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What if "OSR" meant something different? 

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THE OSR is starting to be pretty old! there are some fixed ideas about what an OSR TTRPG is. Does it have to be D&D based? Does it have to be minimalist? Does it have to be Fantasy?
These ideas have a starting point, which largely begins with the theorycraft that began with the Finch Primer. since 2009, many more folks have gotten rose-tinted vision looking at their RPG experiences of Old. What if the question "what is OSR?" had different answers?

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11 сен 2024

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Комментарии : 76   
@joselozada324
@joselozada324 3 года назад
Very thoughtful. I’ve always had issue with that attitude that there was less IC immersion in OSR. This runs directly counter to the examples of play in Moldvay (Morgan Ironwolf), Mentzer (the legendary solo adventure) and the original DMGs example of play (the abandoned monastery) I think Gary and co meant their fame to be “story mode”, but because of mechanical issues, the culture of a soulless dungeon crawl emerged.
@derekburge5294
@derekburge5294 3 года назад
This is actually something I've been chewing over for a while now. I think the principle difference between the OSR and newer game systems is how much of a *game* it is. 5e DnD presents and reinforces its structure as a story-telling tool more than a game; death is infrequent, success is expected, magic items take a backseat to powers, players are presented with a plethora of options that make backstory almost as important, if not more so, than the adventure they're moving towards. It's (worryingly, I think) maybe a step or two away from Let's Pretend... Or sitting at a table anchored to three or four other people acting out fan fiction about their character at worst. So, what's the OSR? A game with a narrative, as opposed to the new school which is a narrative with the pretense of a game.
@The_CGA
@The_CGA 3 года назад
Hmmm I fear I am too caught up in the 4E and Pathfinder Society “play to win” play styles which were marked by “gaming the system” to be able to fully agree with this semantic. I get what you’re going for, in that “the game” sets a tableau that pulls the GM and players through to the other world and has an intertia all its own which is neutral to the construct of “story.” “The game” in the sense of Jumanji or Zarathustra” or “the game of life.” As far as 5E being a culprit for “new thinking” of the game as tertiary to story, I’m not certain it’s the system as much as it is the culture of play, and the subtle (missed) effects of people playing 5E without grasping how it’s nudging their gameplay. When it’s played with eyes open, it’s certainly as much of a meaty game as any old supers RPG, just a different genre than Dungeon Delving and resource management. Mostly, people play with their eyes closed, and to work past the incongruencies when the system design intrudes and creates genre dissonance, the culture of play is to ignore the system in favor of ones intended genre rather than seek out a genre that would mesh. For me it’s that blasé attitude about genre that marks 5E’s culture of play. I’m not sure how much it intersects with the newschool ambivalence to RNG, Open-Endedness, and symmetry…but it is churning out a generation of people who can parrot dismissive paeans about RNG, Open-Endedness, and Symmetry. And they seem to have no idea what Proper immersive Role-playing experiences are about.
@derekburge5294
@derekburge5294 3 года назад
@@The_CGA I respectfully disagree on the point of 5e being as robust as older editions and other games, primarily citing the compression of values as evidence of the designer's general disinterest in the rules and operations of the gameplay. The move to lower ACs/DCs and bonuses has both significantly hampered a character from expressing expertise (barring those classes with Expertise who blow through the DC roof around the time when proficiency hits +3 or +4) and made the d20 that much more swingy. The core Advantage/Disadvantage mechanic being a go-to for DMs, as advised in the books and RAW, also makes the compressed values a mess. For any DC at or below 20, Advantage/Disadvantage confers a +/- 5 virtual modifier to the roll; that means that having someone help you with a task is more conducive to success than the proficiency bonus all the way up to level 13 or an attribute of anything less than 20. RAW also doesn't mention anything about restrictions or conditions for helping out... So if your wizard needs to hit a DC 20 Arcana check, nothing beyond the DM's fiat says that the barbarian with a 10 Int can't nearly double the 18 Int wizard with proficiency to show his years of research's chance of success. AC is even worse! *The scales of an ancient red dragon are only two points of AC better than Some Dude in fullplate with shield.* Any character with 10 str or better can jump across a 10 foot chasm without a check as long as they moved a fairly sedate 10 feet during their turn. 5e's a bit of a bugbear to me, so do please pardon the rant. I am cursed with an engineer's brain and 5e's RAW mechanical dissonance hits me like a truck almost any time I have to touch a D20. Each edition has had mechanical failings, but 5e always seems to me to be a castle built on a swamp. As for the culture of play, I do wonder if it's a chicken and egg scenario. I believe they are directly encouraged by the mechanics baked into the game, but it could just as readily be that 5e just happened to the be game that CR and AcqInc played. The culture of play has to come from somewhere! As always, I appreciate your viewpoints, good sir. Keep up the good work!
