clearing my drafts. if you want to read this post properly then find something psychoactive and hallucinate it as well articulated and elaborated. one day i will come back and make a proper version of this post so i can share it with the irl friends i have who arent terrible brain-rotted by the blogosphere already
if anyone is reading this and they know of a post which articulates any of these points in greater detail, drop a comment!!!
reasons to like the vague osr sphere
- DIY ethos
- actual stakes
- lighter rules -> faster play
- lots of weird cool content and inspiration
- allows for low-magic fantasy much easier
- cool art
- dungeon CRAWLING IS COOOOOOOOOOL (aesthetics of ruin my beloved)
- fantasy slice of life
fantasy slice of life = willingness to embrace the "fiddly bookkeeping" rules but in a way that doesnt suck via innovating on them to make them easier and funner to use
- focused on problem solving and challenge -> prioritising choice over dice rolls
- lots of tools and information on sandbox campaigns. agency is king
- return to the old challenged based game loop of the dungeon crawl -> delve into terrible pit, collect treasure, move slower cos youre ladden with treasure, moving slower means torches burn faster and youre more likely to run into MONSTERS (also wandering monsters dont have treasure, and you might be tempted to leave important items behind to get more treasure etc)
- treasure = XP, means that the game is focused more on exploration and problem solving than with murder. generally adverse to combat because of its meaningful and deadly stakes
- world-first gaming is cool, and theres a lot of development in making systems or philosophies that cleave closer to that ideal (compared to just pushing abstracted buttons)
- strongholds and stuff!
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