Mannahnin
Scion of Murgen (He/Him)
I think we're misunderstanding/talking past each other a bit. What are you saying is a radical departure from what? Could you explain?I would think the very heart of OSR is:
1. A continuing story from week to week. I mean the bottomless dungeon you keep returning to is classic OSR. (Not my cup every time mind you but it is a classic trope)
2. The DM is final arbiter
3. Let the dice fall where they fall
4. The game is hard, prep and skill required.
This is a radical departure but it is in no way in the old school direction.
I read the key words in Mollison's sentences "Stop thinking of RPGs as a storytelling process. Stop thinking of each session of play as a single episode in a larger story" as being "storytelling", and "story".
This reads to me as a reaction against narrative-focused play, designed to create an epic story. ie: "Trad" (thinking of the Six Cultures of Play post here, for definitions of play styles). Or against "Modern" play as exemplified by, say, Critical Role, which to my understanding or as popularly perceived similarly often has big pre-planned plot arcs. When I was playing in the 90s, especially, and to some extent in the 2000s, this was the dominant mode. DMs conceiving a grand overarching story and the players playing through that, with greater or lesser amounts of railroading for the players or freedom and rolling with it by the DM.
OSR or Classic play, especially stuff using an episodic, open-table format like West Marches, is NOT designed to create a big epic storyline, but instead to focus on the game and for any stories to be emergent, to be constructed in the discussions of the players AFTER the fact, not planned out in advance by the GM as in Trad play. I don't think returning to the dungeon week after week is a story. The players can make a story of it, especially if they wind up with ongoing rivals or enemy factions. Do you see the distinction I'm drawing?
So when I see Mollison explicating the BrOSR style and saying that it "reinvigorated the ossified field of tabletop RPGs by incorporating the solid design principles laid down by the giants of the pre-1980s collapse", that reads to me as redundant and seemingly ignorant of the prior 15-20 years of OSR discussion and design. And of the Storygames movement, for that matter, given his describing the idea of an RPG where the GM does not have absolute veto power as if it were novel!
That's not to say that nothing the BrOSR is doing is novel.