@Stygard
@Stygard 3 года назад
@@derekburge5294 I am very intrigued by both of your comments on 5e and RAW. What system do you currently play for the table experience you are talking about?
@derekburge5294
@derekburge5294 3 года назад
@@Stygard To date, I've played and run about s dozen DnD 5e games with RAW (rules as written; our best interpretation of the rules in the core book). About four campaigns, one stupidly long year-and-a-half game and the rest taking a few months, and the rest one-shots.
@robertblank5206
@robertblank5206 3 года назад
I heartily agree with Derek here, though I'm on the other side as far as my judgement. I think he put it excellently: the new school is a "narrative with a pretense of a game." I'd argue the 3e to 4e era was a game with some story flavoring to make it go down a little easier. OSR for me is a game with all the safety mechanisms removed, the roof and doors removed and lit on fire. The idea is to survive the insanity. And also some story happens.
@robertblank5206
@robertblank5206 3 года назад
By the way: I would love to see an in depth CGA response to the Finch manifesto at some point! Absolutely.
@BrentARJ
@BrentARJ 3 года назад
Seconded
@markkernow
@markkernow 3 года назад
What a brilliant, thoughtful video! Well done.
@ThaetusZain
@ThaetusZain 3 года назад
The heroic vs superheroic thing kind of makes me chuckle because there are superhero old school games. Villains and Vigilantes, Marvel Superheros ect... I don't think I disagreed with any of your points in this video.
@The_CGA
@The_CGA 3 года назад
Précisely! Changing notions of Character competence in the D&D genre is such small beans. I understand it’s a change that doesn’t sit well with some folks…honestly I don’t mind heroic D&D style games (though I think id rather play Conan 2d20 at the moment). I also like mud-and-dirt D&D style games. It’s just a tweak in genre assumptions…but hardly a different kind of game on its own.
@richmcgee434
@richmcgee434 2 года назад
Add Golden Heroes, Superhero 2044, and Chaosium's Superworld. Heck, how is Champions (or the Hero System if you prefer) not Old School? That one's barely changed in all its many iterations, and it's 40 years old now. Do we really need a game to celebrate its golden Anniversary to qualify as Old School?
@NarfiRef
@NarfiRef 3 года назад
These mostly resonate with me (although I’m less enthusiastic about randomness playing too big a roll in character creation, and I think randomness in environment is appropriate for some games more than others) so I’m wondering if you’re at all versed in the FKR movement. You did say the magic word, “Kriegspiel” at one point, but otherwise I don’t remember you ever mentioning it. While this doesn’t match the tenants of FKR one-to-one, it’s not incompatible, and I find it a hell of a lot more interesting and inviting than both the culture around more “modern” games and the prevailing OSR attitudes. I myself am only a little bit involved with it because the relevant communities seem to mostly be on Discord which I find difficult to keep up with.
@The_CGA
@The_CGA 3 года назад
Regarding FKR: well, that's interesting. unfortunately it seems to zoom right up to minimalism in the mechanics and trust-in-referee (given the historical context of a need for Kriegspiele umpires as a foundation). It's definitely something I could talk about on the channel, but I'm not sure I'd really find many converts within that group or that I'd really be able to find a home within it to a point that I'd feel comfortable plugging it (not the least of reasons being that I think game-making and setting-crafting is in fact a worthy trade) I'm just working from an idea of Kriegspiele in a fundamental way: the game is there to represent and embody something, which may have outcomes nobody wants, that may generate circumstances outside of intended 'stories' (or in wargames victory/defeat). I'm ambivalent to the 'free' aspect. It's definitely correct that TSR arose from 'free' type KS. but even among 'free' Kriegspielers that I came into contact with, house rules could be codified. Codified rules systems with their shareabiltiy, the possiblities to playtest and compare scholarship of the period in question...well, suffice it to say 'free' was just one tool in the toolbox for them.
