D&D General Why is "OSR style" D&D Fun For You?


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DEFCON 1

Legend
Supporter
Again (and again, and again), these questions are not binary.
Hey! Well, would you look at that! A post of mine a few posts previous:

DEFCON 1 said:
Ending it early because "death" is not a story I have the need to experience repeatedly.

Every once in a while? Sure, no problem.

Almost as though I was acknowledging having death on the table in the game was actually fine! Almost like it WASN'T BINARY!

Yes, it is NOT BINARY. The game is not "No death" or "Always death". There is everything in between. I freely acknowledge that, even if people don't want to take the time to go back prior to the last post they wished to respond to to see if I did. ;)
 



Micah Sweet

Level Up & OSR Enthusiast
Hey! Well, would you look at that! A post of mine a few posts previous:



Almost as though I was acknowledging having death on the table in the game was actually fine! Almost like it WASN'T BINARY!

Yes, it is NOT BINARY. The game is not "No death" or "Always death". There is everything in between. I freely acknowledge that, even if people don't want to take the time to go back prior to the last post they wished to respond to to see if I did. ;)
Fair enough. I apologize.
 


Aldarc

Legend
Games featuring diegetic growth, especially ones like Into the Odd and Electric Bastionland, are my favorite part of the OSR.
This is something that I would be interested in seeing more,* not just for OSR style games but also other game types. Index Card RPG had it in its First Edition with its loot-based progression, but then it dials it back and leans more into non-loot feats/features as character progression.

There are some interesting things that you could even do with this sort of diagetic growth. Maybe you don't die (because reasons) but, instead, you resurrect at a holy shrine and may lose something that was part of your diagetic progression. (The Player can either pick 2 of their choice or roll to lose a random 1.) Just brainstorming here.

* But also more MOBA style class design: basic attack, passive ability, around three active abilities, and an ultimate.
 


overgeeked

B/X Known World
Indeed, and IME even though my/our games tend to be pretty lethal I've only ever DMed one TPK and (touch wood!) have yet to be a player in any.

All it takes is one survivor to keep a party's story afloat.
And all it takes is a little creativity to keep a TPK from ending a campaign. Wake up 100 years later at newly free-willed undead. Wake up in the afterlife and fight or think or bargain your way out. Wake up in chains in a dungeon.
 


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