OSR IS LYING TO YOU! A reasonable discussion about OSR

Qualifier for the following: propaganda doesn’t mean lying. It means that a message is intend to win over the audience. Some of the most effective propaganda has always been the truth - people check out the claims they can verify, find they’re right, and give more trust to the rest. Voice of America did this well for decades, until running into political oversight from people who cared much less about the truth than their own personal greed and delusions. This parts graph is itself propaganda for the notion that propaganda doesn’t mean lying.

Thst said: in some grumpy moods, I think that the single most effective thing OSR propagandists could do now is for Pete’s sake, stop calling modern D&D characters superheroes. They’re not. They’re not even close. They are simply individually in ways just like the vast majority of characters in fantasy fiction, folklore, a legend, and mythology. Characters who pass through a level of weakness comparable to early low-level D&D characters are in fact quite rare and when they do appear are usually present for others (in the story and in the audience) to mock and deride.

That doesn’t make them wrong, at all. It does make them unusual, and not something many people will come to thinking “Yeah, I want to play the guy who can cast one spell a day.” Jokes about wizards and clerics being vulnerable to one lucky cat were well established by the time I came to D&D in 1977. But the fact is that a pack of 3-6 feral cats take down a fighter, too, unlike, say, me at 15 the time I accidentally literally stumbled onto a feral cat pack having lunch. I still have two small scars from the encounter, but I was never at risk even of rabies.

D&D characters aren’t just comparable to typical fantasy characters of today, but to fantasy characters of the ‘70s (consider the heroes of the Land with whom Thomas Covenant deals), and of decades before: the Knights of the Round Table, the Outlaws of the Marsh, the guys who fought the Trojan War, and so on back. Nothing says anyone has to want that, but trying to dismiss it all as superheroes is just stupid, even if you the arguer are in other ways a smart person. OSR tastes are worth more respect than they’ve often gotten, (including me in times of more ignorance, sorry) but when does it ever flow the other way, with non-stupidly-insulting terms built in?

Superhero is a term with meaning, about both characters and their environments. You can have people with powers without the milieu,, and what you get is pretty much always either science fiction or horror. Or both. I like many such things - Elementals, Espers, Watchmen, etc - but they’re distinct. Superheroes are partly about worlds where doing the heroic thing pays off more reliably, where cliches like secret identities get respected, and where only certain kinds of villainy are possible. And D&as characters aren’t like that, never have been, and I don’t think many people seriously ever even proposed it. AD&D2 made space for chivalry, but chivalric more,it y heads off in different directions.

So please. We’re supposed to be inventive people. Invent a smarter, more relevant term than “superheroes”. As a suggestion, consider simply “stronger” versus “weaker”, or some good antonym for “vulnerable” like…damn, I dunno. “Resistant” sounds like a care product, not a character. Anyway, I hope you get the idea. Thank you for time. Buy bonds where you work or bank.
 

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Yeah, having been there, the OSR is kind of it's own thing, I don't know anybody who was there back in the day that doesn't look at it as new, like with DCC and all that.
I didn't think it a new thing until after Jeffr0's manifesto. There was a point where it was a movement about simply making the old available again; then it morphed into two groups - one of which was Jeffr0's one-true-wayist subset, and then a third arm arose, doing new things built onto an old school ruleset core.
I see value in two of the three approaches.
 

I didn't think it a new thing until after Jeffr0's manifesto. There was a point where it was a movement about simply making the old available again; then it morphed into two groups - one of which was Jeffr0's one-true-wayist subset, and then a third arm arose, doing new things built onto an old school ruleset core.
I see value in two of the three approaches.
More for me, it was like on the Traveller discord, and the younger players describing the "OSR playstyle" that they also were looking for. Which I mean, it's a thing, and I have no argument with it, except that things were far from universal as to how games were played. I have seen this discussed other places before, and maybe Jeffr0's manifesto makes more of a cohesive playstyle, I don't know, I am not into one true wayism. At the same time, you know, I am nobody, just an onlooker that can say huh yeah, well, people make history out to be such a lie anyways I am not surprised.
 

Thst said: in some grumpy moods, I think that the single most effective thing OSR propagandists could do now is for Pete’s sake, stop calling modern D&D characters superheroes. They’re not. They’re not even close. They are simply individually in ways just like the vast majority of characters in fantasy fiction, folklore, a legend, and mythology. Characters who pass through a level of weakness comparable to early low-level D&D characters are in fact quite rare and when they do appear are usually present for others (in the story and in the audience) to mock and deride.
Would you make the same statement to a referee who has used the same setting with several different systems and groups of players, all pursuing more or less the same kinds of adventures for similar reasons?

Two of those systems are my own take on OD&D, the Majestic Fantasy RPG, and the 2014 edition of D&D 5e. This referee not only used the same setting with both, but ran the exact same adventure with different groups, swapping in the 5e stat blocks for creatures and monsters and statting out characters using the same class and level in each system.

Being that referee, my observation from doing this is that D&D 5e feels considerably more fantasy-superheroic than my OD&D-based system. This isn't based on a single campaign from years ago. I have observed this many times since the release of D&D 5e in 2014, including sessions and campaigns run as recently as the past two weeks.