@NarfiRef
@NarfiRef 3 года назад
@@The_CGA When I first spoke to FKR types, I was unsure about how exactly they felt about complex rules. Turns out (at least according to the bunch I spoke to) that it’s not that they have a problem with rules and procedures being used to keep the game world consistent, to keep the GM honest, or just to reduce the cognitive load of the GM. The real emphasis is on keeping everyone immersed in the game world by engaging with the fiction instead of the rules. It could be that you have complex combat rules behind the screen, but you never give out explicit numbers for die modifiers or damage, instead giving the information through narration. Yes, there is an inherent need for trust-in-referee with this approach, but if following your principle of open-endedness then there shouldn’t be a problem because bias towards certain outcomes can be minimized.
@Stygard
@Stygard 3 года назад
I am very interested in the type of "old school" you talk about. My greatest issue is i want to run (and play) in this type of game, but most of these old school rule systems (especially modules) seem to built around large "parties." My stage in life makes most of my gaming one on one or maybe tops three players. Any suggestions on a rule system or just general play advice for getting that emergent story and resource management style with a much smaller party. Also the whole "balanced" combat or combat as war vs sport I think is important, but I would like more guidelines on fitting into that range, I find its difficult to get encounters that are not either super easy or tpk. Thanks for the great video!
@The_CGA
@The_CGA 3 года назад
I think the questions of smaller groups and “encounter balance” in more old style and matter-of-fact gameplay are both great topics and probably worth their own videos or streams on their own. In the meantime, here’s a tweet thread I prepared on one of those topics: twitter.com/CGApologist/status/1401301537952079880?s=20
@petegiant
@petegiant 2 года назад
hirelings and retainers, or having players have multiple characters.
@YorkshireMatt
@YorkshireMatt 2 года назад
Try scarlette hero's 2 player + solo options.
@squidheadss7105
@squidheadss7105 3 года назад
I made the "get treasure" vs "kill the bad guy" comment. It's reductive, but it captures a part of the change.
@robertblank5206
@robertblank5206 3 года назад
I wish we could move past both, honestly. Just be a person in the world and do what you want without worrying about how much and if the game is going to reward you for doing what the game wants. Just play and explore and enjoy yourself.
@RecklessFables
@RecklessFables 3 года назад
@@robertblank5206 Savage Worlds has that culture
@robertblank5206
@robertblank5206 3 года назад
@@RecklessFables I do enjoy Savage Worlds quite a bit. Their settings are just relentlessly fun and inventive. Like 50 Fathoms, if you haven't read that one--is must play.
@Hushashabega
@Hushashabega 3 года назад
With regards to player skill vs. character abilities being in tension with immersive roleplaying, I'd say this is half true. To my mind immersive roleplaying involves both playing a character (who's particular capabilities and outlook is divergent with the player's) and playing in a simulated environment. The player skill vs. character abilities principle is in tension with inhabiting a character, but can aid one's sense of immersion in the simulated environment. This indicates to me that the OSR (from the Finchian perspective at least) is not incoherent in it's approach to immersive roleplay, but that it's aligned toward focus on settings rather than characters. More dungeon-centered than hero-centered.
@The_CGA
@The_CGA 3 года назад
Agreed on the 'dungeon centric' point. "Heroes" isn't neccessarily what I see as a counterpart, however (if there need be one at all). Just the humble saga of a little Abbey town somewhere in Kaldor upon Hârn, the likes of Ken Follett's Pillars of the Earth/World Without End or Ellis Peters' Cadfael...sometimes the milieu and the genre is simply otherwhere...humble, or merely Human. I am finding that 'proper roleplay' (seeing the imagined fiction through the character's eyes and imagined present and acting within genre and imagination to represent that persons perspectives and informed actions) is an increasingly alien prospect for 'new school' cohorts that are more concerned with bending the arc of sessions and games toward the theatric and exaggerated performances for each others' amusement or 'to make it epic.' In some repects this is 'the rule of cool' re-fertilized upon itself several times around the wheel come calling. In this way, an overt focus on immersive role-play, even in the face of difficulties or 'problematic' social issues in the imagined fiction, could be called 'old school.'
@Hushashabega
@Hushashabega 3 года назад
@@The_CGA "New school" play is definitely anti-simulationist or anti-immersion by and large, favoring intentional drama (whether player directed, or DM plot contrivances) over emergent drama resulting from internally coherent worlds with verisimilitude. While I do think there's a distinction to be had between "subjective immersion" (playing as a character) and "objective immersion" (direct player interaction with the fictional world, the Primer's emphasis), and that there is sometimes tension between them, they're both broadly speaking "old school".
@robertblank5206
@robertblank5206 3 года назад
@@The_CGA This! Oh that we could have more "humble, merely human" roleplay. It's so much more relatable in an appealing, vulnerable way that I just love.
