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What makes an Old School Renaissance FEEL like an OSR game?
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<blockquote data-quote="Dethklok" data-source="post: 6265895" data-attributes="member: 6746469"><p>Sorry for the delay; I had a lot of work to do, but I wanted to comment on this:</p><p></p><p></p><p>That has overwhelmingly been my own experience with D&D throughout the years.</p><p></p><p></p><p>They can absolutely be played that way. I ran a Basic (red-box) D&D game in school that worked out something like this. And I also played D&D with another GM who created a very evocative setting. But in my experience, it isn't typical. And if we restrict ourselves to oldschool D&D, neither the rules nor scenarios supported imaginative play. You're familiar with Dragon Warriors, I think, so I'll ask if you remember <em>The King Under the Forest</em> or <em>A Shadow on the Mist</em> - maybe Runequest could set a mood the way Dragon Warriors could, but D&D simply didn't.</p><p></p><p></p><p>For many players, no story emerges beyond that seen in a typical game of chess. The opportunity is there (in chess as in rpgs!), but it's seldom realized.</p><p></p><p>I think it's worth mentioning that in my study, while I predicted and found a negative correlation between the imaginative or aesthetic personality and liking for D&D, it was primarily the older D&D games that were responsible for this correlation.</p><p></p><p>Moreover, shouldn't we expect this on the basis that creative neophiles will always be exploring the newest shiny thing, while their less adventurous counterparts are satisfied with the same old routine?</p><p></p><p></p><p>It's a lot of fun; it happened two weeks ago in a game I ran. One of the most memorable scenes was a random encounter with a goblin, who stymied the adventurers with a rolling fog. The little sprite snuck in and stole one of their scramasaxes, dashed away into a copse of trees, and called the wolves down on them. At every turn, the adventurers were just about to catch the little thief, but they were never coordinated enough, or rolled luckily enough, to do it.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6265895, member: 6746469"] Sorry for the delay; I had a lot of work to do, but I wanted to comment on this: That has overwhelmingly been my own experience with D&D throughout the years. They can absolutely be played that way. I ran a Basic (red-box) D&D game in school that worked out something like this. And I also played D&D with another GM who created a very evocative setting. But in my experience, it isn't typical. And if we restrict ourselves to oldschool D&D, neither the rules nor scenarios supported imaginative play. You're familiar with Dragon Warriors, I think, so I'll ask if you remember [I]The King Under the Forest[/I] or [I]A Shadow on the Mist[/I] - maybe Runequest could set a mood the way Dragon Warriors could, but D&D simply didn't. For many players, no story emerges beyond that seen in a typical game of chess. The opportunity is there (in chess as in rpgs!), but it's seldom realized. I think it's worth mentioning that in my study, while I predicted and found a negative correlation between the imaginative or aesthetic personality and liking for D&D, it was primarily the older D&D games that were responsible for this correlation. Moreover, shouldn't we expect this on the basis that creative neophiles will always be exploring the newest shiny thing, while their less adventurous counterparts are satisfied with the same old routine? It's a lot of fun; it happened two weeks ago in a game I ran. One of the most memorable scenes was a random encounter with a goblin, who stymied the adventurers with a rolling fog. The little sprite snuck in and stole one of their scramasaxes, dashed away into a copse of trees, and called the wolves down on them. At every turn, the adventurers were just about to catch the little thief, but they were never coordinated enough, or rolled luckily enough, to do it. [/QUOTE]
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