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What makes an Old School Renaissance FEEL like an OSR game?
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<blockquote data-quote="Quickleaf" data-source="post: 6262099" data-attributes="member: 20323"><p>[MENTION=6696350]jacksonmalloy[/MENTION]</p><p></p><p>Shoot, if you like Apocalypse World, why not pick up a copy of Dungeon World (if you haven't) and run that for your group? It's super easy to pick up, and I think it may be my new favorite of the OSR games out there.</p><p></p><p>And the conversation has been very interesting, especially like your insights [MENTION=83293]nnms[/MENTION]! I agree that getting caught up in definitions of whatever that line is between Old School and New School gaming are not the way to go. The general principles you guys are discussing seem to be the better way to go.</p><p></p><p>However, I'm going to differ on one point about player skill / character skill balance...</p><p></p><p></p><p>I'm going to answer "yes, but..."</p><p></p><p>I think this absolutely is possible and IMO desirable. It's clear to me that as far as sheer number of players go OSR gamers are very outnumbered by New/d20 era gamers...maybe someone has numbers to dispute that? But that's the sense I get, so anytime I think of OSR I'm also thinking "and how can I trick more New School players into enjoying this as much as I do?"</p><p></p><p>But...I think it requires reexamining how a character's capabilities are approached. For example, skills run a gamut of "clearly character-based action skills" to more "nebulous character/player fusion skills." I tend to think of there bring four skill groupings a game designer should think about: Action Skills, Investigative Skills, Lore Skills, and Social Skills. IMO each needs a different approach in the game mechanics to achieve the balance of player skill vs. character skill.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6262099, member: 20323"] [MENTION=6696350]jacksonmalloy[/MENTION] Shoot, if you like Apocalypse World, why not pick up a copy of Dungeon World (if you haven't) and run that for your group? It's super easy to pick up, and I think it may be my new favorite of the OSR games out there. And the conversation has been very interesting, especially like your insights [MENTION=83293]nnms[/MENTION]! I agree that getting caught up in definitions of whatever that line is between Old School and New School gaming are not the way to go. The general principles you guys are discussing seem to be the better way to go. However, I'm going to differ on one point about player skill / character skill balance... I'm going to answer "yes, but..." I think this absolutely is possible and IMO desirable. It's clear to me that as far as sheer number of players go OSR gamers are very outnumbered by New/d20 era gamers...maybe someone has numbers to dispute that? But that's the sense I get, so anytime I think of OSR I'm also thinking "and how can I trick more New School players into enjoying this as much as I do?" But...I think it requires reexamining how a character's capabilities are approached. For example, skills run a gamut of "clearly character-based action skills" to more "nebulous character/player fusion skills." I tend to think of there bring four skill groupings a game designer should think about: Action Skills, Investigative Skills, Lore Skills, and Social Skills. IMO each needs a different approach in the game mechanics to achieve the balance of player skill vs. character skill. [/QUOTE]
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