OSR Explorers: Cairn [ EDIT ]

This game has been retired! That means it's no longer being run.
Exploring the OSR
Up First: Cairn 2e
Hello folks! With the influx of new players to gamersplane.com recently, there's been some solid thought put towards how we can all make the community an even more vibrant and welcoming place. My little part of that? Running some OSR style games for people who are new to the site, or perhaps just new to that style of play.

I'll start things off with this OSR Interest Check thread, but I'll move to a specific game and scenario for recruitment once I have an idea of how many folks are interested, and in which games.

Some gamers struggle with "OSR" (Old School Renaissance / Revival) as a tag or descriptor for games, and while it does mean different things to different people to a degree, I find it really sums up some specific things I love to see in my fantasy rpgs.
https://i.imgur.com/Pj3TTFOm.png
Here's a quick breakdown of what I mean by the term, in the context of what I'm hoping to run on GP:

Rulings Over Rules
I'll generally stick to the rules as written, though I might house rule certain things I feel are missing from the ruleset -- for example, if there are no rules for rolling a natural 20, or a Natural 1... I'll add some. You'll see that many of these systems just don't cover all the corner cases other RPGs do -- swimming, falling, chases, grappling, aiming, holding your breath -- and on and on. OSR games favor "rulings over rules," which means the GM has the ability to make situational, on-the-fly rulings as the need arises.

Simple and Flexible Systems
With these types of games, I prefer simple and elegant core mechanics that leave plenty of room for player creativity and improvisation. You won't be told you can't do something because you don't have the right Feat on your character sheet or there's no precise "action" that fits what you're trying to do.

High-Stakes Lethality
The games can be deadly, and combat is often either a last resort or something you want to prepare carefully for. Decisions can have lasting consequences, and it pays to not get too attached to characters in the early stages of the game. Also keep in mind that combat encounters are absolutely not balanced -- you can and will run into foes you should not fight head-on.

Player Skill is Emphasized
Strive to interact with the environment around your character in clever and resourceful ways. Be creative -- the answer will not be on your sheet, typically.

Emergent Worlds and Stories
We can certainly 'ground' the game in a known fantasy world or do work up-front to create one, but narratives and the setting itself often take shape from the play, emerging naturally. Many OSR systems and adventures also come packed with random tables that can really help flavor the game and build this stuff out.

When you get right down to it, OSR play doesn't necessarily look a lot like how people actually played in the 70s and 80s. Some of us believe that's a good thing, and that the attractive bit is actually that OSR games represent an improved and idealized way to play in an old school style. It's nostalgic, but it's better. And for those just starting to dabble in this style of play, it can be a joyous exploration because it can be so different from prior gaming experiences you might have had.

All that crap above, of course, is just my take.
[ +- ] A few intrepid souls are still with me? Well, know that I've got my own quirks as a GM...

Regardless of what I end up running, some basics will always apply...

Inclusivity: My games are explicitly friendly to the LGBT community, people of color and any other minorities or marginalized groups.
Safety Tools: X-Card, Lines & Veils
Subject Matter Warnings: Violence, Brutality, Gore, Murder, Enslavement, Discrimination, Fuedalism, Mild Sexy Times, Mean Nobles, Intolerant Priests, Slavering Monsters, Pus, Bile, you get the idea.
Scope of Game: A single short module, dungeon, or scenario
Duration of Game: A few months
Expected Posting Rate: Daily

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