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Is there room in modern gaming for the OSR to bring in new gamers?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9077111" data-attributes="member: 6790260"><p>Because feel has more to do with:</p><ol> <li data-xf-list-type="ol">How comfortable you are while playing it</li> <li data-xf-list-type="ol">How confident you are about decisions you make while playing</li> <li data-xf-list-type="ol">Whether the holes (because every ruleset has 'em) are in places you care about or not</li> </ol><p>Each of these applies triple if you're running rather than playing.</p><p></p><p>It literally has nothing to do with whether the rules are effective or not, whether they are broken or not, whether they are balanced or not. People will still argue about those things until the end of time--again, people flip out about <em>something</em> every book, even people who will swear up and down that they don't give a hoot about balance. But ineffable "feel"? That comes down to stuff completely external to the actual design of the game.</p><p></p><p>It feels familiar, therefore it is familiar, therefore it is good. If something feels unfamiliar, it doesn't matter how well-made it is, you'll dislike it, you'll feel uncomfortable using it, you'll constantly second-guess yourself, you'll feel trapped by even the broadest and most genially-worded rules and feel abandoned by even the most supportive and constructive ones.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9077111, member: 6790260"] Because feel has more to do with: [LIST=1] [*]How comfortable you are while playing it [*]How confident you are about decisions you make while playing [*]Whether the holes (because every ruleset has 'em) are in places you care about or not [/LIST] Each of these applies triple if you're running rather than playing. It literally has nothing to do with whether the rules are effective or not, whether they are broken or not, whether they are balanced or not. People will still argue about those things until the end of time--again, people flip out about [I]something[/I] every book, even people who will swear up and down that they don't give a hoot about balance. But ineffable "feel"? That comes down to stuff completely external to the actual design of the game. It feels familiar, therefore it is familiar, therefore it is good. If something feels unfamiliar, it doesn't matter how well-made it is, you'll dislike it, you'll feel uncomfortable using it, you'll constantly second-guess yourself, you'll feel trapped by even the broadest and most genially-worded rules and feel abandoned by even the most supportive and constructive ones. [/QUOTE]
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Is there room in modern gaming for the OSR to bring in new gamers?
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