@robertblank5206
@robertblank5206 3 года назад
@@Hushashabega I feel like the New-School is definitely anti-simulationist and I'd argue if not anti-gamist, at least hostile towards it. The new games aren't challenges to be completed or else you'll be destroyed by them like some kind of Dark Souls emulator or bullet-hell platformer. I'd argue they've largely set aside challenge for the narrative goal of maximum epicness. As far as immersion, I think they're ambivalent. There's this huge push to remove anything from the game that "isn't fun" but it feels like at the same time that removes a lot of the mundane wonders and character moments of having to live the life of an adventurer. On the other hand I feel like the game has become 100% about living the life of an awesome adventurer and setting aside "boring reality" to escape to this wonderous place. So in some ways it's hugely immersive--but you're being immersed into someone who's awesome by default and never has to worry about normal problems...which feels a little too "sparkley wish fulfilment" for my tastes, but makes a lot of folks happy.
@The_CGA
@The_CGA 3 года назад
Jack Aubrey and Stephen Maturin are awesome all the time. They also often find themselves in “lesser of two weevils” moments of humble pie. And then there’s Stephen who loves the boring parts like cataloging penguins. And Jack gets caught up in trying out some new sail-dohickey I’ve lived alongside Jack and Steve for years at sea. “The cut out boring parts” are the moments that have been some of the sweetest escapes from fiction in my life.
@PirateMF
@PirateMF 2 года назад
An 8th level hero in OD&D is literally called a Superhero!
@JasonFlashFootball
@JasonFlashFootball 2 года назад
I have to laugh about IC play. I play every game from an IC perspective because that's how I like to play and I hope players try and enjoy their table the way they like to play regardless of the "game" they are playing; however, the rest of the table benefits from most players sharing a certain style. I've been away for 11 months and would love to have contributed to this conversation at the time with a response vlog. Fantastic video.
@The_CGA
@The_CGA 2 года назад
Hey 👋 We should chat. I am on Discord as my main social media lately (mostly because I am trying to focus my scarce time at the PC on photo and video work and stay away from scrolling, prioritizing some IRL contact, etc) Send me an E-Mail and I’ll can give ya my IRL phone# for FaceTime etc, maybe that’s the hip new retro thing
@JasonFlashFootball
@JasonFlashFootball 2 года назад
@@The_CGA I'm on Discord as well, as I left Facebook. I believe we are friends on Discord if you are on the same account?
@SHONNER
@SHONNER 3 года назад
OSR has to be D20 save rolls and index card character sheets. Maybe combat result tables can be thrown into the mix.
@MrRourk
@MrRourk 3 года назад
Mini 6 ttrpg???
@ThaetusZain
@ThaetusZain 3 года назад
A kind of interesting question, how would one design a, completely original, OSR game? Like not using a specific system as it's base but making a game ground up that would fit in amongst the 70s-early90s tabletops?
@The_CGA
@The_CGA 3 года назад
Well that’s an interesting question! I would say it would come from having a milieu and an idea of who the characters are in that milieu. Representing people, places, and things as appropriate with either concrete details (population 4,592) or stat blocks or nothing at all (cough Traveller NPCs cough). A mechanic that generates unintended effects from random fortune events: glitches in Shadowrun or their counterpart in oWoD (the name escapes me). Not tying anyone’s hands or preordaining plot points with hard mechanics-each moment in the adventure uses the same mechanical backbone as each other moment (or invokes a subsystem, like vehicle combat) Upon the Seven strange Seas, my naval fiction game of gentlemen officers in the era of great power rivalry 1755-1815 might be an entry here, if I ever finish it
@ThaetusZain
@ThaetusZain 3 года назад
@@The_CGA let's hope you do. That sounds awesome
@richmcgee434
@richmcgee434 2 года назад
@@The_CGA "glitches in Shadowrun or their counterpart in oWoD (the name escapes me)" Botches. I still game with a guy who was in his early teens when VtM first came out and his dice luck was so bad he earned the nickname Botch after the first session. Still stuck to him today, even his family uses it. I have to actively struggle to remember his real name. :)
@grumpygrognard7292
@grumpygrognard7292 2 года назад
To me, part of the OSR experience is embracing the wargaming origins of the game. I played a lot of D&D in the eighties, but it wasn't until i started playing wargames that i came to appreciate much of the early D&D rules. Also, because of the danger and more severe consequences to characters, players tended to have more characters in their roster and kept track of a longer broader campaign rather than a narrow story focused on only a few characters. One character might be out of action for weeks, recuperating, researching, training, etc. while another is adventuring. I think players tended to use more hirelings and henchmen in adventures than in modern adventures. It was not unusual for us to have 10 or 12 characters in a party at a time, yet only 4 or 5 players.
