Monday, June 26, 2017

Refining the Elevator Pitch

My personal OSR odyssey has focused on determining what is good about the old game; to develop the rules that promote play focused on those good things; to automate the rules (via idiot-proof charts and worksheets); and to strip away everything else. I want a dune buggy, not a Winnebago.

So again let me take a stab at the elevator pitch for a game of OSR D.

This version of D&D is much like a board game. You draw out your own board and you design your own pawn like in other versions, but otherwise it runs a lot like a board game. There are mini games based on exploration, on resource management, on negotiation, and on combat or avoiding combat. The relative importance of the several minigames descends in that order. The object of the game is to accumulate wealth and therefore power.

Alongside this board game structure, your pawn will act like a real person in his imaginary world to the degree you wish him to do so. But there is no story reward.  In fact, there is no story presented beforehand- you, the several players must direct yourselves in search of the wealth you need to become powerful rather than being content consumers like we are when we try adventure paths and so forth. The story will be told after your men achieve fame or infamy, and the heroes of the tale will simply be those men who survive.


What do you think of that? Do you think it captures the spirit of older D? Would it interest some players from the new school? How can we make it be better?

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