OSR What Has Caused the OSR Revival?

S'mon

Legend
>>Typically, if a system doesn't explicitly call out that something is possible, it effectively forbids it.<<

I think that's false generally; people normally play(ed) pre-3e D&D without knowing the rules, so they won't know what is in the system or not. But I think IME there is some truth in this re combat, perhaps because it is the only really codified bit of pre-3e; in combat people tend to fall back on codified actions.
 

log in or register to remove this ad

S'mon

Legend
started with B/X and 1e...and have VASTLY different expectations and thoughts on those systems! Extraordinary...! :) In my game, since day one waaaaay back when the 1e DMG wasn't even out yet... I read 1e as "If there isn't a rule, make it up! If a player wants to have his PC try something...have him/her roll a Save or roll a d20 and equal/under a stat. Keep the game going!".

Moldvay Basic does actually say this in the GMing advice section. :D
 

Celebrim

Legend
"Yes you can" or "No you can't": I am absolutely fascinated that some people could have been playing as long as me (almost 40 years now, since '80), started with B/X and 1e...and have VASTLY different expectations and thoughts on those systems! Extraordinary...! :) In my game, since day one waaaaay back when the 1e DMG wasn't even out yet... I read 1e as "If there isn't a rule, make it up! If a player wants to have his PC try something...have him/her roll a Save or roll a d20 and equal/under a stat. Keep the game going!".

Yes, but that's not what I'm arguing. First, while I do agree that 1e experiences varied greatly from table to table, in this regard we don't differ a bit. From the time I began DMing, I always was making things up and making up rulings on the fly.

But that's beside the point. It doesn't matter whether I'm a flexible DM or not. It doesn't matter how empowered the DM is. It doesn't matter if the DM is fully willing to let the players offer any proposition that seems remotely reasonable. It doesn't matter if you have the attitude of say, "Yes." Whatever is not explicitly empowered isn't very likely to be part of your game at all.

Case in point...

I *loved* hearing about how other DM's created this or that, or how they handled some particular rule, spell, or monster, etc.

So if you created something that you felt was missing, then it became codified and now that became something that empowered the players. But the vast majority of the time all your rulings were going to be not about things outside the game that you hadn't codified, blessed, and offered to the players, the vast majority of your rulings are going to be about the game pieces in the game and on various interpretations there of.

It's extremely obvious that whatever else happened as a result of codifying magic item creation and putting it in the Player's Handbook, that the players became vastly more empowered to create magic items than they were in 1e AD&D when magic item creation was a skeleton of a framework, entirely controlled by the DM's whim, and buried in the DMG. And, had the PH not had any hints that magic item creation was something casters could do, then it would have been less likely that a particular table had magic item creation as a major part of its game. And had neither the PH nor the DMG had hints that magic items could be made by PC's, even fewer PC's would have ever undertaken it. What is not explicitly permitted may not be forbidden, but that doesn't mean that just by not being forbidden it's ever or likely to be a big part of any give tables gameplay. What there is no hints to just isn't going to be imagined as often, regardless of how creative your players are. But what is explicitly permitted will be. And that has nothing at all to do with the flexibility of the DM or the system calling out that the DM has the right to create rules on the fly.

Everyone's response thus far has been some variation of, "Well, I'm so much more creative than you." or "Well, my players were just so much more creative than yours." Oh really. I've got plenty of posts at EnWorld to suggest that I'm not the least creative person you are going to meet. Look up my discussion of Qaybar, how to run Temple of Elemental Evil, or any of my house rule posts, or any number of times I've offered to help with content.

But if you are just so creative, how many of you had players build astronomical observatories (towers, henges, etc.) in their game to help calculate the best time to cast spells? Did they construct telescopes for this purpose? How many of you had players propose on their own that they want to go on quests to find nodes of magical power where ley lines converge that might enhance certain spells they wished to cast? How many of you had players propose to cast spells beyond their level of ability, and you were like, "Sure that's fine, give it a try. I don't mind a 3rd level M-U trying to cast a 4th level spell without a scroll." I'm guessing few or none of you. For almost no tables was that a part of the game, and for the ones that was the majority probably were inspired by a Dragon Magazine article or some work of fiction you wanted to emulate and once there were rules for it, it became a part of your campaign. But, had it on page 15 of the PH spelled out that spellcaster could get an effective bump of up to 6 caster levels by doing those things, then you could bet that those sort of things would have been a part of many tables. Your positions seems to be, "Well, a creative table is going to imagine all that stuff anyway. They don't really need any of that to fire their imagination." Maybe, but it didn't happen either.
 
