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General Tabletop Discussion
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Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
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<blockquote data-quote="Bedrockgames" data-source="post: 7769387" data-attributes="member: 85555"><p>Placement of tables has become an expectation in the OR community. Doesn't mean it doesn't occur elsewhere. I haven't played Blades in the Dark, so can't really comment on it specifically. What I can say is it has become the standard in the OSR to make sure your setting material and rules have short to the point entries so they are easy to use in play. When I look at more mainstream books (which remember, this is what I was talking about before when I said new school), this seems to be less of a concern. There are other niche styles that also seem to value this. And I've also noticed a lot of OSR stuff getting picked up at places like Story-Games.com, so don't know how much of that is a factor. My impression when I look at more narratively driven games is they also live concise writing, but, and this could be wrong as my experience playing them is more limited than people who play them regularly, that the emphasis is often more of an aesthetic one. One of the things that impresses me about narrative games is the art style, layout and presentation. It is all very appealing. I didn't assume there was as much of a utilitarian reason for that as in the OSR, but if it is, I'd be interested to know what your thoughts are there (i.e. what functions are important in play in that respect). </p><p></p><p>All you have to do is read a few OSR blogs to encounter advice around tables and brevity. These are things that repeatedly get mentioned. So I think they are pretty important features of the play style.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7769387, member: 85555"] Placement of tables has become an expectation in the OR community. Doesn't mean it doesn't occur elsewhere. I haven't played Blades in the Dark, so can't really comment on it specifically. What I can say is it has become the standard in the OSR to make sure your setting material and rules have short to the point entries so they are easy to use in play. When I look at more mainstream books (which remember, this is what I was talking about before when I said new school), this seems to be less of a concern. There are other niche styles that also seem to value this. And I've also noticed a lot of OSR stuff getting picked up at places like Story-Games.com, so don't know how much of that is a factor. My impression when I look at more narratively driven games is they also live concise writing, but, and this could be wrong as my experience playing them is more limited than people who play them regularly, that the emphasis is often more of an aesthetic one. One of the things that impresses me about narrative games is the art style, layout and presentation. It is all very appealing. I didn't assume there was as much of a utilitarian reason for that as in the OSR, but if it is, I'd be interested to know what your thoughts are there (i.e. what functions are important in play in that respect). All you have to do is read a few OSR blogs to encounter advice around tables and brevity. These are things that repeatedly get mentioned. So I think they are pretty important features of the play style. [/QUOTE]
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