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SOLOtude's avatar

I'm one of those players used to freeform, narrative dungeon delving who assumed that the procedural mechanics in OSR games were for inspiration moreso than actual implementation. Apologies if that offends any hardcore OSR fans! 😆

However I'm starting a campaign of Eco Mofos which has very procedural overland travel and ruin delving. You've inspired me to engage with the mechanics fully rather than just using them for inspiration.

Eco Mofos is a point crawl, so although there isn't dungeon mapping exactly how you described, it definitely has that risk/reward, push-your-luck element that most OSR games seem to have.

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chrispychickin's avatar

Great article! Growing up in the 70s and 80s my favorite part of playing D&D, Fighting Fantasy etc. was mapping the dungeon as we went. Those periods of turn-taking were filled with everyone drawing their own version of the dungeon according to the DM's descriptions. That became the main activity which would then be punctuated by hilarious attempts to avoid traps and monsters, plus periods of puzzle solving (which was done more as players, rather than rolling dice for the characters). It certainly was a very different hobby back then. It's great to see so many OSR and NSR games, these days, keeping those play-style traditions alive.

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