RPG Evolution: Is the OSR Dead?

As kids who grew up with Dungeons & Dragons have gotten older, they've entered a new phase of gaming. These adult gamers now have enough influence as customers and game designers to return tabletop gaming to its roots. But if their efforts to bring back a past industry end up shaping the future of gaming, is it really Old School anymore? Picture courtesy of Pixabay. The Four Year Cycle To...

As kids who grew up with Dungeons & Dragons have gotten older, they've entered a new phase of gaming. These adult gamers now have enough influence as customers and game designers to return tabletop gaming to its roots. But if their efforts to bring back a past industry end up shaping the future of gaming, is it really Old School anymore?

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Picture courtesy of Pixabay.

The Four Year Cycle

To explain the popularity of the OSR, it's helpful to understand what changed about gamers: they grew up. In the early days of gaming, the time available to early role-players was much more limited, as Kenneth Hite explains:
Role-playing gamers traditionally enter the hobby around ages 12 or 13, before high school. They play until age 16 (dropping out with the availability of a car, and the concomitant expansion of available competing activities), re-enter the hobby in college (when mobility and choice are artificially constrained again) and drift out of it after graduation, marriage, childbirth, or other life changes. By this understanding, a typical gaming group lasts only four years at the most...
That cycle is no longer true. The "graduation, marriage, childbirth," etc. has its own duration, and once life settled in older gamers rediscovered the role-playing games they loved. Their limited time made them crave games they knew, the ones they grew up with. Mike Mearls, Senior Manager of Dungeons & Dragons Research and Design, outlined the dilemma facing today's gamers on a PAX East Panel:
I believe that's what's really happening to tabletop roleplaying, is that it used to be a hobby of not playing the game you want to play. And there are so many games now that you can play to fill all those hours of gaming, you can actually game now, and that what's happening is that RPGs needed that time, we, a GM or DM needed that time to create the adventure or create a campaign, a player needed that time to create a character, allocate skill ranks and come up with a background, and come up, you know, write out your three-page essay on who your character was before the campaign. That time is getting devoured, that time essentially I think is gone, that you could play stuff that lets you then eventually play a game or you can just play a game. And people are just playing games now.
This nostalgia fueled the creation of many imitators, some successful, some not -- and the brand owners of D&D had a sometimes contentious relationship with their fans, as well shall see.

Love D&D, but Don't LOVE D&D

Budding game designers have always tinkered with the games of the past. Throughout the 90s, a lot of energy went into improving Dungeons & Dragons without really breaking fully away from it. Ron Edwards called them "fantasy heartbreakers," which he described as:
...truly impressive in terms of the drive, commitment, and personal joy that's evident in both their existence and in their details - yet they are also teeth-grindingly frustrating, in that, like their counterparts from the late 70s, they represent but a single creative step from their source: old-style D&D. And unlike those other games, as such, they were doomed from the start.
One of the reasons "fantasy heartbreakers" existed was because there was no legal means for aspiring game designers to easily launch their own variants. Frank Mentzer, the father of the BECMI version of D&D, explained to me in an interview:
In the Bad Old Days, TSR filed a lot legal actions against fans who tried to publish things that, in the opinion of TSR's lawyers, infringed on their property. But in 2000, WotC created the "Open Game License" (OGL), which changed all that. If another company published an adventure for the D&D game and simply included that License (a one-page thing), they didn't get sued. Wizards didn't have to beat up their fans to appease the lawyers!
Eventually, the tide turned as gamers became less interested in improving on D&D and more in recapturing the elements of the game they enjoyed. They also had a back catalog of content they wanted to play again, so compatibility was paramount. The proliferation of older gamers and the Open Game License (OGL) primed the market for a gaming renaissance. What, exactly, that renaissance constitutes is open to interpretation.

What's OSR Anyway?

Shannon Appelcline defined the OSR in Designers & Dragons:
The OSR in OSRIC stands for “Old School Reference.” The grassroots movement that it generated also uses the abbreviation OSR, but with a different meaning: usually “Old School Renaissance,” but maybe “Old School Revival.” Some people also say that OSR can mean “Open Source Rules,” since that was the initial intent of OSRIC — though this idea has faded in recent years.
Mentzer defined OSR a little more broadly:
Whether the "R" in OSR is Renaissance, Revival, Resurgence, or something else, the "OSR" is simply a Re-appreciation of the simplicity of the original games.
Whatever the definition, the sheer number of OSR-style products in the early aughts meant it was more than a passing fad. Eventually, the OSR became so powerful that it began shaping how designers thought about game design, most specifically the latest incarnation of Dungeons & Dragons. Mentzer explained what changed when I interviewed him:
The evolution and changes in the D&D game have often increased what we designers call 'granularity' -- the level of detail at which you handle combat and other events. But when it's more granular, it takes more time to resolve all those details, and that means a slower game. This is neither right nor wrong, but is definitely a Style. If a player learns a 'newschool' game and is happy with it, great; I'm absolutely in favor of ANY game that we play face-to-face, in contrast to the online or computer game experience. If that player is then introduced to a less-granular game with faster play, he or she may incline toward it, and often that way points toward Old School.
The OGL would provide designers a means of expressing all of these play styles and more.

