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What makes an Old School Renaissance FEEL like an OSR game?
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<blockquote data-quote="nnms" data-source="post: 6264198" data-attributes="member: 83293"><p>I'm sorry, but I found the idea that you spontaneously came up with four categories of stance that happened to be exact same categories with almost identical names to an existing body of work to be very, very suspect. i couldn't tell if it was a subtle troll, intentional plagiarism, or someone taking an idea they got from somewhere else and innocently forgetting where they got it from.</p><p></p><p>So I dealt with what I saw as shortcomings in the more well developed form of those ideas.</p><p></p><p>OSR games do indeed ask their participants to approach things from certain points of view. The four stances are combinations of different arrangements of priorities, responsibilities, authority and constraint. None of them represent what OSR games ask of their players. You could take pieces of these stances and cobble them together into an OSR stance, but none of them represent the play of early RPGs. And we shouldn't be surprised by that given that the theory work done at the Forge was in response to unsatisfying play of the 1990s. </p><p> </p><p>Whenever you come across a person who's really into Story Games and Forge Theory and they get into an OSR game, they find it just works. And they have a blast. And none of their work that came from fixing the broken promises of 90s RPGs about story is needed whatsoever.</p><p></p><p>Some of the early members of the OSR movement were motivated by the need to respond to the idea that the early games of the hobby were somehow inferior or less functional than later games. The whole OSR movement is largely one of recapturing an approach to play that works, has always worked, and is not supplanted by later games just because the edition number on the cover is higher and the publication date is later.</p></blockquote><p></p>
[QUOTE="nnms, post: 6264198, member: 83293"] I'm sorry, but I found the idea that you spontaneously came up with four categories of stance that happened to be exact same categories with almost identical names to an existing body of work to be very, very suspect. i couldn't tell if it was a subtle troll, intentional plagiarism, or someone taking an idea they got from somewhere else and innocently forgetting where they got it from. So I dealt with what I saw as shortcomings in the more well developed form of those ideas. OSR games do indeed ask their participants to approach things from certain points of view. The four stances are combinations of different arrangements of priorities, responsibilities, authority and constraint. None of them represent what OSR games ask of their players. You could take pieces of these stances and cobble them together into an OSR stance, but none of them represent the play of early RPGs. And we shouldn't be surprised by that given that the theory work done at the Forge was in response to unsatisfying play of the 1990s. Whenever you come across a person who's really into Story Games and Forge Theory and they get into an OSR game, they find it just works. And they have a blast. And none of their work that came from fixing the broken promises of 90s RPGs about story is needed whatsoever. Some of the early members of the OSR movement were motivated by the need to respond to the idea that the early games of the hobby were somehow inferior or less functional than later games. The whole OSR movement is largely one of recapturing an approach to play that works, has always worked, and is not supplanted by later games just because the edition number on the cover is higher and the publication date is later. [/QUOTE]
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What makes an Old School Renaissance FEEL like an OSR game?
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