In this thread:[OSR] What do we like about Old School?
people talked about different things they liked about Old School and Old School Revival games. How about we go a little deeper?
So first a couple of lists. (if you want me to add or reword something whisper me and I'll add it to the OP.)Things people like about OSRRules:
High lethality promoting smart play, Mechanical Transparency, Failure, Simple and Focused Rules, Gaps in Rules leading to creative solutions, Sandboxy / No Railroading, Description matters, Surreal/Creative Solutions The GM:
Defined Asymmetrical GM/Player Roles, GM Trust, Concrete Preparation Characters:
Quick Character Generation, Characters build for 1 or 100 sessions, Backstory Created through Play, Ease of Play, Tradition, ExplorationNew OSR Techniques
Non-tactical combat, Maps not grids, Open Gaming Content,
and...Some hallmark OS/OSR mechanics:
Hit Points, The 6 stats, 3d6 Stats that translate into modifiers, Armor Class, Initiative Rolls, Attack and Damage Rolls, d20 Success/ Failure checks, Skills, Purchasing Equipment, Experience Points, Leveling, Adding skills + equipment + fictional positioning to calculate the odds of success, GM Arbitration, and here is a question:
What mechanics are essential to the experience you are looking for in OSR? How do they create/shape play?