Through
some channels I’m in I often hear a boasting of people how they are
lucky they are playing OSR and despise anything that has to do with
D&D5e.
I’m glad they’re feeling lucky and happy with the games they are
playing, but I feel no need to kick other games down. I’m writing
this article from a perspective of someone having ran many D&D5e
games and having played and ran in many sessions
that fit within the OSR. I love both mindsets of gameplay, and
they are very different from each other, but they can still co-exist.
I see D&D5e much as a game that revolves around the character
sheet, more than about the personality of the character. The 5e
character has a lot of abilities and there is a lot of choice in what
you want to do and can achieve during encounters. The pure range of
all these possibilities is what attracts me to D&D5e, but, mostly
during combat encounters, the games I’ve played in devolve into
ability uses. The storytelling halts there; only the DM that recounts
what happens is still interested in weaving all together and creating
a single story out of it. Most players are just happy to roll the
dice and say what attack they will use.
In the OSR games I’ve played [Low Fantasy Gaming, Maze Rats, Mörk
Borg] you often lack abilities (and health) and are encouraged to use
more of the environment and all the little things that can grant you
advantage in combat. The players always look for other options,
whether talking, shoving, grappling or stealthing, instead of
engaging directly with a weapon. The storytelling is often done by
players and DM alike during their turn.
I like the many abilities and choices that 5e gives and I
think they could add a lot to the story. Meanwhile, I also like the
searching for other means of engagement in OSR. In this article I
want to see if the two can be brought closer together and what
happens if you take the story-heavy progression of OSR and put that
in 5e, and what happens if you take the many abilities and
try to fit those in Mörk Borg.
I
would like more story-heavy progression in D&D5e
This is true for me. A D&D5e character often takes a rest in a
safe space and would find them self leveled up, full of new abilities
and spells to use. With that last monster they killed, they has
enough experience to gain those new powers. I’m not sure how they
do it, but it’s a magic world. I’m going to suggest some things
to make a character progression in 5e more believable,
suggestions that would be found in the OSR community. After that I
want to look at the character progression of one class and see how
that fits.
– First of all, I think most characters would need a mentor of some
kind. Someone to learn them the skills and tricks of the trade. You
wouldn’t be able to progress if you don’t take the time to learn.
The positive of this is that a mentor would teach you (in return for
something?), but could also pose as a villain or ally later on as
they already have a bond with the character. Negatives of the mentor
are that it can cost a lot of focus on one particular character,
while the rest sits idly by. Also it can take a long time for the
players to reach the mentor if they are out in the Wilderness. The
first negative can be caught by doing it in a personal downtime
session, should you have time for that. I don;t think the second
negative can be countered, it’s just how the story could be.
– The mentors can send characters on quests to retrieve items for
them, as payment for their teachings, or could ask for a large sum of
money (as economy in 5e is awful). They could also send
you to places where you could learn more skills: think about pointing
you towards a spellbook with great powers.
– I would keep the mentors around from 1st to 5th level. After that
the players are mostly on their own. The mentor could come back
later, after around level 14, to aid or destroy the acolyte they
raised.
– Between 5th level and level 14, the players should be
auto-didactic and should come across places and items that teaches
them new skills. I would suggest making some spells and abilities
only available in certain places and cultures. This encourages travel
and seeing more of the world and also limits the abilities a small
bit and adds story to them when they finally learn the power.
– I think between 5th and 14th level, the players should settle
somewhere: a place called home. Even though they wouldn’t stay
there often, it could attract people that want to serve as teachers
and it could serve as a place for experimentation. I’m a big fan of
the idea of a stronghold, whether a keep or a temple or a wizard’s
tower. That should help them increase their powers too.
– When reaching High Level, their powers must come from a powerful
enemy to beat. A nemesis. Or maybe as a gift from a God if you helped
him. It should become much more rare to gain a new ability.
That’s what I propose for character progression in 5e,
which will slow it down by a lot, but also make it, in my view, more
interesting. It still doesn’t solve the combat problem though. For
that, I have other ideas, which I will explain in a later blog post.
It’s about terrain and environment to use within the 5e mindset,
and I’m planning to write a whole book about the matter.
How
to add more (combat) abilities to the OSR
I would like to see now how I could add more abilities to use in
combat, to a game like Mörk Borg. I think the most important thing
here is to start from the premise of ‘story is most important’. I
think the Unheroic Feats in the Mörk Borg Cult: Feretory
zine, is a good example of how you add more interesting powers to the
characters by strengthening the story. I would like to propose a
different, but similar form of progression for Mörk Borg.
Every class and character has it’s own weird habits like cursing to
everyone, or collecting teeth, or doing other possibly detrimental
things. I think it would be fun to explore that concept, which is
written in the backstory, and really build on that.
A person collecting teeth could become an artisan of teeth. He now
has enough (after an event) and wants to craft something out of it.
Or the person could be really good at seeing how much a tooth or fang
would be worth. In both cases, they could now gain a small benefit
that is based on their story progression.
The person who is cursing, could become famous for the curses that no
one heard before, and invited to a party to be entertainer. Now they
have a contact, which is story progression and helpful.
Anyway, I think the Unheroic Feats of Feretory are great and do most
of this already. Take a look at them, make more of them and make
lists of small story progression steps players can gather during
their games. I think that will increase the range of possibilities
for OSR games.
Conclusion:
I like the mindsets of both OSR and 5e and I’ve tried to come up
with some ideas to apply to the other side. I hope you liked this
post. I’m looking forward to telling more about my ideas for making
5e combat more story engaging to players and DMs. I might add another post on this topic later though.