[-] SamuraiBeandog@lemmy.world 3 points 22 hours ago* (last edited 21 hours ago)

One of the commonly touted tenets of OSR play is "diegetic progression"; most character progression is in the world, not on the character sheet. This is why you see a lot weird magic items in OSR resources, stuff that gives particular abilities that encourage creative uses rather than just a + to stats. This type of progression also includes relationships with NPCs and factions that players can call on for assistance. Players don't need to be able to defeat the Ogre in combat if the local chieftain owes them a big favour for rescuing his daughter and will send a squad of his best soldiers to fight it for you/chase it off.

Not having skills on the character sheet is one of the core ideas of OSR play, the idea that players should be coming up with creative solutions in the game and not just relying on the pass or fail of a dice role to solve problems. Hand in hand with this is, as the above commenter mentions, "rulings over rules" which emphasizes the GM making decisions about how player actions play out in the world rather than looking for mechanics in a rulebook. This encourages stuff like creative tactics in combat, e.g. a player tips over a bookshelf onto the group of goblins; the GM decides the goblins next to it have a 50% chance of dodging out of the way or getting knocked down, or players have advantage against them on their attacks next round as the goblins dive out of the way, etc. There's no rules for this, so the sky is the limit for players to try out cool ideas. Players stop looking at their character sheets and rulebooks when presented with a problem in the game, they engage harder with the game, usually asking questions about details of the situation to see if there is anything they can use to their advantage. For groups that embrace this style of play it is much more immersive than playing a game where your options are dictated by game mechanics rather than the game world.

The most important idea in this, imo, is that a lot of stuff shouldn't even be rolled for; if its reasonable that a player could do it, then it just succeeds. If the players come up with a good idea, just have it work for them unless they are under stress (e.g. hurrying to pick a lock while a boulder rolls down the hallway at them) or there is some adversarial element where an opponent's skill could counteract the player's, e.g. seeing through a player's disguise, avoiding 2 players trying to wrap them in a rope, etc. This really incentivizes the players to think creatively, when their good ideas are rewarded without being at the fickle whims of the dice.

[-] SamuraiBeandog@lemmy.world 2 points 1 day ago

I think the funnel dungeon is worth a shot to get your players used to the idea of character deaths.

For my games, in character creation I get my players to come up with 3 words that describe their character (e.g. stubborn, grumpy, drunken) and optionally one "special thing" that can be either an event from their past or just something about them. This lets them put some personality into their character but in a more OSR way than coming up with an entire backstory. It keeps to the ethos of being able to create a new character quickly and it makes the character a little bit more than just a cardboard cutout without the player spending a heap of timing developing them and becoming too attached.

[-] SamuraiBeandog@lemmy.world 3 points 2 days ago

Shadowdark was literally created for your situation, it is designed to be an OSR game with mechanics that will be familiar to 5e players.

As you said, it doesn't do anything completely new but it is one of the most elegant rpg systemsI've ever played. A wonderful balance of simplicity and richness.

If you're new to OSR styles of play my tip would be to embrace the fragility of life. Having character deaths be an expected part of the game can be quite jarring to players used to 5e. Consider running a "funnel" game where your players each have multiple "level 0" characters that go through a dungeon where most of them will die, and the survivors become your character pool. Its a way to get players to shift their mindset.

The Lair of the Lamb by the brilliant Arnold K is a great funnel dungeon: https://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html

Feel free to ask any questions you might have.

[-] SamuraiBeandog@lemmy.world 3 points 4 days ago

Maybe there’s even a bit of us vs. them, because market saturation has made the fight for an active playerbase so cutthroat, people don’t want to see a competing title risk siphoning players away from their preferred game.

This is a really good point, I've definitely felt this way over the years.

[-] SamuraiBeandog@lemmy.world 5 points 4 days ago

You're not wrong about the state of live service games, but this definitely isn't why they are getting review bombed. That's happening because the gamer mob are a pack of fickle mush-heads that will randomly get outraged by total non-issues with no regard for the facts.

[-] SamuraiBeandog@lemmy.world 1 points 4 days ago

I mean, the mechanics of Highguard are unique, as far as I'm aware. They're a mashup of a lot of other games but done in an interesting and new way.

Like, I have no idea whether it's good or not, but they are trying to do something different.

[-] SamuraiBeandog@lemmy.world 87 points 2 months ago

Hilarious that this is true and yet the US is still somehow fatter.

[-] SamuraiBeandog@lemmy.world 281 points 7 months ago

I saw Bladerunner as a teenager and it affected me so much I'm now a grown-ass man living in a cyberpunk dystopia. Follow your dreams.

[-] SamuraiBeandog@lemmy.world 237 points 2 years ago

"Men are victims of the patriarchy too" is an incredibly powerful message that I wish more men understood.

[-] SamuraiBeandog@lemmy.world 80 points 2 years ago

I'm so fucking tired, you guys.

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SamuraiBeandog

joined 2 years ago