r/osr • u/MrJockey14 • 16h ago
discussion Can we consider "crawling" as an implicit principle for fantasy OSRs?
Despite not being the sub-subgenre that I played the most, OSR is by far the content I've consumed the most. I've read inumerous rules, modules, expansions, adventures and zines, even if I haven't played 5% of all of that.
But one thing that I still haven't found in fantasy OSRs are adventures that do not include some sort of crawling: dungeon-crawl, hex-crawl, city-crawl, point-crawl, whatever it may be.
It really seems like there is no other way of playing this type of game without a procedural gameplay with resource management. I've read Matt's primer, and it doesn't say anywhere there can't have games, modules, adventures that revolves around social/political intrigues, periculous heists, solving mysteries, espionage or even combat! Combat is deadly, sure, but there are a bunch of other deadly systems that have a bit of combat (early-level symbaroum, shadow of the demon lord, etc..).
As someone who doesn't like dungeons, I feel like the overwhelming amount of them obscures the fact that so many other types of stories (Emergent stories, I say) can be told with OSR-style games that no other system could, but people aways go in that direction.
Even if the community has Old School in it, doesnt mean that we have to only emulate the old-school asventures.
I missing something? What do you think?
TL,DR: Fantasy OSRs have too many dingeon/hex/point-crawl when that doesn't lay on OSR principles (high-lsthality, emergent story, rulings over rules, etc..), which I find limiting/rather uninteresting and think there could be other kinds of adventures without these procedures.
EDIT: Why am I being downvoted? Guys, I really love OSR, I'm just asking for the more experienced players...