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What makes an Old School Renaissance FEEL like an OSR game?
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<blockquote data-quote="Mark CMG" data-source="post: 6267919" data-attributes="member: 10479"><p>Well, to try and stick within the context of how things are setup in the thread, I would use a couple of rather pointed opposing examples, nether necessarily better than the other nor for any particular edition or game system. To address your new situation, if the player asks (perhaps even in first person, though not prescriptively necessary) the GM if he thinks his character can reach a foe with a spear throw and the GM says it seems possible, then they are feeding the fiction. If the player asks for a precise distance so he can consult a table (even if it is a memorized range/scale in his head), then they are primarily playing the mechanics of the system. To return to the example we were previously discussing, if the player asks if his character would have an easier time traversing toward a foe by rounding to the left or the right and the GM suggests the ground to the left is less rocky, then they are likely feeding the fiction (and the fiction feeding the choices). If the GM outlines specific section of difficult/impassable terrain where movement is halved or quartered (or whatever-ed) and then the player picks a path on a map based on his movement rate, he is working within the mechanics of combat primarily. I think most games have a bit of each but, depending on the playstyles of the GM and players can lean largely in one direction or the other for the most part. One extreme of playstyle serves as a the top down view of the system (often both literally and figuratively) while the other extreme lives so far within the system that being aware of the system is hardly necessary for the players of the characters.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 6267919, member: 10479"] Well, to try and stick within the context of how things are setup in the thread, I would use a couple of rather pointed opposing examples, nether necessarily better than the other nor for any particular edition or game system. To address your new situation, if the player asks (perhaps even in first person, though not prescriptively necessary) the GM if he thinks his character can reach a foe with a spear throw and the GM says it seems possible, then they are feeding the fiction. If the player asks for a precise distance so he can consult a table (even if it is a memorized range/scale in his head), then they are primarily playing the mechanics of the system. To return to the example we were previously discussing, if the player asks if his character would have an easier time traversing toward a foe by rounding to the left or the right and the GM suggests the ground to the left is less rocky, then they are likely feeding the fiction (and the fiction feeding the choices). If the GM outlines specific section of difficult/impassable terrain where movement is halved or quartered (or whatever-ed) and then the player picks a path on a map based on his movement rate, he is working within the mechanics of combat primarily. I think most games have a bit of each but, depending on the playstyles of the GM and players can lean largely in one direction or the other for the most part. One extreme of playstyle serves as a the top down view of the system (often both literally and figuratively) while the other extreme lives so far within the system that being aware of the system is hardly necessary for the players of the characters. [/QUOTE]
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What makes an Old School Renaissance FEEL like an OSR game?
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