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

Another thing I like about OSR is the drag and drop appeal. Not a problem in modern D&D if you homebrew, but I liked how you can take those old adventures and place them in any world easily, and stitch them together how you wanted, making the campaign your own. Modern gaming seems to focus on the campaign rather than adventures that make up the campaign.
 

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For me, OSR-style play at its best gives me the same feeling as playing a Soulsborne game. It's that feeling of glorious tension, of having to be so actively engaged, with doom and death looming around every corner. And the relief of that sense of peril by victory, or in discovering the glittering coins and shining swords of treasure.

It's also about getting closer to the works of Appendix N, which comes through that much more strongly in games like DCC RPG.

Also, bummer news about A Thousand Thousand Islands. Looks like all the print copies are gone for sale everywhere.
 


Yeah, they knew this was coming and had apparently decided not to do reprints, even before the public knew anything was going on. Their right to do so, obviously, but disappointing.
I guess Sean McCoy of Mothership fame tried to run a mediation but that failed. It's hard to not see this as them being a victim of their own success. :(
 


I guess Sean McCoy of Mothership fame tried to run a mediation but that failed. It's hard to not see this as them being a victim of their own success. :(
Going into business, even with friends, needs contracts and a clear understanding of the division of labor and how it's all valued. It sounds like both sides feel like they were unappreciated by the other, which sucks.
 

Depends on what one means. One thing I LIKED about many of the Games from yesteryear were their simplicity.

With B/X or BECMI (and to a lesser degree AD&D) you rolled up your character and got equipment and were ready to go. You didn't have to worry about spending time on Feats, Non-Weapon Profficiencies, allocating skill points, or any of that. It was make your character and go.

Rules were rather simple overall. If you used THAC0 than it was simply calculate your default THAC0 out before hand and then just take the AC of whatever you were facing from it. If you didn't use THAC0 than it was as simple as keeping the hit chart table near and looking it up.

It was the simplicity of it all. 5e tries to make a simpler game, but in the end, TSR games prior to 1984 were all simpler than 5e is.

That's what I "love" about OSR.

I also enjoy the idea that your character was TRULY yours. It wasn't defined by what skills and abilities they had. Sure, they were defined by their class (a Fighter is a Fighter for example) but it wasn't the skills you got as you level up that defined you, nor the spells you got...but the voyage. Your Fighter was different because of YOU. You determined who that fighter was and their character. THAT's what truly made them different from every other fighter out there. It was the experiences YOU put into it and what you put in determined what you got out of it.
 

My friend's and I have almost got an OSE west marches-like game off the ground, sat down and made a couple PCs using 3d6 in order, first roll 18! My dwarf is ready to smash some goblins, orcs, or skeletons. Only 8 hit points though, hope my AC can keep me alive.
 


“Only.” That’s beast mode for OSE and B/X.
Yeah, but it feels squishy for a warrior, I'm too used to the higher hit points of later games, it feels like I should have another 4 hit points or so.

Oh, I should note that we're doing max hp for 1st level. I rolled that 18, but the 8 was assigned.
 

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