Enter the OGL

Ryan Dancey, VP at Wizards of the Coast (WOTC) leading Dungeons & Dragons at the time, launched the OGL with the intent of ensuring D&D would live on in perpetuity. Citing the Theory of Network Externalities, Dancey envisioned a license that would bolster sales of the main Dungeons & Dragons rule books by encouraging more players to play ANY role-playing game. Dancey called this the Skaff effect, named after game designer Skaff Elias:
All marketing and sales activity in a hobby gaming genre eventually contributes to the overall success of the market share leader in that genre.
Using the OGL, WOTC's efforts opened the way for game companies to take on the risky costs of creating adventures, while supporting the sales of the three core rule books that made up Dungeons & Dragons: the Player's Handbook, Dungeon Master's Guide, and Monster Manual. By opening the license to small developers, the gaming scene exploded, with more content than ever before. In addition to the sales benefits to WOTC, Dancey also hoped that the OGL would encourage innovation:
The other great effect of Open Gaming should be a rapid, constant improvement in the quality of the rules. With lots of people able to work on them in public, problems with math, with ease of use, of variance from standard forms, etc. should all be improved over time. The great thing about Open Gaming is that it is interactive -- someone figures out a way to make something work better, and everyone who uses that part of the rules is free to incorporate it into their products. Including us. So D&D as a game should benefit from the shared development of all the people who work on the Open Gaming derivative of D&D.
This allowed some interesting divergent paths for fantasy role-playing, but perhaps not in the way Dancey expected. Chad Perrin explains:
The result was growing troubles in the implicit partnership between WotC and the publishers that produced competing works. In an effort to differentiate their products from the WotC products that were eating into their markets, some of these publishers (e.g. Crafty Games and Green Ronin Publishing) started producing their own variations on the d20 System for fantasy RPGs, diluting the core game market for WotC in an attempt to remain solvent in the face of an invasion of the niches WotC had created for them by WotC itself.
The advent of the Fourth Edition of Dungeons & Dragons was a turning point for the OGL, fragmenting fans of the game. Perrin divided them into three groups:
One was the old school, "grognard" market that preferred D&D editions prior to 3E, often the older the better; another was the d20 System market, a mix of people who started with 3E and liked it there and those who passed through two, three, even four or so major D&D product line upheavals and found 3E the best so far in a steady improvement lifecycle; and the 4E gamers, who found its tactical complexity and balance superior to anything that came before and prioritized that higher than other aspects of the D&D game that had previously been at least equal partners with the tactical aspects since the original D&D emerged from the Chainmail miniatures game in the '70s.
The "grognard" market would go on to strongly influence future games by tailoring the OGL to recreate the kind of games they enjoyed as kids. Mearls explains what he thinks went right and wrong:
In the end, it failed to achieve the same type of success as open source software. In table top gaming, "open source" became a value neutral entry fee to gain access to the D&D mechanics. We never saw the iterative design process embraced by software developers primarily because RPGs lack easily defined metrics for quality, success, and useful features, a big shortcoming compared to software.
The OSR wasn't about "rapid, constant improvement in the quality of rules" but rather what rules they could remove to mimic the feel of earlier editions. The OSR ended up looking more backward than forward. That doesn't take away from the remarkable innovation that the OGL engendered. Marty Walser credits Dancey and the OGL for the OSR's success:
Without Ryan Dancey, it is uncertain whether the OSR (Old School Revival) movement would still exist... Or at the very least, it would look nothing like it does today. Ryan Dancey made it possible for all of us to play D&D compatible games until eternity, because regardless of what happens to D&D as a brand, D&D as a game will forever live on.

