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A Historical Look at the OSR
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<blockquote data-quote="Thomas Shey" data-source="post: 8516906" data-attributes="member: 7026617"><p>I think a couple of OSR proponents already have, which is the only reason I mentioned it.</p><p></p><p>And yes, this problem was visible--rather early.</p><p></p><p>Regarding your post about OSR applied to other games--I can see an argument for not using it to apply to games still in publication (which pushes my example of Cepheus Engine out), but how about retroclones of Gamma World or Marvel Superheroes, both of which exist, and both of were out of print at least as long as most of those early editions of D&D? And which arguably also have distinct playstyle differences?</p><p></p><p></p><p></p><p>You'd think they were trivial or minor offshoots to hear some talk about it.</p><p></p><p></p><p></p><p>Honestly, that's what I mostly feel is true, but that doesn't mean having some structure to what a campaign is about is somehow outside the bounds. Yes, early games tended to be more sandboxy, but its not a binary thing here.</p><p></p><p></p><p></p><p>The problem is it also tends to get bundled up with support for structural things that didn't really have anything to do with that playstyle per se. As an example, the really soggy attitude you get on some OSR proponents about anything but random character generation. That's got nothing to do with whether your doing sandbox style play or the early quasi-caper play.</p><p></p><p>Now, not everyone in the OSR feels that way; Kevin Crawford is willing to accept to arrays for example. But there's a lot of odd attachments that don't seem to have anything related to any particular style so much as just general resistance to anything that came after the period they call back to.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8516906, member: 7026617"] I think a couple of OSR proponents already have, which is the only reason I mentioned it. And yes, this problem was visible--rather early. Regarding your post about OSR applied to other games--I can see an argument for not using it to apply to games still in publication (which pushes my example of Cepheus Engine out), but how about retroclones of Gamma World or Marvel Superheroes, both of which exist, and both of were out of print at least as long as most of those early editions of D&D? And which arguably also have distinct playstyle differences? You'd think they were trivial or minor offshoots to hear some talk about it. Honestly, that's what I mostly feel is true, but that doesn't mean having some structure to what a campaign is about is somehow outside the bounds. Yes, early games tended to be more sandboxy, but its not a binary thing here. The problem is it also tends to get bundled up with support for structural things that didn't really have anything to do with that playstyle per se. As an example, the really soggy attitude you get on some OSR proponents about anything but random character generation. That's got nothing to do with whether your doing sandbox style play or the early quasi-caper play. Now, not everyone in the OSR feels that way; Kevin Crawford is willing to accept to arrays for example. But there's a lot of odd attachments that don't seem to have anything related to any particular style so much as just general resistance to anything that came after the period they call back to. [/QUOTE]
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