Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Combat is a Fail State - Blog and Thoughts
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thomas Shey" data-source="post: 9615132" data-attributes="member: 7026617"><p>The problem is there's two elements going on, avowedly, with OS design:</p><p></p><p>1. Less Player Centric encounter design: basically, doing things that support taking another option from combat or that make combat uninteresting depending one whether they're uphill or downhill from the party. While not every modern design avoids these to the same degree, there's a perception that a potential combat encounter that can't be fought (at least without cooking the books) or that is trivial is a potential encounter prone to going off the rails and/or a waste of time. OS proponents don't see it that way; they see them as springboards for other types of play.</p><p></p><p>2. Making the former work by proper signalling: As Arylin says, in principal the idea is to give the players enough information they know to avoid or take advantage of those power differentials in a way that's actually, well, interesting. Two issues come up here: first, not every Old School game is as good at spelling this out as others, leading to some of the unpleasant coping mechanisms you reference that existed in such commonality early in the hobby. Second, some of the same people who are attracted to OSR style play sometimes have a weird sort of simulationist-fixation that tells them that providing too much information is "gamist". Even when well meaning their attempt to thread the needle can fail out in sometimes catastrophic ways, especially if they're also resistant to letting PCs back out of things that have proven problematic. To make it clear I'm not saying everyone or even a majority of such GMs are like this, but there are people on this very board who will act like if the players screw up on this, that's entirely on them.</p><p></p><p>So there's an intended playstyle for more Old School games that isn't objectionable on the face of it (it might end up being tedious to some people but that's another question) and then there's how it plays out in the wild, which can sometimes be quite different.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9615132, member: 7026617"] The problem is there's two elements going on, avowedly, with OS design: 1. Less Player Centric encounter design: basically, doing things that support taking another option from combat or that make combat uninteresting depending one whether they're uphill or downhill from the party. While not every modern design avoids these to the same degree, there's a perception that a potential combat encounter that can't be fought (at least without cooking the books) or that is trivial is a potential encounter prone to going off the rails and/or a waste of time. OS proponents don't see it that way; they see them as springboards for other types of play. 2. Making the former work by proper signalling: As Arylin says, in principal the idea is to give the players enough information they know to avoid or take advantage of those power differentials in a way that's actually, well, interesting. Two issues come up here: first, not every Old School game is as good at spelling this out as others, leading to some of the unpleasant coping mechanisms you reference that existed in such commonality early in the hobby. Second, some of the same people who are attracted to OSR style play sometimes have a weird sort of simulationist-fixation that tells them that providing too much information is "gamist". Even when well meaning their attempt to thread the needle can fail out in sometimes catastrophic ways, especially if they're also resistant to letting PCs back out of things that have proven problematic. To make it clear I'm not saying everyone or even a majority of such GMs are like this, but there are people on this very board who will act like if the players screw up on this, that's entirely on them. So there's an intended playstyle for more Old School games that isn't objectionable on the face of it (it might end up being tedious to some people but that's another question) and then there's how it plays out in the wild, which can sometimes be quite different. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Combat is a Fail State - Blog and Thoughts
Top