Making Peace With the Past

One of the ongoing challenges that TSR faced was the fragmentation of its player base between different settings and different editions, as described by Allen Rausch:
The many settings also contributed to something called "Brand Dilution." The original Dungeons & Dragons brand stood for something. You knew essentially what you were getting when you bought a D&D product. All of these new settings began to play havoc with the rule sets and philosophy of the game. As the settings grew more popular, they began to diverge from one another, advancing along their chosen philosophical paths, essentially becoming their own separate games. In not too many years, players had stopped identifying themselves as D&D players and were instead identifying themselves by the setting they played in.
With the advent of the Internet, publishers no longer had control over the obsolescence of a game -- games could live on forever in digital format. WOTC's acquisition of TSR and the D&D brand paved the way for new editions, but it also inherited TSR's baggage. WOTC was faced with a choice: continue waging TSR's battle against the proliferation of D&D clones or embrace them.

The OGL, modeled after open software design, was a key part of how content was shared on the Internet. But the OGL didn't work out that way, as Mearls explains:
There was a time when I pictured an active community of designers, all grinding away on D&D to make it better. I think that happened, but only in a fragmentary manner. Some people wanted levels gone, others wanted hit points fixed (with "fixed" defined differently for each group). At the end of the day, most people wanted books of monsters, character options, and adventures. Products either stuck with the baseline or created a new baseline for a fragment of the original audience to then stick to.
It took some time, but eventually the open-design thinking seeped into the development of the Fifth Edition of D&D -- undoubtedly influenced by the fact that Mearls' gaming cred was grounded in dozens of OGL-powered products. He explained in an interview:
I think that if we do our jobs right, that fragmentation will give way to a shared language like you saw with the SRD and the games it helped spawn. In terms of game designers, I think that, again, if we do this right they’ll have a nice starting point to tinker with in creating their own ideas.
WOTC helped fuel the OSR by re-releasing the original Dungeons & Dragons boxed set and reprinting the Advanced Dungeons & Dragons tomes. It was a sea change for the D&D brand. WOTC recognized that there was a market for older products and even supported them by releasing older editions of D&D in PDF format. Steve Wieck, COO of OneBookShelf, Inc., shared with me in an interview:
We have been in constant dialogue with Wizards every year since we opened our virtual doors. Granted that from 2009 to 2011 there wasn’t a lot of dialogue to have, but as the next edition was announced and Wizards has geared up support for all prior editions, we started having constructive dialogue with the team at Wizards last year. It was a jaw-dropper for me when Wizards let us know that they had already collected hundreds upon hundreds of classic titles and had them all re-digitized at high resolution. Wizards had not been idle on the digital product front.
Since WOTC's embrace of its digital back catalog, there have been many OSR variants, each encompassing a different style and edition of past versions of D&D. One of the more popular is OSRIC, as Appelcline explained:
Today most people mark the release of OSRIC (2006) as the start of the grassroots OSR movement. This was the first actual retroclone; it tried to specifically recreate a past game system (AD&D) rather than just recreating its feel — as Castles & Crusades had. In addition, OSRIC wasn’t a commercial release. It was instead a free download that was mainly intended to give publishers a legal basis for publishing AD&D modules.
OSRIC was just the beginning. Castles & Crusades from Troll Lord Games streamlines the OGL rules so they are more in the spirit of the Original Dungeons & Dragons boxed set. HackMaster by Kenzer and Company continued a series of compatible rules for Advanced Dungeons & Dragons. Mentzer explains how the OGL helped the proliferation:
That gave rise to various reincarnations of the original games -- OD&D, Holmes, Moldvay, BECMI, 1st and 2nd edition Advanced, and others (oft called 'clones', though they're not really) -- and now every fan can publish legally, just by including that OGL (and following its rules of course). Before those 'clones', you had to pay out $100 or more to get those out-of-print rules, but now these reincarnations are available for far more reasonable prices, and are sometimes even free.
Appelcline adds to the OSR list:
The most successful retroclones have probably been: OSRIC (2006), a recreation of AD&D; and Labyrinth Lord (2007), a retroclone for Tom Moldvay’s original Basic D&D. However, there are numerous other retroclones on the market, all published by small companies and sometimes even given away for free. Among the more prominent are: Dark Dungeons (2010), a D&D Rules Cyclopedia clone; Mutant Future (2008), a Labyrinth Lord variant intended to recreate Gamma World play; and Swords & Wizardry (2008), an OD&D clone.

