Spellslinging Sellsword
Adventurer
I think it is easier to start with something like Basic/Expert rules and add things to it than it is to start with 5th edition and subtract things.
This is what I observed with 2e as well. Looking back, I can't help but think the playerbase wanted campaigns to be ran in such a way the rules just didn't support. Rather than actually create a ruleset to support it, it was just easier to downplay the importance of rules and dice results. What do you think?I got into the hobby in the 90s — the 1106 D&D tan box and AD&D 2nd Edition — and the way everyone around me played was trad. Plotlines, protagonists, and playacting. If you could railroad under the table to make a story happen, awesome, that meant that you were a good DM who cared about narrative and theme and characterization. Player agency? Not a concern. Everything had to serve the story. And players weren't there to be challenged, they were there to get into character and portray their characters, ideally with full-on voices and thespianism, end of story. Or at least, until the end of the story.
Too good. As someone who's been primarily running "adventure paths" in one form or another for years, this sort of playstyle was novel to me. Now, I can't stop daydreaming about the perfect sandbox style mechanics all day.So I went back to the tan box and from there the Rules Cyclopedia, and the lighter systems eased the burden a bit. But it was really the OSR philosophy (think Abed Nadir: "I'm the Dungeon Master. I have to be impartial, or the game has no meaning") that makes the game runnable. Build a world, make it a lively and dynamic sandbox full of interesting discoverables and interactables, and then stop caring what happens to it. Turn the PCs loose on the sandbox, and then just let the game run itself. Play to find out what happens, and instead of being the maestro Houdini who pulls all the puppet-strings and effects all the outcomes, just enjoy that you get to be surprised.
How come!?But that said, I like it only from a theoretical perspective, to collect the books and support the creators - not to actually play it.
1) My players don't like OSR games. They prefer more epic power fantasies and consider most of the characters too weak, the options too limited, and the focus on resource management too boring.How come!?
Haha, this was my first guess since I'm in the same boat. Luckily, I have a very patient wife who will play cooperatively with me time to time when I can't get a normal group together.1) My players don't like OSR games. They prefer more epic power fantasies and consider most of the characters too weak, the options too limited, and the focus on resource management too boring.
Agree here too. I shower the players with XP when I'm running OSR games, especially the lower levels. My attention span for any given campaign is about a year - two years if things are going really good.2) I've found that my own nostalgia for the OSR can be sated after a few convention games or a weekend of play with my old group (when we get together a few times a year).
[I tire of most campaigns/systems after around 10 sessions, including robust rules sets like PF2. OSR games tend to be set up with very slow progression that doesn't fit with my lifestyle.]