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Why Combat is a Fail State - Blog and Thoughts
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<blockquote data-quote="Mannahnin" data-source="post: 9614219" data-attributes="member: 7026594"><p>Remember, too, that the WotC editions have all contained instructions that not all encounters should be balanced per the level of the PCs. They all suggest that at least some portion should be weaker, opportunities for the players who kick butt and feel powerful, and some portion should be overscaled and deadly, opportunities for the players to exercise good judgement and caution, avoiding the fight by some means such as negotiation. See for example 3.5 DMG pages 100-102, 4E DMG page 104.</p><p></p><p></p><p>You have that backwards. The OSR movement started in the early 2000s. The term was first used around 2004, to describe a scene that was already extant, and the first retro-clones (BFRPG, OSRIC) showed up in 2006. Originally to make the rules consistently and affordably available, often for the sake of module publishing.</p><p></p><p>The OSR was a confluence of old school players who had never left AD&D and other TSR editions, who were already congregating on sites like Dragonsfoot by 1999* and players who came to D&D (often BACK to D&D after an adulthood break) with 3E, then found it wasn't to their tastes (didn't recapture the feelings they had playing the older editions in youth, for the adult returners).</p><p></p><p>The scene as a whole started with the TSR editions, spawned the retro-clone movement, then branched out from there into newer non-clone games sometimes nicknamed nuSR or NSR, like Knave, Maze Rates, Cairn, the GLOG, etc. And there's also a whole wing of the Old School movement which includes non-D&D games like Traveller.</p><p></p><p>So as TiQuinn noted, the OSR is not synonymous with 1E and B/X, even if those are hugely popular games within both the gaming movement/scene (which has fractured all over the place) and the marketing category.</p><p></p><p>*(thanks to WotC's friendlier policies toward fan sites; TSR was directly hostile to them and threatened litigation to many)</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9614219, member: 7026594"] Remember, too, that the WotC editions have all contained instructions that not all encounters should be balanced per the level of the PCs. They all suggest that at least some portion should be weaker, opportunities for the players who kick butt and feel powerful, and some portion should be overscaled and deadly, opportunities for the players to exercise good judgement and caution, avoiding the fight by some means such as negotiation. See for example 3.5 DMG pages 100-102, 4E DMG page 104. You have that backwards. The OSR movement started in the early 2000s. The term was first used around 2004, to describe a scene that was already extant, and the first retro-clones (BFRPG, OSRIC) showed up in 2006. Originally to make the rules consistently and affordably available, often for the sake of module publishing. The OSR was a confluence of old school players who had never left AD&D and other TSR editions, who were already congregating on sites like Dragonsfoot by 1999* and players who came to D&D (often BACK to D&D after an adulthood break) with 3E, then found it wasn't to their tastes (didn't recapture the feelings they had playing the older editions in youth, for the adult returners). The scene as a whole started with the TSR editions, spawned the retro-clone movement, then branched out from there into newer non-clone games sometimes nicknamed nuSR or NSR, like Knave, Maze Rates, Cairn, the GLOG, etc. And there's also a whole wing of the Old School movement which includes non-D&D games like Traveller. So as TiQuinn noted, the OSR is not synonymous with 1E and B/X, even if those are hugely popular games within both the gaming movement/scene (which has fractured all over the place) and the marketing category. *(thanks to WotC's friendlier policies toward fan sites; TSR was directly hostile to them and threatened litigation to many) [/QUOTE]
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