Now, I have some techniques for keeping D&D 5e more grounded. But it has been my direct experience that, with the common ways people choose to use D&D 5e for campaigns, particularly with multiclassing and feats in the mix, the superheroic feel compared to the classic editions becomes highly pronounced.

I have several actual play reports on my blog post if you need verification. Particularly for GURPS, Fantasy AGE, D&D 5e, and my Majestic Fantasy RPG.

 

I didn't think it a new thing until after Jeffr0's manifesto. There was a point where it was a movement about simply making the old available again; then it morphed into two groups - one of which was Jeffr0's one-true-wayist subset, and then a third arm arose, doing new things built onto an old school ruleset core.
I see value in two of the three approaches.
Jeffr0 and his manifesto are certainly loud, but they don't represent much of the OSR.

As for how many different aspects there are to the OSR, just count the number of published authors. Yes, I admit that's somewhat of an exaggeration, but not by much. As for why this is, see my earlier post on the OSR being defined by its logistics.

Because digital technology has lowered barriers and eliminated any practical power gatekeepers have, there aren't just three, six, or two dozen groups, but hundreds, each with its own vision for what could be done with the classic edition mechanics and themes.
 

@robertsconley - I’m squeezing these out between bout of activity caring for my 96-year-old Mom with Alzheimer’s. I don’t have time to do extra reading I have no expectation of enjoying. Tell me what you think is fantasy super heroic, and why it isn’t perfectly normal fare for Mallory or Homer or Water Margin, if you want, or regard yourself as a genuinely unique case in my experience, if you want, or whatever.

Please notice that I do not dispute a sometimes substantial difference in power level. But mommy experience, “superheroes” is only ever used like “munchkins”, as an insulting term for what others are doing.
 

@Autumnal Well, after considering your 600-word multi-part post, I would say that Malory, Homer, or Water Margin are not really the comparison here. OD&D already allows characters, as they gain levels, to grow into the sort of heroes described by Malory, Homer, or the stories of Jason and the Argonauts.

My point is that 5e pushes that considerably further. Instead of feeling like they stepped out of the pages of those original stories, the characters increasingly feel like they stepped out of the pages of Marvel or DC comics, fighting alongside Superman, Batman, Spider-Man, and Iron Man.

As a result, especially when feats and multiclassing are in the mix, I feel describing D&D 5e as more superheroic is an accurate characterization.
 


Would you make the same statement to a referee who has used the same setting with several different systems and groups of players, all pursuing more or less the same kinds of adventures for similar reasons?

Two of those systems are my own take on OD&D, the Majestic Fantasy RPG, and the 2014 edition of D&D 5e. This referee not only used the same setting with both, but ran the exact same adventure with different groups, swapping in the 5e stat blocks for creatures and monsters and statting out characters using the same class and level in each system.

Being that referee, my observation from doing this is that D&D 5e feels considerably more fantasy-superheroic than my OD&D-based system. This isn't based on a single campaign from years ago. I have observed this many times since the release of D&D 5e in 2014, including sessions and campaigns run as recently as the past two weeks.

Now, I have some techniques for keeping D&D 5e more grounded. But it has been my direct experience that, with the common ways people choose to use D&D 5e for campaigns, particularly with multiclassing and feats in the mix, the superheroic feel compared to the classic editions becomes highly pronounced.

I have several actual play reports on my blog post if you need verification. Particularly for GURPS, Fantasy AGE, D&D 5e, and my Majestic Fantasy RPG.

I've referred to D&D as Medieval Superheroes in semi-jest since the lat 1990's...

Especially AD&D.

Given the early AD&D definition of Normal Men, and the low level of NPC leaders... the shee superhuman durability of mid to high level PCs alone makes them fit into what's now called "Street level" supers... before adding the paranormal abiliies of Clerics, Druids, Monks, Rangers, and Paladins.

Comparing this to other FRPGs of the 80's...
Fantasy Hero: HP=Body. Caps at 20; normal man is 8. Doesn't normally go up with experience
Palladium: HP = PE + 1d6 per level, NPCs included.
RuneQuest 3: HP = (SIZ+CON)/2 both being 3-18, generally don't improve with experience
T&T 5e: damage is to Con. Con starts 3-18 times a racial mod (×⅒ to ×2 for standard PC races), levels increase attributes, NPCs are usually 1st level. (7.x adds a normal man type....)
GURPS: Damage to ST, 8-18 range. Normal at 10. seldom goes up in play.
TFT: Damage to ST, 8-16 starting range, no maximum.

All of them have magic casters, too... which can push PCs well into the super heroic range.

People don't like to think of AD&D, nor any D&D, that way as a generality... but by mid levels in any edition, you're superhuman.

Palladium and T&T, both rapidly can push to superhuman levels...
 
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Disclaimer: this is not a serious comment.

It’s clearly the case that what we have here is not fantasy superheroes, but fantasy pulp heroes and mystery men, precursors to superheroes. We need more slouch hats, capes, and domino masks, along with sword canes and running boards for both carriages and horses. Anyone who cannot or will not imagine horses worth bothering with, as Gary Gygax said in an unrelated context.
 

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