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There may come a time in a post-OSR (or NSR, or plain old OSR - whatever, choose your acronym) gamer's life where they feel compelled to study the old ways.
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Culture It doesn't take much browsing of (non-5e) tabletop roleplaying hobby spaces online to see that much of the conversation on games is centred around rules, how to use them, the differences in rules between one game on another, System Matters, and so…
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This is a playful thought experiment.
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The best thing anyone can do to learn about and understand the playstyle and perspective that Vincent and Meguey Baker brought to the tabletop RPG hobby with Apocalypse World is to read the game itself (ideally 1e or 2e, for the original sauce), then the…
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Problem 1 Time.
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For context: this post is inspired by a question posed in an excellent podcast episode recorded by Thomas Manuel for Rascal News, in which he reads and responds to the Warden's Operation Manual for Mothership.
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I love the Into the Odd / "Oddlike" / "Mark of the Odd" design space, these games feel natural to referee, they are "rules light" but the rules are highly impactful on play, they leave blank spaces in ways that invite the referee and players to be creativ…