash up? If we assume yes, what defines that experience for you? What properties does an old school game have? What things do they specifically avoid? If we assume I'm a competent enough game designer that I could pull such a thing off, what would you want to see from a purpose-built old school emulation game? I'm basically looking for a sounding board to compare my own experiences to. If the discussion here goes anywhere, ill be sure to share the results when the document is produced [/QUOTE]
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