@robertblank5206
@robertblank5206 3 года назад
Traveller and Rolemaster as OSR? You sold me. The idea that the OSR obsession with chest-thumping, difficulty as a fetish and the idea (like an isekai anime) of starting out as a nobody but playing the game so you can become BATMAN as really pretty childish and hostile to the idea of immersion in a rich secondary world. Yeah sold here too. Honestly I wish there was a third setting. Not zero to hero, not superhero to god, but like what the manifesto you read calls "dwarf simulation". That sounds great to me. Just be THAT guy and see where his story goes. I was always frustrated by the 2e approach to Dark Sun and Ravenloft because there was this explicit assumption that the world is screwed up, but you're a Hero--and you're expected to change it into a land of rainbows and gumdrops--where I just like the idea of a setting where finding water and a little food to eat was the equivalent of treasure. Survival was the quest. Of your three points I most love the idea of OSR being guided by an invitation to randomness, to let the dice and tables be a doorway to interesting things happening. Just across the board that sounds great to me. Open-endedness I'm less inclined to say has gone anywhere. I'd argue regardless of edition the adventure modules have been closed ened: go here, do this. If you leave the path you're punished, or at least you're on your own. Sandbox play, just out in the world getting into trouble (which seems like where entropy seems to draw most games run by less experienced folks) has been with us all along--but whether it's embraced as what you should be doing, or panicked at as something to fix has always been an issue, in OSR and newer games alike. Symmetry between PCs and NPCs has occurred system to system throughout the ages--but feels most strongly like what D&D was like in the 3rd edition/Pathfinder era. Statblocks for everything. Make sure everything runs right. Do all the math. I don't know that games have ever been made better for having the GM roll for every NPC trying to do every thing. Mostly I feel like it's a quick trip to the GM burning out their processor trying to track 100 different NPCs in a big battle and the players having to sit around watching the GM roll dice and mumble to himself about stuff that has nothing to do with them for 20 minutes every round. So I don't know how much I love that particular element--or really how much I feel like that's old school (70s-80s) as much as premodern (2000s). But yeah, on the whole, what you're saying, that we need a new more inclusive and broader definition of the OSR--I love that! I think it may take some more philosophical tacking down to figure out exactly what it is we're wanting to go back to--but I do feel like it has something to do with more human scale, self-directed stories with more openness to randomness and less controlled encounter based environments where we're just exploring these crazy worlds and anything could happen.
@The_CGA
@The_CGA 3 года назад
Regarding symmetry-not everything need be obliged to roll, not every stat block need be fully detailed…it’s just a matter of a curse of knowledge: once we know there’s asymmetry, we start looking at NPCs as chess pieces or “story puppets” rather than entities with their own agencies and fallibility. Mild asymmetric mechanics like “mobs, squads, and minion” -type mechanics are fine. Honestly I think the next place for those mechanics is into the player’s hands to represent their warband/hirelings and even steeds. They represent how a given genre worldview looks at minor actors. It’s still immersive. More profound asymmetries, like how powered by the apocalypse ties NPC actions to PC moves and GM moves (which occur on failed rolls)…this is the epitome of NPCs as a “story construct” which I feel is …not old school
@robertblank5206
@robertblank5206 3 года назад
@@The_CGA It's funny. A lot of those mechanics seem less ideologically loaded I guess. I never saw it as 1-7 "an NPC appears and attacks you!" so much as answering the question of "why didn't I hit?" a little differently. The default D&D answer is "you didn't hit because you suck and hilariously whiff and everyone has a good laugh at your expense" whereas PbtA seems to say "you didn't hit because the enemy you were locked in a fight with got their attack off before you could". I like both systems fine and don't read the NPCs as being less real in either case. Arguably the second one makes the PCs the butt of less jokes though, which if there's one thing that's OSR it's the PCs being hilarious goons that just can't manage to do anything right. I wouldn't hate changing that part, if I'm honest, but it feels like its there.
