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What makes an Old School Renaissance FEEL like an OSR game?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 6262306" data-attributes="member: 32740"><p>Old School is not what you play but how you play it.</p><p></p><p>As for "New School" trying to have a rule for everything and that being a big difference I say that is NOT the case. Old Schoolers frequently love having gobs of rules too. It think the divide started when the actual design of the game started to emphasize the idea that players and their characters would succeed most often by some solution found WITHIN the rules, where up to that point the idea had been that successful play derived from the players themselves and they had no expectation that the game rules would be providing them with no more than <em>occasional </em>tools for succeeding; succeeding at avoiding traps, interacting with NPC's, solving mysteries, exploring the world, or even defeating tough enemies in combat.</p><p></p><p>I'd actually have to point the finger at 3E. It made the mistake of assuming that simply enjoying having lots of rules meant that the fun was derived from that. It made "Rules Mastery" a core conceit of the design of the game. Old Schoolers still enjoy having lots of rules, perhaps even "a rule for everything", but they didn't want rules to be given that position of dominance over gameplay, which up to then had been in the hands of the DM and the players themselves. When you play newer editions with that Old School approach to the game then, as noted, the rule set that is being played doesn't make as big a difference - it's the approach of how you USE those rules in play that matters.</p><p></p><p>But that's just me, and what do I know?</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 6262306, member: 32740"] Old School is not what you play but how you play it. As for "New School" trying to have a rule for everything and that being a big difference I say that is NOT the case. Old Schoolers frequently love having gobs of rules too. It think the divide started when the actual design of the game started to emphasize the idea that players and their characters would succeed most often by some solution found WITHIN the rules, where up to that point the idea had been that successful play derived from the players themselves and they had no expectation that the game rules would be providing them with no more than [I]occasional [/I]tools for succeeding; succeeding at avoiding traps, interacting with NPC's, solving mysteries, exploring the world, or even defeating tough enemies in combat. I'd actually have to point the finger at 3E. It made the mistake of assuming that simply enjoying having lots of rules meant that the fun was derived from that. It made "Rules Mastery" a core conceit of the design of the game. Old Schoolers still enjoy having lots of rules, perhaps even "a rule for everything", but they didn't want rules to be given that position of dominance over gameplay, which up to then had been in the hands of the DM and the players themselves. When you play newer editions with that Old School approach to the game then, as noted, the rule set that is being played doesn't make as big a difference - it's the approach of how you USE those rules in play that matters. But that's just me, and what do I know? [/QUOTE]
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What makes an Old School Renaissance FEEL like an OSR game?
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