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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
A Historical Look at the OSR
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<blockquote data-quote="Aldarc" data-source="post: 8513494" data-attributes="member: 5142"><p>Dungeon World, for example, is irrelevant here. I don't know why you bring Dungeon World up this way, and I find it something of an annoying nuissance. I don't think many people, if any, consider Dungeon World part of the OSR movement. It's undoubtedly inspired by the renewed interest in older editions of D&D (i.e., explicitly the D&D Moldvay Basic Set) and OSR - as the OSR movement was picking up greater community awareness at this point - but I don't think that Dungeon World's authors ever intended itself to be part of the OSR movement or based on its design principles. I don't think it ever claims to play like how people played D&D back in the day. To the best of my knowledge, you are the only person I see bringing it up as if it was.</p><p></p><p>Here is what the Dungeon World introduction says:</p><p></p><p>Am I missing something about Dungeon World describing itself as old school or its design principles? Because the design principles of Dungeon World are practically lifted directly from Apocalypse World, and the writers say as much too.</p><p></p><p></p><p>Neither would I, because I see a difference between "old school gaming" and the "old school renaissance," which is a modern revisionist movement in gaming. This article that has been passed around a lot - <a href="https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html" target="_blank">The Six Cultures of Gaming</a> - for example, distinguishes between "Classic" (Gygaxian old school), "Traditional" (exemplified in Tracy and Laura Hickman's D&D and Sandy Peterson's CoC) and "Old School Renaissance."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8513494, member: 5142"] Dungeon World, for example, is irrelevant here. I don't know why you bring Dungeon World up this way, and I find it something of an annoying nuissance. I don't think many people, if any, consider Dungeon World part of the OSR movement. It's undoubtedly inspired by the renewed interest in older editions of D&D (i.e., explicitly the D&D Moldvay Basic Set) and OSR - as the OSR movement was picking up greater community awareness at this point - but I don't think that Dungeon World's authors ever intended itself to be part of the OSR movement or based on its design principles. I don't think it ever claims to play like how people played D&D back in the day. To the best of my knowledge, you are the only person I see bringing it up as if it was. Here is what the Dungeon World introduction says: Am I missing something about Dungeon World describing itself as old school or its design principles? Because the design principles of Dungeon World are practically lifted directly from Apocalypse World, and the writers say as much too. Neither would I, because I see a difference between "old school gaming" and the "old school renaissance," which is a modern revisionist movement in gaming. This article that has been passed around a lot - [URL='https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html']The Six Cultures of Gaming[/URL] - for example, distinguishes between "Classic" (Gygaxian old school), "Traditional" (exemplified in Tracy and Laura Hickman's D&D and Sandy Peterson's CoC) and "Old School Renaissance." [/QUOTE]
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