Between this and the mini-game variants you posted upthread, the sheer nostalgia is killing me.
Not in a bad way mind you. I just sorta miss those sorts of play and the weird creativity of it all.
Are we sure there isn't already some Scandinavian metal band with that name whose t-shirt you could buy?
It just seems like something that should exist.
Generally, OSR coalesced around one form or another of early D&D with 0E and B/X being the most popular core sets to play with and mutate.
And yes, it also tends to center around dungeoneering.
So, no, it doesn't tend to be very much about other early games, even ones contemporary with those...
In older versions of CoC (based on BRP), generally the skill increase was fairly quick for surviving characters when...
1) The skill was something started at a low-ish value, but not terrible (so 20-25% range) and
2) Had in-game justifications to be rolled multiple times in an adventure, so as...
Damn? What will I do with all of this gold?
I mean the only things in here that cost those levels of gold are fortresses, armies, and navies.
Maybe a little to make some new magical abilities too.
If only someone had pointed out what to do with all of this!
IOW, I'm pretty sure the goal was...
Something along those lines should really appear in almost any sort of RPG with a mainstream ( GM + players) style game ( and in appropriate variations for every other sort or RPG).
BTW, just as a nod to the question in the title of the thread:
OSR, to me, is looking back at early play and voluntarily limiting yourself to certain aspects of it (mechanically and in playstyle), then positing developing from those.
In the actual early era. yes, naturally there was all sorts...
There has often been more than a little tension between games where players can presumably hare off in any direction and ones where there is assumed to be at least something very basic tying everything together.
Both tend to be held in high regard by RPGers with little thought to the issues and...
Like simlasa, I heard about FM, but never read the original stories, so I already pictured him a bit like you've described.
(Also as a deeply flawed opponent of foreign imperialism in the Far East. Maybe more of a Claremont Era Magneto type antagonist)
There's a chance you may be overthinking it.
Not trying to be mean to you, but I've seen people twist themselves up in knots over decades trying to justify dungeons in settings.
It's just an arena where the action can take place; the fiction behind it is just window dressing. It can become...
Oh, hey, that reminds me of something. Did anyone use the variation where "monster" xp value was simply handed out as "encounter" xp ?
As in, as long as the PCs had some sort of significant interaction with the "monster" (and it was significantly different from what they'd encountered before or...
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