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James Ray's avatar

I agree with most of this, and implemented most of these directives into my Mausritter campaign as a natural extension of the game's mechanics. It's manifestly true that OSR play works better than conventional play, and OSR content creators should be making that argument, instead of trying to "have their cake and eat it too" by pretending the tools, rules, and environments they design can be used in either type of play.

However, I disagree on the 1:1 timekeeping thing. Timekeeping with a calendar is essential, but you only need to peg it to real world time if and when players are opposed to one another. If all your players are willing to cooperate on some level, then giving players the latitude to burn days or months on schemes opens up as much player freedom as curtailing hostilities closes off.

Making players create characters who can cooperate on a per-session basis allows characters to split up in-session without necessitating that players split up into rival play sessions. If Xanthir and Ogrilon come to blows and part ways, then Mike creates a character that can cooperate with Xanthir and Dave creates a character that can cooperate with Ogrilon, and we now have 2 parties of characters while keeping one party of players.

At my open table, time can move forward to any extent during sessions. PCs who aren't participating are bivouacked in town where they're safe, because every session ends with an automated retreat to a settlement. There are no downtime rules. If players pass a month in-session, a month passes for everyone.

Mausritter has a robust factions system, and that system keeps time pressure on PCs who care about it, and takes that pressure off of PCs who don't. NPC factions get 1 turn per session and 1 turn per month, so time-killing will move events forward without the player's input. 1 day also occurs between sessions, to give NPC factions time to execute a turn.

Opening up time as an axis of movement for players opens up options for the DM and for the players. If players want to spend a month draining a flooded cavern with teams of workmen, they can do so trivially. If I want to create a trap that sucks the party into a pocket dimension for a month, I can do so without interrupting the session. In my experience, it can take a little finagling to get players to understand the power of waiting around or running "automated" behaviors, but once they get it, it's a lot more valuable than the conflict that real-time timekeeping would enable by ensuring that no one party could steal a march on another mid-session. With only 10 players in my player pool, none have ever expressed any interest in competing with one another anyway.

With multiple DMs or competing parties of players real-world timekeeping would certainly be essential, but I don't see it as a pillar of OSR play, so much as rigid and self-consistent timekeeping is.

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Kodiak's avatar

An explanation of BROSR ideas *without* a single wrestling gif or muppet reference?

A well wrought article with plenty of citation. As complete a definition of "conventional play" as I have seen and though I've used all the ideas here before in my own games I will surely be returning here to study and refresh my understandings as I prepare for my next campaign.

Looking forward to BMD as ever. Excellent post.

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