Last edited:

Zak S

Guest
Whatever is not explicitly empowered isn't very likely to be part of your game at all. .


1. Massive goalpost shift from 'if it's not in the rules it's not allowed' (which violates the definition of RPGs, btw. The whole point of RPG vs wargame is that they said everyrthing _not_ forbidden was allowed), to "if it's not specifically empowered it's not LIKELY to be part of your game" (which is like saying "if you throw a halloween party, unless you explicitly refer to a specific costume in the invite, the likelihood of any given costume appearing is very low unless it is very popular in general that year")

2. You're confusing rulings and content. A large variety of content can enter the game with or without rulings.

3. YOu're confusing empowerment with suggestion. A player told "You can buy anything " is less likely to buy a pig than a player told "here is the equipment list " and it has a pig on it. Both have "power" the one with the list has less power".

4. You were asked questions about about your accusation that OSR players and creators who said the OSR was not about nostalgia were deluding themselves. You still haven't been able to explain yourself or answer the logical contradictions there
 

pming

Legend
Hiya!

@Celebrim, I think I get where you are coming from. From what I gather, you're arguing that having "stuff" in the rules, available to the players, helps fuel their imaginations and helps them reach for goals that are otherwise not mentioned/suggested. Is that a fair assessment?

If it is...then I agree. I am a firm believer that a two or three sentence description of an "adventure" (for example) serves a much better purpose than a two or three page description of it. I guess the "less is more" paradigm is at the fore in this case. For example, I would rather have a paragraph in the PHB, under Magic-User say something like:

"Magic-Users are always striving for more knowledge. Many will head down various intellectual pursuits such as astronomy, geography/geology, flora and fauna, biology, etc, trying to find new ways in which the great mysteries of magic can be understood, harnessed, and used for creating new spells, items, construction, and so forth".

I would much rather have that (and I think it's preferable) than to have a multi-page chapter in a book detail a whole bunch of charts, tables, DC's, costs, times, and formula that move the game more towards "account and numbers management" thing. This is just a play style thing, probably. I think that it is in this "non-numerical focus" that a lot of people like OSR type "rules".

Don't get me wrong, I'm not saying that OSR games were "less numerical" (as I said, my fave is 1e/Hackmaster4, so I have a LOT of that sort of thing)...but in regard to a more modern players understanding of what parts make up "needed information/rules", OSR games lack a lot of that Player-specific info. A Modern Player would, for example, "expect" to have access to rules on how to make magic items. Exact costs, in time, gold, XP, or whatever, that would yield X% chance of success. But an OSR Player would only "expect" that at some point the DM would inform them "You can now research how to make potions", and the DM would be the one in 'control' of all the numerical stuff. The player would only know that they can try and figure out how to make a potion of invisibility...but that's it.

That's an important, imho, difference between OSR and non-OSR type rules systems. In an OSR system, the lack of something in the rules system frequently meant that it was up to the DM to inform the player of something...and not the designer/book's job to do so. Most of the stuff you mentioned in your above post (the telescope construction, observatory, etc) would fall into that category for OSR. In OSR systems it's up to the DM to extrapolate his/her own rules and systems for such things and then inform the player of them. Players were always free to just decide "I want to make a boat! What do I have to do?", but then it was the DM that decided how easy, hard, simple, or detailed the task would be "You have Fisherman as a secondary skill? Ok. You can make simple boats with a single sail, like a dory or something. It will take about a month and cost about five times the cost of a wagon". With non-OSR, there would be construction rules for this and the player would then inform the DM "I made a single-sail boat, 20'x9'x3'. Here's the stats for it...". It's that "reversal of power" that is the key.