@The_CGA
@The_CGA 3 года назад
To me this is one of those culture of play artifacts. Rolling a 2 or a 10 on a d20 roll is a difference folks have imposed that isn’t part of the game. Fumbles on a 1 are exaggerated for laughs when they could be small gritty moments like blood 🩸 running across ones eyes or sweat soaking the leather grip of a sword. Just like Finch’s characterization of the modern conversation of play, nobody HAS to make everything about calling out maths and numbers. Around a table, people have eyeballs, and with dice numbered with good contrast they can be read across the tabletop without a word. (Or few words). Nobody has to make d20 rolls into comedy. In any case, for my part the MC and the players in pbta are called on to make aesthetic decisions about what happens next and what’s around the next corner. That’s deeply embedded in my reading of the game and seems to reflect how I’ve seen people play it. It can be played a different way, but Vince Baker’s strong voice makes it hard for me to look away from that intent.
@taragnor
@taragnor 3 года назад
@@The_CGA : It's odd because I've always felt Dungeon World captured the OSR feel a lot more so than even modern editions of D&D. About my only real problem with DW as an OSR game is the fact that the players have too many hit points, so it's not quite as deadly as true OSR. But I feel it does a great job of giving that feel of the game as a conversation, as opposed to just executing hard-coded rules all the time. People tend to rely a lot more on using equipment in creative ways. DW also has that "DM is god" feel that older games had, instead of modern stuff that had a giant pile of rules to straitjacket the DM. I also love the simultaneous combat in DW, which reminds me of the old declare-first initiative from AD&D that just made combat feel a lot more chaotic. (Personally I hate modern turn-based combat. Something about having an orc and human charge each other across a 30 ft room and never meeting in the middle is incredibly anti-immersive for me.) I understand DW doesn't quite have the simulationist aspect that many are looking for in an OSR game, but to me the simulationist aspect was more tedious than interesting.
@The_CGA
@The_CGA 3 года назад
I see nothing “odd”: This video is specifically treating with the Finch primer axiom that the nature of the conversation of play is an end unto itself. It’s specifically inquiring whether concentrated authority in the GM role is an end unto itself. The question is, is there another way to ask “what is old school?” For my part, I’m putting forward a thesis that games open to worldbuilding and immersion, games abstaining from “story perspectives” are “old.” In any case I question the notion that DW can be described as a “GM is god” system as there’s so much setting authority withheld or given over to the players. There is, after all, (explicitly) no such thing as a Campaign setting or adventure module for dungeon world. I keep running into folks that overlook this part of the ruleset, however…
@HoroscopeZine
@HoroscopeZine 3 года назад
Nice question! 🌈
@NarfiRef
@NarfiRef 3 года назад
Sorry I missed this when you were live.
@The_CGA
@The_CGA 3 года назад
For the moment, these are less of a special event and more of a way of interacting with the Algoriddim, audience expectations, and the platform in a different way. People are more apt to listen to an idea that’s being laid down in real-time with fewer expectations that it’s perfect or will arrive at funny jokes and profound points at lightning speed. I can do a pretty good professor impression even as I lack the time to do a fully scripted workflow. Also, I’ve courted basically every audience out there looking for the “rpg theorycraft audience” and the older demographic is perhaps the last place I’ve thought to look/court. I think I may have more impact with them in a live format
@MySqueezingArm
@MySqueezingArm 3 года назад
Love the long format discussions/essays. Keep up the good work dude, enjoy my RU-vid Premium shmeckles.
@JasonFlashFootball
@JasonFlashFootball 2 года назад
20:30 This speaks to the issue of roleplaying "Game". A game assumes a zero-sum outcome. Everything is equal and all players have a chance to "win" the scenario or game. Roleplaying is not a traditional game, in that one player is a GM/DM and has advantages of information the other "players" do not. The roleplaying game is less a game in that regard BUT the combat portion of the rules can be clearly a "game".
