Tuesday, December 24, 2024

Modern Play Means Freedom From Restraint

Last week: The Big Difference Between OSR and Modern/5E Playstyles

To summarize last week's post, PCs in 5E and other modern games are free from social and political norms, institutions, and rules. And that freedom is more essential to the appeal of modern play than any particular combat loop or class power.

Examples are easy to find. Take Critical Role, one of the most prominent examples of modern-style play in the 5E age. Both the first and second seasons of Critical Role feature parties who violated laws, disregarded customs, and generally acted like real shitbirds. The characters were, to varying degrees, misfits and scoundrels. But they never faced the consequences that misfits and scoundrels would face in an OSR game. If they died, their deaths were dramatic and tragic, not mundane and tragicomic. And when they succeeded, their success was epic. Success wasn’t just a haul of gold to spend carousing in town. Both of those campaigns ended with world-spanning quests to save the world. OSR PCs who flaunted social and factional constraints the way Critical Role PCs would not save the world; they would die, quickly and unceremoniously.

Running 5E with an OSR mindset, I was constantly reminded of how many “get out of jail free” cards 5E characters had. That could be literal jail; at all but the lowest levels, most 5E PCs have a range of skills that trivialize mundane incarceration. But it also applies figuratively. Factions simply cannot hope to constrain PC action in a modern game in the same way they would in an OSR game.


Dragon

Dragon by Millennium Hand


And this distinction is not unique to modern vs. OSR play. A huge part of PBtA-style games, and other story games, is tools baked into the core of the game that explicitly create leverage and seed consequences for disregarding social rules and laws, or for recklessly standing in opposition to powerful factions. Faction play is still useful in 5E; if nothing else, factions have numbers and time on their side, so they can act against PCs even in modern-style play, because those PCs simply cannot be everywhere all the time. But it takes a lot more work to make it happen.

Listening to 3d6 DtL’s Arden Vul podcast, I was repeatedly struck by how the idea that “the world reacts to your actions” created situations that the players could at best hope to endure, not overcome. When a dragon shows up and makes demands of the party, it is not a dramatic cutscene. It is not a preview of a boss battle a dozen sessions down the road, in which the PCs will almost certainly prevail. The dragon is orders of magnitude more powerful than the PCs, and if they don’t understand and appreciate that, they will die, suddenly, ignominiously, and deservedly.

To turn the question around, I have also found that modern-style players can adapt quite quickly to OSR play. When I run Knave for players who have no background or investment in the OSR, they very quickly grok the danger their characters are in, and intuit the risks of acting in defiance of the world they find themselves in. They start asking more questions, thinking further ahead, and generally taking the world and its factions seriously. Give a player a character with 2 HP and a rusty knife, and they don’t need you to explain styles of play to them; they figure it out very quickly all on their own.

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