D&D Returns to its Roots...Again

The success of the OSR has been unprecedented. In fact, it's so popular that Appelcline argues it's not even a movement anymore:
Beginning in 2012, some fans have suggested that the OSR is dead — not because it’s faded out, but because it’s succeeded. Fans on blogs have become companies publishing print products, while larger publishers like Goodman Games have proven very successful with their own OSR releases. Even Wizards of the Coast seems to be moving toward the OSR with its AD&D-like D&D Next and with releases of classic PDFs on Dungeon Masters Guild -.
The announcement of Fifth Edition Dungeons & Dragons had a conciliatory tone that focused on bringing fans of all editions back into the fold. Robert Schwalb, a designer on the development team, shared how they plan to accomplish a grand unification:
Our primary goal is to produce a rules set that speaks to every incarnation of D&D. So if you are a diehard BECMI/Rules Cyclopedia enthusiast or have embraced 4th edition, loved 2nd edition, 3rd edition, or never moved on from 1st edition, we’re creating this game for you. Imagine a game where you can play the version of D&D you love best. And then imagine everyone plays at the same table, in the same adventure. We aim to make a universal game system that lets you play the game in whatever way, whatever style, with whatever focus you want, whether you want to kick down doors and kill monsters, engage in high intrigue, intense roleplaying, or simply to immerse yourself in a shared world. We’re creating a game where the mechanics can be as complex or as light as you want them. We’re creating the game you want to play.
Just how much the Fifth Edition was influenced by the OSR was answered in Mike Mearls' Ask Me Anything (AMA) on Reddit:
...It’s really about getting back to the core roots of RPGs, and seeing how things changed for both the better and worse over 40 years. There are a lot of assumptions that became embedded in RPG design that have been unchallenged. Looking back and really studying RPGs – both new and old – helped give us a sense of what we had to keep and what prior elements of the game needed to be re-emphasized...The concept behind the OSR – lighter rules, more flexibility, leaning on the DM as referee – were important. We learned a lot playing each edition of D&D and understanding the strengths and weaknesses each brought to the table. Similar to the OSR, I think indie games bring lighter rules via focus and an emphasis on storytelling to the table that we learned a lot from. While a traditional RPG like D&D by necessity has a much broader focus than traditional indie games, there’s a lot to learn there in being clear and giving people a good, starting goal or framework to work within. For OSR stuff, we drew directly on older editions of D&D.
OSR-style games currently capture over 9 percent of the RPG market according to ENWorld's Hot Role-playing Games. If you consider the Fifth Edition of Dungeons & Dragons to be part of that movement, it's nearly 70 percent of the entire RPG market.

The OSR has gone mainstream. If the OSR stands for Old School Renaissance, it seems the Renaissance is over: D&D, in all of its previous editions, is now how most of us play our role-playing games.
 

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Michael Tresca

Michael Tresca

By 1990, that sort of entirely dungeon centric, plotless, 'old school' play we were doing as 12 year olds just didn't satisfy. Partly that was because if that was all you cared for, computers had already started doing a pretty good job of providing dungeon exploration as a solo experience. Partly that was because there is only so many hours of kicking down doors and pointless exploration that satisfies.

For you perhaps, but your experiences aren't everyone's. There are thousands of people for whom a dungeon-centric exploration game is precisely what they expect and enjoy. Look no further than the success of OSR products like Dwimmermount, Stonehell, the Hobby Shop Dungeon (which recently raised more than $100k on Kickstarter for a single level), and my own Castle of the Mad Archmage (which recently saw the addition of its first expansion module). And I'd be willing to bet that a 5E version of Undermountain would sell like gangbusters.
 

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Alphastream

Adventurer
I really enjoyed reading this article, but I disagree strongly with the idea that OSR was anything sizeable or the idea that it influenced 5E in any significant way. The market share for OSR is tiny. A lot of it is free, none of the companies are anywhere close to being mid-tier companies in the hobby, and our hobby is already one where the top two companies are just incomparably larger than anyone else. Even the companies that feel like solid mid-tier companies are very small in comparison. An average 4E splatbook sold better than most present-day mid-tier companies' success stories. There isn't a market reason to compell D&D to swing this way.

Any company looks at its past product line as it creates new editions. You can find this being discussed by developers for Shadowrun, for Star Wars, you name it. D&D has always looked at its past - any number of Dragon magazine articles capture that, as well as tons of interviews over the ages. And 4E obviously diverged in its approach to gameplay (I've been a big fan of every edition of D&D). D&D 5E did a great job of reclaiming its exciting gameplay, while retaining many of 3E and 4E's advances. And, it brought in additional advances. 5E isn't 2E or 1E or any E. No player is going to look at my Moldvay copy and say it looks just like 5E, because it doesn't. Tons of players wanted the next edition of D&D after 4E to have this kind of gameplay change, and the vast overwhelming number of those gamers aren't OSR gamers (myself included).
 

