VengerSatanis
High Priest of Kort'thalis Publishing
Not content with simply admitting it cannot be defined, I went ahead and gave it definition.
Thanks,
VS
You can read the full blog post here: http://vengersatanis.blogspot.com/2014/10/osr-defined.htmlThe trouble with defining the Old School Renaissance is that it's not one thing but three! In fact, that's what gives it such power.
Behold, the trinity...
- OSR is a sign or badge of compatibility with early D&D. From a marketing standpoint, products labeled OSR should be more or less usable with original/basic D&D, AD&D, 2nd edition, 5th, and possibly even 3rd and 4th if one doesn't mind a little conversion work, scaling things back, etc.
- OSR is a style of play that lends itself to guidelines not scripture, DIY, non-standardization, wild-eyed anything goes creativity, freewheeling spur-of-the-moment improvisation (I'll give it a 1 in 6 chance of happening), and player-character determined campaigns, while avoiding character optimization, rules bloat, and roll play vs. roleplay.
- OSR is an aesthetic. The movement sprang from nostalgia of the 1970's and 80's: art, literature, sex, themes, attitudes, adventures, worlds... everything from an earlier period of tabletop gaming (when many of us were in or near adolescence). That which is considered classic, vintage, retro, and old school is sometimes called OSR even though it bears little resemblance to D&D. The Call of Cthulhu RPG, for example.
Thanks,
VS