@johnhiggins6602
@johnhiggins6602 3 года назад
The OSR is IMO fundamentally neutral on the question of immersive improvisational method-acting. You can play old-school RPGs and really get into character… or you can treat your character as an empty pawn on the tabletop. That question of "stance" has no bearing really on whether the game is old-school. That said, I do think that the Finch Primer, and by extension the Principia Apocrypha and most OSR theory-craft, miss the mark; and not just because they say "player skill, not character ability" about a game with magic items and Vancian spells; or "rulings, not rules" of a game where you find traps and secret doors by rolling 1 or 2 on 1d6; or "forget game balance" in a game where you encounter 1 HD monsters on dungeon level 1, 2 HD monsters on dungeon level 2, etc. It's a question of campaign structure. The OSR began as a reaction to what was, at the time, the pinnacle of "trad" gaming, the 3rd edition of D&D. The movement's early movers and shakers tried to look back to the 1970s, to bring back the early game the way D&D and AD&D existed during their first editions. And instead, what exploded out the movement? What lessons were learned? The OSR succeeded in reviving early 1980s D&D, making "B/X" the de facto core system, and in doing so it promoted a kind of "neo old-school" play style that focuses on lethality and challenge and player agency and open-endedness… but also a campaign structure that is fundamentally "proto-trad." By this, I mean: kids who learned D&D on the Holmes or Moldvay Basic Set, playing D&D around their kitchen table with three friends? That's what inevitably leads to games where everyone has something to lose. Players with "precious" characters whose death would mean the death of a campaign. DMs with "precious" plots that require behind-the-screen railroading techniques like dice-fudging and the quantum ogre. The game becoming "a story about this cast of characters" is something that quite naturally arises from small, fixed playing groups. And that's how you go (in incremental steps) from 1e to 2e to 3e to where the mainstream of the hobby is now. But the OSR theorists and bloggers mostly whiffed on the lynchpin that makes the *old* old-school play-style really work. (And by this, I mean the way Gygax et al. played in the 1970s, which is not to discount the fact that even in the 70s, there were *lots* of different play-styles already, including the heavy emphasis on DM-created plotlines and in-character play-acting in the West Coast/Arduin scene.) A really old-school game is half a wargame, which is to say, the campaign structure requires a club environment. Lots of players, maybe even multiple DMs, and the players running lots of characters, all of which exist in a single persistent campaign milieu. Something a bit like the so-called "West Marches" structure, but a better description I've heard is the "massively multiplayer offline RPG." When you have that feature in place, everything about old-school D&D makes sense. Random character generation, easy character death, characters not being permitted to share spells or magic items, the emphasis on building towards a stronghold and a private army. The ethic of players treating the campaign milieu as a real place (rather than just a backdrop for encounters), and also the emphasis on clever solutions to offbeat challenges in play; the ethic of the DM not altering the milieu (or fudging the dice) on a whim so as to abrogate player agency. Gygax's infamous "STRICT TIME RECORDS!" All of it flows from a presumption of a large and inconsistent player-base (and players all having a selection of characters to draw from on a per-adventure basis) within a single campaign.
@The_CGA
@The_CGA 3 года назад
What if the dominant revivalist thread within the hobby concerned itself with something else? What does it want? What if it wanted something else ? I disagree that club games and large open tables are a necessary condition for verisimilitude, referee jurisprudence and continuity to come to the fore of gameplay. A sufficient condition from which that play might emerge? Sure.
@johnhiggins6602
@johnhiggins6602 3 года назад
@@The_CGA I'm not staking a claim so black-and-white as "necessary," but *conducive* would about cover it.
@Impossible_Emporium
@Impossible_Emporium 3 года назад
So in summary... 26:06 So with "Inviting Fortune" in OSR, you're really talking about Chaos (or as Nick Larocco said, "The fickle hands of fate") been a core part of gameplay, instead of the curated 'story' experience. 28:09 "Opening to Open-endedness". So adapting to the situation within the adventure, instead of the dictates of the story. Or having your characters face additional narrative complexity to achieve their goals 33:34 "Symmetry Remains" Where all actors within the game (PCs & NPCs) live within the same game logic (or mechanics). I'm not been too worried about OSR or what defines OSR. Many of the OSR elements you've talked about touch on the facets of gameplay I enjoy. Firstly, Dice are the fickle hands of fate. Secondly, there is consistency in the world through Symmetry, where the players are just a part. And not the glorious heroes who'll transform the world through their sheer existence. And thirdly, player choice is critical to surviving the situations you find yourself in - to research enough about your enemy to overcome them - to manage your resources & gear to delve into the dungeon, but more importantly, walk out of it. - to be tricky enough deceive your opponents with a cunning plan - if faced with an overwhelming situation, you learn to get out of there. * The above points about player choice, help you live the adventure because your consequences matter. This is an emergent thing you learn through the experience of play. However, if you remove the consequences, you also remove risks, the challenge, and some of the drama. And the game loses something because of that
@FMD-FullMetalDragon
@FMD-FullMetalDragon 3 года назад
The game Against the Darkmaster is an OSR game of MERP/Rolemaster. I see OSR as being more than D&D. To me, it's any rpg made today that's a reimplementation of an older game that's at least 15 years old and the original publisher has stopped making releases for.