A lot of it is free, none of the companies are anywhere close to being mid-tier companies in the hobby, and our hobby is already one where the top two companies are just incomparably larger than anyone else. Even the companies that feel like solid mid-tier companies are very small in comparison.

Well, there's Goodman Games, Troll Lord Games, and Kenzer. Those would seem to be solid mid-tier companies. If your sole point of comparison is Wizards and Paizo (and maybe Fantasy Flight), then sure, everyone else is going to look smaller by comparison. But that goes for non-OSR publishers like Monte Cook Games, Atlas Games, and all the others just as equally. It's not a point about the insignificance of the OSR so much as it is a point about the huge domination of the RPG market by two or three publishers, OSR or not.
 

Interesting topic. Obviously one that raises a lot of passions.

I am not someone who is purely into OSR but it has had a big impact on how I approach the game. For me, I think it was very much an outgrowth of some of my frustrations with how adventures and adventure design was being talked about in the early to mid 2000s. I started in '86, and pretty much soaked up the trends as they came. So my earliest adventures were dungeon-centric, followed by a mix in the 90s as the emphasis shifted to more story focused gaming. With 3E it seems like the encounter very much became the focus of adventure design. By 2005 or so I was getting a bit weary of running the kinds of adventures I kept seeing in Dragon or online. For no real reason whatsoever I bought a used copy of the 1E DMG, which I hadn't read in ages and probably never read all that closely since I cut my teeth on 2E. While I was never huge on dungeons, the focus on exploration and non-linear campaigns really sparked something in me. I think my chief frustration with how campaigns were going prior to that was I always knew where they were going and my players kind of wanted things to be that way. There really wasn't much to surprise me as the GM. An approach built more around random encounters and hex crawls was, in part,what I needed to make my games more exciting. I also started experimenting more with power groups and situational style adventures, as well as investigations. I became aware of the OSR itself as a concept when my business partner brought a game over called LotFP. What was cool about it, to us at least, was the ethos of play it espoused was real easy to wrap your head around (whether one agreed with James Raggi's play style or not, he offered a fairly straightforward blueprint for running long term campaigns) and that he took D&D but shaped it into his own thing. People had done stuff like this before but LotFP was the first I really took a close look at the OSR and seemed to be branching in a creative direction of its own.

Since then I've found that a lot of the most valuable, gamble content available online for me personally has come from the OSR. Keep in mind I don't even really run D&D much any more. Once in a while I play, but I have my own systems that I use for my campaigns (and they are the furthest thing from d20). But the approaches and the ideas I find in the OSR are some of the more useful to make my campaigns come alive. I draw from other sources as well. My campaigns are not straight forward dungeon crawl or pure sandbox, they are a mix of a lot of structures and influences. I definitely consider the OSR a vital area of the hobby.
 

I really enjoyed reading this article, but I disagree strongly with the idea that OSR was anything sizeable or the idea that it influenced 5E in any significant way. The market share for OSR is tiny. A lot of it is free, none of the companies are anywhere close to being mid-tier companies in the hobby, and our hobby is already one where the top two companies are just incomparably larger than anyone else. Even the companies that feel like solid mid-tier companies are very small in comparison. An average 4E splatbook sold better than most present-day mid-tier companies' success stories. There isn't a market reason to compell D&D to swing this way.

Unlike other RPGs the doesn't need a single company to be a mid-tier publisher however like Joseph Block pointed out we do indeed have several mid-tier companies as part of the OSR. The default for RPGs is to kit-bash so it enough that we have a bunch of publishers targeting a family of mechanics, classic D&D editions, that are very similar. Even if you exclude Goodman Games, and Troll Lords that still amounts to the sales enjoyed by a mid-tier publisher with a far more diverse range of products available than any single publisher has.

Any company looks at its past product line as it creates new editions. You can find this being discussed by developers for Shadowrun, for Star Wars, you name it. D&D has always looked at its past - any number of Dragon magazine articles capture that, as well as tons of interviews over the ages. And 4E obviously diverged in its approach to gameplay (I've been a big fan of every edition of D&D). D&D 5E did a great job of reclaiming its exciting gameplay, while retaining many of 3E and 4E's advances. And, it brought in additional advances. 5E isn't 2E or 1E or any E. No player is going to look at my Moldvay copy and say it looks just like 5E, because it doesn't. Tons of players wanted the next edition of D&D after 4E to have this kind of gameplay change, and the vast overwhelming number of those gamers aren't OSR gamers (myself included).

