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What makes an Old School Renaissance FEEL like an OSR game?
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<blockquote data-quote="Yora" data-source="post: 6263007" data-attributes="member: 6670763"><p>Yet the more I learn about the older players and GMs playing OSR games, the more I start to doubt that. One thing that is the most puzzling to me are "classic TSR modules". Except for the GDQ series, none of these seem to have any story seeds. "There is a dungeon and you go there because it's there, and you're adventurers and that's what adventurers do."</p><p>That's playing the rules for the sake of the rules in one of it's purest forms. Even straight WotC/Paizo railroad adventurers go to much greater efforts to try to create a story and opportunities to interact with the population of the world. The most popular module ever seems to be Keep on the Borderland, which has even less story background than the old Diablo 1. It had always been puzzling me and I've been doing some asking around on other forums, and people basically told me that this is simply what they love and why they play OSR games. Clearing out the rooms of the dungeon, which they often already know from previous games, and enjoying that the encounters are always playing out a bit differently, depending on which route they take and where they run into which wandering patrols.</p></blockquote><p></p>
[QUOTE="Yora, post: 6263007, member: 6670763"] Yet the more I learn about the older players and GMs playing OSR games, the more I start to doubt that. One thing that is the most puzzling to me are "classic TSR modules". Except for the GDQ series, none of these seem to have any story seeds. "There is a dungeon and you go there because it's there, and you're adventurers and that's what adventurers do." That's playing the rules for the sake of the rules in one of it's purest forms. Even straight WotC/Paizo railroad adventurers go to much greater efforts to try to create a story and opportunities to interact with the population of the world. The most popular module ever seems to be Keep on the Borderland, which has even less story background than the old Diablo 1. It had always been puzzling me and I've been doing some asking around on other forums, and people basically told me that this is simply what they love and why they play OSR games. Clearing out the rooms of the dungeon, which they often already know from previous games, and enjoying that the encounters are always playing out a bit differently, depending on which route they take and where they run into which wandering patrols. [/QUOTE]
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What makes an Old School Renaissance FEEL like an OSR game?
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