Are the Retro Clones doing well?


log in or register to remove this ad

They are successful enough people are making products for them, and selling them.

They are not successful enough for anyone to make a living off of it alone.

I do not consider C&C or Hackmaster a clone, HM has nothing to do with D&D any more than Paladium or GURPS, same with C&C other than they used the OGL to avoid potential legal issues.

I do know that C&C is successful enough to support 2 full time employees, but that is still far less than the success of Mongoose or Paizo.

As for Kenzer, I do not know, but I do get the impression that no one has quit their day jobs, but I have not seen anything specifically stated by them.

I do know I have grown to like Hackmaster Basic a lot.
 

I do not consider C&C or Hackmaster a clone, HM has nothing to do with D&D any more than Paladium or GURPS, same with C&C other than they used the OGL to avoid potential legal issues.

This may be true with Hackmaster Basic, but here is a bit about Hackmaster 4th Edition from the Kenzer website:

"Quite simply, HackMaster 4th edition is a fantasy role-playing game with an edge, that was licensed from the hallowed Advanced Dungeons & Dragons core rules. And even though we took a wrecking crane and a crowbar to those rules, we certainly didn't take the opportunity to alter the rules lightly. Players of the original AD&D game will find HackMaster 4th edition comfortably familiar, yet also new and exciting."

That sounds like a retro-clone, except they actually did license things from WotC, whereas the clones aren't. Officially licensed extensions of a ruleset that had ended over a dozen years prior when it first came out, certainly :)

I can see calling Hackmaster 4th a clone.
 

The retro clones are doing awesome. Judging from the community behind the games, the visibility, and the number of players I'm running across, I would say the "retro" market is doing better than anyone thought they would. I run across new OSRIC players and games every day, and Swords and Wizardry is just exploding. People really like the S&W game alot.

For example, I just started checking out Google Wave as a medium for playing games. In less than a week I've been invited into an already running Swords and Wizardry game, I started recruiting for my own S&W game and got five players almost overnight, and have joined an OSRIC game. There is also a lot of OSRIC games running on Google Wave that not only have a full slate of players, but a fairly long waiting list.
 

In my view, there are two points to the retro-clone movement. One is "feeling" or "style". Personally, without a radical departure in rules, none of which the retro-clones provide, I think style is mostly up to the DM. I'm never going to be comfortable running urban adventures. I love dungeons and quests, and my games are always going to involve dungeons and quests. They did in 1e, they did in 2e, and they did in 3e. If I ever play 4e, they will there also. unfortunately, this is also the most advertised point, and people who play a retro-clone hoping for a magical style experience may be in for a big surprise. A sucky DM is a sucky DM, no matter the rules (or simpler rules may make it even worse!)

Second is the mechanics, or the game rules. The 0e retro-clones (ie S&W) are radically different creatures from 4e. I like the simplicity and the easy customability. It's not a "worse" or "inferior" game than 4e, it's simply different. I don't have a problem with the two existing side by side.
 

Our local gaming store is constantly sold out of all its retro books.
Maybe it's a stocking thing, but there is a ton of 4e stuff just sitting there.
 

I do not consider C&C or Hackmaster a clone, HM has nothing to do with D&D any more than Paladium or GURPS, same with C&C other than they used the OGL to avoid potential legal issues.
While I agree that C&C and Hackmaster aren't clones, I think they're both much closer to TSR D&D than Palladium or GURPS. They're more like "versions" of the game that tinkered here and there, but are still largely compatible. (That is, you can take a C&C module and run it with AD&D rules pretty much as-is. Or the other way: an AD&D module with C&C rules.)

I think the only thing that separates OSRIC and C&C is a matter of degrees; they're both OGL versions of D&D, it's just that OSRIC aimed at perfect fidelity to the AD&D rules and avoiding new stuff, and C&C didn't mind introducing new stuff into the mix.
 

In my view, there are two points to the retro-clone movement. One is "feeling" or "style". Personally, without a radical departure in rules, none of which the retro-clones provide, I think style is mostly up to the DM.

Whether that style can be achieved with newer rulesets is a persistent question. IMO, that style is fundamentally about [brace yourselves] realism, with characters who are largely bound to the laws of physics (yes, plus magic) and spend much of their careers facing mundane, non-world-threatening challenges. The default adventuring party in newer D&D editions - a roving fantasy Justice League - is a far cry from the mortal, often short-lived characters of editions up to 1e.

Whether newer rulesets are actually capable of playing down to that level of power is another question. Some have had luck, but a great appeal of retro-clones is that the bare-bones rules can't help but start the power dial at zero and allows groups to scale up from there.

Conversely, it's not so easy to run a gritty, swords & sorcery game with a ruleset that assumes laser-beaming half-demons as a default starting character option, so retro-clones are often considered to be the best tool for that particular job.
 



Pets & Sidekicks

Remove ads

Top