In the past the choice was either use the latest edition if you wanted more material or just stick with a older edition that has a dwindling edition. Thanks the d20 SRD being under the OGL consumers have a choice. The overwhelming majority went to Paizo and demolished D&D 4e, other went on to make retro-clones, adventures, and supplements. Allowing a bunch of folks, including myself to make some money and a few others, like James Raggi of Lamentations of the Flame Princess, to actually making a living at it.

If that not a success I don't know what is.

If the criteria is that we regained AD&D 1st or BECMI's former market share, well... we failed. It would be nice but nobody seriously thought that would happen. What everybody in the OSR was shooting for was to get a thriving niche market and hobby around older editions in that we exceeded beyond our expectations.

As for OSR's influence on 5e, well you can argue about that with Mike Mearls. Certainty it was enough to make the reprints a worthwhile project.

As for the future, the OSR will continue to grow and develop as old publishers drop out and new publisher drop in. Each with their own interest and take on what to do with the classic editions. The classic editions will remain the foundation because the various retro-clones are under the OGL. Available for anybody to whatever they think best with them.
 


Remathilis

Legend
I think one thing that helped the OSR movement is that, for the most part, the clones are FREE. LL, S&W, BFRPG, OSRIC, even Pathfinder (via PRD) are all free somewhere on the web. Free + nostalgia is a powerful drug; it only takes one "remember when..." to download it. I'm sure if the rules had remained hard to come by (such as only via the 2012-13 reprints or DnDClassics pdfs) the effect of the OSR movement would have been much smaller.

As it stands, nearly every edition of D&D but fourth is available somewhere for free, legally. Even 5e has the basic document. A group is never more than an internet search from 0e, B/X, 1e, 2e, 3e, 3.5, Pathfinder, or 5e. That, probably more than any gaming ideology is what fueled the OSR movement.
 

Nylanfs

Adventurer
One thing that didn't help "refine" D&D was that WotC (other than the little bit of material that was in UA) never truly was invested in using anyone elses's OGC to incorporate into D&D. Once the core OGL believers left (or were fired &/or laid off) from WotC they turned their back on it completely.
 

Alphastream

Adventurer
Well, there's Goodman Games, Troll Lord Games, and Kenzer. Those would seem to be solid mid-tier companies. If your sole point of comparison is Wizards and Paizo (and maybe Fantasy Flight), then sure, everyone else is going to look smaller by comparison. But that goes for non-OSR publishers like Monte Cook Games, Atlas Games, and all the others just as equally. It's not a point about the insignificance of the OSR so much as it is a point about the huge domination of the RPG market by two or three publishers, OSR or not.

I'm not sure if we are disagreeing about anything? That huge market disparity is exactly why I don't buy into the article's premise that OSR was a big influence on 5E. There isn't a business reason to emulate a "movement" of that small a size. Realistically, the idea of wanting to adjust the gameplay to a spot thar resonates with OSR's fan base isn't because of OSR, but because of the good qualities of that spot. That gameplay works well, so you try to return to it while still having the cool tactical angles, the 4E innovations like at-will powers, the new innovations like Advantage/Disadvantage, etc. It's about the well, not one group that drank from it.
 

Lanefan

Victoria Rules
I think one thing that helped the OSR movement is that, for the most part, the clones are FREE. LL, S&W, BFRPG, OSRIC, even Pathfinder (via PRD) are all free somewhere on the web. Free + nostalgia is a powerful drug; it only takes one "remember when..." to download it. I'm sure if the rules had remained hard to come by (such as only via the 2012-13 reprints or DnDClassics pdfs) the effect of the OSR movement would have been much smaller.

As it stands, nearly every edition of D&D but fourth is available somewhere for free, legally. Even 5e has the basic document. A group is never more than an internet search from 0e, B/X, 1e, 2e, 3e, 3.5, Pathfinder, or 5e. That, probably more than any gaming ideology is what fueled the OSR movement.
This is a good point.

When talking about "market share" we need to define what we mean. Are we talking about share of total dollar value of sales, or share of total number of players.

Overall, in part due to what Remathilis notes above, the average spend of an OSR player or DM is going to be considerably less* than that of a modern-edition player or DM. So while OSR might not have much market share in terms of sheer dollars I'd still say it has a pretty good share of the player base.

* - my credit card would beg to differ after what I did to it at GenCon this year.

Lanefan
 

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