@Ziggurat @mozz I also have very little combat in my games, but I use random encounters all the time because they make the setting dynamic.
I don't equate random encounter with random combat, an encounter can be something to interact with, talk to, run from, or plenty of other things.
I also don't equate "random" with "unrelated to the rest of the adventure", part of the fun of random encounters is figuring out why and how an ogre ended up on top of the ruined tower, and building on that.
@copacetic Glad to see I'm not the only one disappointed by the heavy focus on combat 😅.
I'll still give it a try, though, I want to see the game in action at the table. It could be a good middle ground for playing a system that's not too heavy with players that like character building.
@Enfors There is no final definition of NSR yet because it is still a movement in the making. Some have been using it to classify games that break retrocompatibility, others to reclassify OSR games that focus on minimalism, others to distance themselves from the "right-wing" part of the OSR, others yet to speak exclusively of games coming from Yogai's NSR community…
It's a creative shift but the delineation is fuzzy and lot of games will fall somewhere between the two labels.
@HexedPress I translate player-facing game materials to make it easier to play with non-English speakers.
https://www.whidou.fr/en/