Ok. I kinda rambled a bit there. Sorry. :) My point is that I think it boils down to a "The DM tells...." vs. "The Player tells...". With the first, there doesn't need to be detailed rules as the DM will create/modify rules and systems in the game to introduce to his Players. With the second, it is required simply because the Players don't get to decide it's only going to cost 1sp to build a Galleon and take only two days to build, so they need specific rules already printed in the book.

^_^

Paul L. Ming
 
Last edited:

Celebrim

Legend
1. Massive goalpost shift from 'if it's not in the rules it's not allowed'

I'll deal with the other chip on your shoulder when I have the time (probably not before this Wednesday because I need to prep for a game and well, life), but no it's not a massive goal post shift. It's exactly the same stance I've had the whole time. I am perfectly happy to repeat my thesis statement, "Typically, if a system doesn't explicitly call out that something is possible, it effectively forbids it." I haven't backed away from that one inch. Notice, I didn't say the system literally forbids it. I didn't say that the system actually forbids it. I said that it effectively forbids it. By that I mean that for all practical purposes, "Sir Not Appearing in these Rules" will be the aptly named "Sir Not Appearing in this game."

The rest of your post is equally you so eager to play "gotcha" because I've stepped on your pet peeve, that you aren't taking any care to actually review what you are saying.

2. You're confusing rulings and content. A large variety of content can enter the game with or without rulings.

Your conflating content implied by the game with content not implied by the game. Your confusing fluff with crunch. You are just confused.

A player told "You can buy anything " is less likely to buy a pig than a player told "here is the equipment list " and it has a pig on it. Both have "power" the one with the list has less power".

Now you are just quibbling. I would be happy to accept that the level of empowerment of the player is non-zero. That doesn't mean that concrete provisions do not empower the player, and here you admit that they do, so you know what, I've already won this argument and its just going to take you a while to realize that.

You were asked questions about about your accusation that OSR players and creators who said the OSR was not about nostalgia were deluding themselves. You still haven't been able to explain yourself or answer the logical contradictions there

I told you that the argument was longer than I had time for. And beyond that, I've since learned from reading the thread that you don't actually have a rational reason behind your arguments. You're convinced that I hold a position I do not in fact hold, and it's that position I don't in fact hold that you are actually arguing against. I'm quite happy to agree that a lot of the OSR content is really good. I see no conflict in saying that nostalgia is the main reason for the come back and that a lot of the content provided to the players experiencing that nostalgia and desire to get back to an older way of playing is also really good. I played 1e for ages. I was just in a conversation at work a few days ago where I was trying to explain why the old content was largely better than anything printed more recently. I myself have never completely disengaged from 1e or from viewing modern gaming through what you might call an 'old school' lens. But that doesn't mean that the revival isn't largely a result of nostalgia. And yes, I can address your other complaints. But right now I have better things to do.
 

Celebrim

Legend
Hiya!

@Celebrim, I think I get where you are coming from. From what I gather, you're arguing that having "stuff" in the rules, available to the players, helps fuel their imaginations and helps them reach for goals that are otherwise not mentioned/suggested. Is that a fair assessment?

If it is...then I agree. I am a firm believer that a two or three sentence description of an "adventure" (for example) serves a much better purpose than a two or three page description of it. I guess the "less is more" paradigm is at the fore in this case. For example, I would rather have a paragraph in the PHB, under Magic-User say something like:

"Magic-Users are always striving for more knowledge. Many will head down various intellectual pursuits such as astronomy, geography/geology, flora and fauna, biology, etc, trying to find new ways in which the great mysteries of magic can be understood, harnessed, and used for creating new spells, items, construction, and so forth".

I would much rather have that (and I think it's preferable) than to have a multi-page chapter in a book detail a whole bunch of charts, tables, DC's, costs, times, and formula that move the game more towards "account and numbers management" thing. This is just a play style thing, probably. I think that it is in this "non-numerical focus" that a lot of people like OSR type "rules".

I think that there is something to be said for content that doesn't attach so much fluff to it that it becomes constraining on how you use it. As a DM that has always run a homebrew setting, if your content forces too much of an intrusion into my setting by way of explicitly stated culture or widespread effects on the setting, then your content is not very useful to me however much I might admire your imagination or setting.

