Since I just remembered I wrote a looong post about the common memes that come up in old-school discussions in an epic
TheRPGSite thread, I might as well copy it here:
Looks like this debate has been popping up a lot lately - on
TheRPGHaven, on
Malcolm Sheppard's blog, on
Jonathan Tweet's blog and so on. It also looks like there are four major threads in the criticism that inevitably crops up:
1) the nostalgia argument (usually proposed by trotting out a technological analogy, most often the Ford Model T)
I propose this has been so thoroughly debunked that it needs no further discussion; people should find different analogies if they wish to capture the essence of old-school
vis-á-vis simply being insulting. I will note that I know, and have played with old-school fans who were not born when
2e was released, and also that while people may be nostalgic about their early gaming experiences, they may also have other (and more relevant) reasons to play the games they do.
2) the argument that old-school is needlessly fetishistic about "holy texts", and has built an uncompromising orthodoxy that a) drives away people who don't swear by the complete old-school "canon", b) is actually constructing false memories that are at odds with the practice of the actual 70s/80s
With regards to a), I see some fetishism about "old-school" rules elements, but I suggest that adherence to them is driven more by comfort - sure, ascending AC and addition are marginally more intuitive than descending AC and substraction (or consulting a matrix), but this is counterbalanced by several years of practice. Also, it is my impression that most people play their old-school games today in a relatively rules-light fashion: in this case, a few suboptimal task resolution systems are not as much of an issue as in something like supplement-heavy 3.x or Hackmaster.
With regards to b), it is my opinion that old-school is by and large (although not universally) revisionistic, since it has emerged in contrast to new-school (whatever it means), and is built on the idea that old-school designers were actually doing the right thing most of the time: therefore, people who rejected the Vancian magic system or classes or hit points "back then" will find that old-school does not include their viewpoints. To this, my response is that there is no obligation to be wholly representative of an older scene or pass a "legitimacy test"; what matters is using any combination of old and new concepts for an enjoyable game experience, and that can be accomplished in multiple ways. The "herding cats" phrase I used in a previous post might be a good one - there is a meow in there, and a predilection to seek out mice, milk and rooftops, but otherwise, it is a lot of different people with different individual motives doing what they wish to do.
3) the argument that people modify their old-school games to an extent that the term they apply to themselves has become meaningless
This argument directly contradicts 2), although it describes some segments of the old-school scene: just like there are groups that prefer to (re?)construct a textually pure game experience, there are others that seek to mold the game to their own specific preferences. There is a good point here - if the scene loses its cohesion, it might disintegrate to the extent d20 has disintegrated, with insular sub-groups that have nothing to say to each other.
There are, however, also counter-influences: first, most of the D&D/OGL-derivative old-school systems are cross-compatible enough and rules-light enough to make adaptation from one system to another a snap (myself, I write OSRIC-compatible articles for
Fight On!, S&W-compatible articles for
Knockspell and use my own system for Hungarian releases). Second, there are unifying trends and fashions within the old-school scene - sandbox campaigns and "weird fantasy" have become more popular than they used to be, and there are also entirely new concepts like the "one-page dungeon" or "E6" [6-level D&D; this originated in the 3e community, but is
entirely old-school in my opinion]. All in all, I see this sort of thing as healthy.
4) the argument that old-school has focussed almost exclusively on producing rulesets and rules variants with minute differences, neglecting the actual playable content underneath
Theoretically, I agree with this criticism, and have previously argued that OSRIC et al were superfluous since most editions (except perhaps OD&D) are available cheaply on the secondary market, and the OGL is easy to understand to the extent required by self-publishing. In practice, however, the ease of availability, community-building and networking facilitiated by these systems have proven me wrong, and motivated people to produce stuff beyond previous levels. It may be nine parts psychology and one part actual utility, but if it works, it works - and as stated previously by others, the rulesets are seeing some table use.
I still think there is a bit too much focus on reinventing the wheel - the brouhaha about thieves has outlived its shelf-life long ago - but even if we are taking a purely play-oriented perspective, there is a good selection out there: Fight On!, Knockspell, XRP's Advanced Adventures, Dragonsfoot modules, JimLotFP's recent books, Mythmere Games, myself,
the Scanning Project, CNCPlayer.net and many others (recently, I got a
lot of mileage out of
Tomb of the Bull King, a Mazes&Minotaurs module). The lack of adventures might have been a problem in 2005 or 2006, but it is much less of a problem today (although, of course, quality is uneven and preferences differ, etc. etc.).
5) the argument that old-school is too focussed on A/D&D instead of applying its principles to other systems.
Well, yeah, D&D-derivatives are as dominant in old-school as they are in the new... but let's not forget there are productive and active communities for Encounter Critical, Traveller, Mutant Future/GW, Empire of the Petal Throne, Mazes&Minotaurs, probably Space Siege (although I have little experience with it), ZEFRS and others (I would classify Zenobia as a hybrid of old and new school, and don't know how many people actually play it). It is just that they have dedicated groups and are somewhat more insular from our perspective.
Finally, on the lack of new old-school based systems: anything is possible if people are willing to invest time and passion into it. There is no way around that. There is nothing to prevent people from using the lessons they learned from old-school in new ways, but if they want something to happen, they need to get off their behinds, do it and promote it. Conversely, nobody is obliged to be "progressive": if someone is happy playing D&D or a variant, more power to them, they are doing it as right as anybody.