@saunderl
@saunderl Год назад
Original Style Revolution?
@MySqueezingArm
@MySqueezingArm 3 года назад
It might just be me, but you sound kinda quiet on the video.
@The_CGA
@The_CGA 3 года назад
Hmmm I am experimenting with a new plug-in stack for audio which for now is just a soft knee compressor with a modest ratio and some make-up gain. So the peaks in my audio may not be as intense…the dynamic range should be less and more opportunity to apply your own gain to suit tastes if one is using a speaker with an analog power amp like traditional external computer speakers or car stereo. However the overall signal is likely not as saturated as in some of my other videos as I held off on setting up dynamic EQ or a limiter. Devices with digital-only volume control and low wattage like phone speakers or headphones. This is all to say, I’m actively working on polishing the audio situation to get more presence. Dynamic EQ to add more air (high end), Stereo widening and a tube-modeled limiter are next.
@MySqueezingArm
@MySqueezingArm 3 года назад
@@The_CGA That was exceptionally thorough thank you. To clarify, I am using lower end bluetooth earbuds on my phone. I'm using ViperFX for Android tuned towards a podcast EQ. I need to bump up to Max volume with this video, but usually can sit in the 50-75% range. If needed I can test with wired earbuds (I have a built in DAC) to compare.
@grimebear
@grimebear 3 года назад
Suffice it to say, you say suffice it to say a lot. Interesting video though.
@The_CGA
@The_CGA 3 года назад
Well, would you rather I do the standard RU-vid greeting of “HAY GUYS WHATS GOING On?” Keep in mind this is a livestream VOD, I prepared this as I might for a seminar at a convention, but without the benefit of an live audience to riff upon. In my scripted content I certainly strive for more clever transitions Stick around and in time I may improve my diction in summative statements~ cultivating stage presence and an understanding of the audience is a journey when one approaches content creation without copying the style of others. The watchword around here is “original content.” Thanks for stopping by!
@grimebear
@grimebear 3 года назад
@@The_CGA I was teasing, and enjoyed the vid! Subscribed!
@ichisichify
@ichisichify 2 года назад
OSR = TSR era D&D retroclones. if you want something else, just call it something else. Personally i really dislike the idea of luck points or fate points or whatever. i don't like "meta mechanics" like that, that don't model anything that's "real" to the game world.
@The_CGA
@The_CGA 2 года назад
It models the force of genre. In the OG Dungeon Masters’ guide, Gary relates a tale of someone complaining about “why should a dude get a saving throw vs. breath weapon if he’s chained to a rock?!” And Gary’s reply: “it’s a game about heroes, this isn’t a realism jam folks”
@Shadzar
@Shadzar 3 года назад
How can "OSR" mean something "different" when it has no meaning to begin with? OSR to some is all the fake TSR D&D "retro-clones". Fantasy Heartbreakers comprised of some random person's house rules. To some it is 3e D&D like Pathfinder. To others it is heavy focus on wargame elements. To more still it is just going back and paying older editions of D&D and other games from the 80s and has nothing to do with any new products on the market. Other people will say it is various other things not mentioned above. So before you can ask what if "it" was different, you have to have someone, anyone, actually define what OSR is to begin with, because if you ask 100 people, you will get 102 different answers to "What is the OSR?"
@The_CGA
@The_CGA 3 года назад
If you ask 100 different people, a cross sectional zeitgeist will be evident in the varied statistics. The question of the “what is it” in a fundamental, platonic sense is irrelevant to this analysis. As usual, I think you are writing a long-ass comment based on the title and thumbnail without considering the content of its aims… “What is it” is not asked here as a Platonic question, but as a cultural and social entity (which will exist regardless of what people want it to be or wish it to be). It arrived at its present as an emergent of antecedents. (Like the finch primer and Zak’s writings discussed here) A question of “what if” is not immediately invalidated by an indistinct or controversial actuality. Have a nice day!
@Shadzar
@Shadzar 3 года назад
@@The_CGA Probably a good idea you don't get paid for thinking then, because I watched your entire dissertation on the Filch thing, and still it doesn't mean anything when the OSR itself, can't decide what it is, or what it means. Neither the players, nor the publishers. My entire comment was agreeing with you, that there is no defined meaning to OSR, but at the same time saying since it really means nothing on the whole, how can it mean something different? There is not a consensus to what it is, and it changes daily depending on which group you ask.
@The_CGA
@The_CGA 3 года назад
Have a nice day! Byeeeree
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