But, a lot of the 'old school' content like the Monster Manual or the Deities & Demigods was basically just stat blocks and numbers and various sorts of crunch that left it entirely up to you what to do with it and to determine what, if anything, it meant to your setting. And a lot of people faulted it for that and said, "You know the fluff is more important than the crunch", and I can partly understand that sentiment and a lot of gaming history since that time has been trying to provide fluffier versions with a more imaginative defined setting. But incidentally, also a more rigidly defined and inflexible setting.

Don't get me wrong, I'm not saying that OSR games were "less numerical"...

Oh good, because that would be false.

A Modern Player would, for example, "expect" to have access to rules on how to make magic items. Exact costs, in time, gold, XP, or whatever, that would yield X% chance of success. But an OSR Player would only "expect" that at some point the DM would inform them "You can now research how to make potions", and the DM would be the one in 'control' of all the numerical stuff. The player would only know that they can try and figure out how to make a potion of invisibility...but that's it.

I would argue that that is a very romanticized and unrealistic view of what happened back in the day. Back in the day, since the expectation was that players would be highly proactive, the expectation was that the DM would basically inform them of nothing, and that anything the player learned they would have to learn through play. So the DM would not say, "Hey, no you can research how to make potions.", and in point of fact (and to be honest I still DM this way), if the player asked me, "How can I make a potion?", if the character didn't have any preexisting knowledge that would point them in the right direction I'd tell them, "You don't know.", just as I would tell them today. They'd then have to search out someone that knew how to make potions and learn how it was done. But in point of fact, in the 1e era very few players would do that, because it would quickly become onerous.

The 1e system, since it was totally in the head of the individual DM, basically meant that the answer was, "No." And the system as written encouraged the DM to put as many hurdles in the way of that request as possible. Let's face it, Gygax's tone when it is involved with the acquisition of magic is downright adversarial. Put a road block up at every point along the way and make them jump an arbitrary hurdle. Even after the recipe is acquired by long labor, the DM still will say something like, "Ok, your potion requires fresh displacer beast liver which can't be more than a day old.", and the PC will be like, "Ok, how do I get one of those?", and the DM will be like, "Your character doesn't know that."

Now, there are two important things to note that I think you overlook. First, the 1e system here is just as burdensome if not more so to the DM than it is to the player. He has to invent all this crap and some how balance it so that it's not impossible but not game breaking either. That's not an insignificant burden. That's a headache. That's actually probably beyond most novice and some experienced DM's abilities. Now imagine how much the game changes if TSR publishes a new source book that lists out all the recipes for all the potions and spell inks in the game. Suddenly, all this new content empowers both the DM and the player to accomplish something that otherwise was probably too hard.

And the other thing to note is that if the DM actually goes and on his own initiative does that, because there is all these hints in the DMG that he needs to do that that inspire him, then again the extantiation of that changes the game completely. Suddenly, all this difficult headache enducing content becomes something the DM wants to share and tell the players about and he's not pushed, required or even desirous of passively aggressively denying those requests because there is this content out there that makes it easy to answer those questions and because after that labor he wants to share the system. That changes the game, but fundamentally his house rules are at that point no different than a supplement or a dragon article that pushes the table in a new unimagined direction. The thing is though, most DMs can't do the house rule version of that on their own.

I'd been gaming like 10 years and I'd done some stuff 'at sea' in ships, but none of that had ever had any depth; until my DM at the time read a newly published Dragon Magazine article about ships and sailing and it inspired him to add depth to that previously unconsidered portion of the game. We could have done that without the dragon article. Both of us have the skills in one way or the other. He's a great researcher and I'm a pretty decent rules smith. But until that push came along, we had nothing to cause us to turn our attention to that. It turned out that the rules in the Dragon Magazine article were in many ways terrible and had never been playtested and we probably more thoroughly tested them to prove that than any table in the country, and I ended up smithing out dozens of pages of rules to fix or extend what was in the Magazine. But I would have never done any of that without some push in that direction.

In an OSR system, the lack of something in the rules system frequently meant that it was up to the DM to inform the player of something...and not the designer/book's job to do so. Most of the stuff you mentioned in your above post (the telescope construction, observatory, etc) would fall into that category for OSR.

You keep using 'OSR' as a synonym for 'old school', and it's confusing me. But if you mean that they fall into the category of things that turned up in old school play, no they don't. I mean, there might have been a table out there that did something like that since it literally isn't forbidden, but because of the huge barrier to even imagining that much less implementing it, effectively it was forbidden and most DMs would have shut it down hard by allowing players to do it, but given no satisfactory reward for doing so. Most would have just said "No" no matter how creative they were or how willing they were to offer up rulings, because they would have feared it was some sort of game breaking or power gaming sort of request. So in short no, it wasn't then and isn't now a part of the game. It's not even really a part of my game, because although I am 600+ pages into writing house rules, that part of my game world hasn't been fleshed out enough for the players to really get inspired enough to pursue it. They don't know how cool it is to be a wizard because I haven't written the wizard supplements yet.

In OSR systems it's up to the DM to extrapolate his/her own rules and systems for such things and then inform the player of them.

But let's be frank, no matter how compliant the DM might be with the players rube Goldberg ingenuity with iron stakes, rope, sacks and the occasional livestock, they aren't going to invent those rules and systems for such things on their own. It's not even going to enter into their imaginations, and as such the silence of the rules effectively bans it from the game.

Players were always free to just decide "I want to make a boat! What do I have to do?", but then it was the DM that decided how easy, hard, simple, or detailed the task would be..

Sure, but that is to be frank, that's the first thing you've said that really misses the point. Because boats were implied by the game to be in the rules and boats exist in the real world setting. None of that requires a lot of conjecture on the part of anyone, although to be honest, until the DM actually made good reasons to own a boat, it never occurred to any of us that we would want to build a boat, and probably never happened that in most games ANYONE built a boat. In my game, the PC made dozens of ships-of-the line and had whole fleets of 'boats'. But that didn't happen because we were so much more creative than anyone else; it happened because we made a system for it.

Besides which, this conversation began as a discussion about player empowerment, and not DM empowerment. Which of your two examples more empowers the player?

Ok. I kinda rambled a bit there. Sorry. :)

No, it's quite OK. I appreciate actually honest attempts to engage in conversation, rambling or not. I can't possibly fault anyone for rambling in any fairness.

My point is that I think it boils down to a "The DM tells...." vs. "The Player tells...". With the first, there doesn't need to be detailed rules as the DM will create/modify rules and systems in the game to introduce to his Players. With the second, it is required simply because the Players don't get to decide it's only going to cost 1sp to build a Galleon and take only two days to build, so they need specific rules already printed in the book.

^_^

My point is that in your game, you probably didn't actually build a lot of Galleons at all. And you certainly didn't build any 50 'gun' advanced frigates.
 
Last edited:

Zak S

Guest
I'll deal with the other chip on your shoulder...I've stepped on your pet peeve, that you aren't taking any care to actually review what you are saying....You are just confused.

Once you start making personal attacks and assuming bad faith the possibilty of a meaningful conversation is over.
 

Celebrim

Legend
Once you start making personal attacks and assuming bad faith the possibilty of a meaningful conversation is over.

Well isn't there the pot now calling the kettle black. Don't lecture me about entering into conversations in good faith:

"True but after however many years watching this debate on the internet, I think everyone knows the second half of that argument is always "And that's why people like it, definitely not because the new content is good or the old mechanics are often suited to their purpose". I mean: it's 2018, people who make the "nostalgia" claim have been doing this same thing and having this same conversation and avoiding the same questions...It's more than a pattern, it's literally the way this always goes. Every. Single. Time." - Zac S

I have no idea if you are representing those past conversations fairly, but you aren't really inspiring me right now to think you are.
 

cmad1977

Hero
Pretty easy answer.
Fun and quality.
Nostalgia isn’t part of it. That’s ridiculous given the numbers of people playing these games without experience with the earlier games.
 

Remove ads

Top