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RPG Evolution: Is the OSR Dead?

As kids who grew up with Dungeons & Dragons have gotten older, they've entered a new phase of gaming. These adult gamers now have enough influence as customers and game designers to return tabletop gaming to its roots. But if their efforts to bring back a past industry end up shaping the future of gaming, is it really Old School anymore? Picture courtesy of Pixabay. The Four Year Cycle To...

As kids who grew up with Dungeons & Dragons have gotten older, they've entered a new phase of gaming. These adult gamers now have enough influence as customers and game designers to return tabletop gaming to its roots. But if their efforts to bring back a past industry end up shaping the future of gaming, is it really Old School anymore?

gamers-round-1955286_960_720.jpg

Picture courtesy of Pixabay.

The Four Year Cycle

To explain the popularity of the OSR, it's helpful to understand what changed about gamers: they grew up. In the early days of gaming, the time available to early role-players was much more limited, as Kenneth Hite explains:
Role-playing gamers traditionally enter the hobby around ages 12 or 13, before high school. They play until age 16 (dropping out with the availability of a car, and the concomitant expansion of available competing activities), re-enter the hobby in college (when mobility and choice are artificially constrained again) and drift out of it after graduation, marriage, childbirth, or other life changes. By this understanding, a typical gaming group lasts only four years at the most...
That cycle is no longer true. The "graduation, marriage, childbirth," etc. has its own duration, and once life settled in older gamers rediscovered the role-playing games they loved. Their limited time made them crave games they knew, the ones they grew up with. Mike Mearls, Senior Manager of Dungeons & Dragons Research and Design, outlined the dilemma facing today's gamers on a PAX East Panel:
I believe that's what's really happening to tabletop roleplaying, is that it used to be a hobby of not playing the game you want to play. And there are so many games now that you can play to fill all those hours of gaming, you can actually game now, and that what's happening is that RPGs needed that time, we, a GM or DM needed that time to create the adventure or create a campaign, a player needed that time to create a character, allocate skill ranks and come up with a background, and come up, you know, write out your three-page essay on who your character was before the campaign. That time is getting devoured, that time essentially I think is gone, that you could play stuff that lets you then eventually play a game or you can just play a game. And people are just playing games now.
This nostalgia fueled the creation of many imitators, some successful, some not -- and the brand owners of D&D had a sometimes contentious relationship with their fans, as well shall see.

Love D&D, but Don't LOVE D&D

Budding game designers have always tinkered with the games of the past. Throughout the 90s, a lot of energy went into improving Dungeons & Dragons without really breaking fully away from it. Ron Edwards called them "fantasy heartbreakers," which he described as:
...truly impressive in terms of the drive, commitment, and personal joy that's evident in both their existence and in their details - yet they are also teeth-grindingly frustrating, in that, like their counterparts from the late 70s, they represent but a single creative step from their source: old-style D&D. And unlike those other games, as such, they were doomed from the start.
One of the reasons "fantasy heartbreakers" existed was because there was no legal means for aspiring game designers to easily launch their own variants. Frank Mentzer, the father of the BECMI version of D&D, explained to me in an interview:
In the Bad Old Days, TSR filed a lot legal actions against fans who tried to publish things that, in the opinion of TSR's lawyers, infringed on their property. But in 2000, WotC created the "Open Game License" (OGL), which changed all that. If another company published an adventure for the D&D game and simply included that License (a one-page thing), they didn't get sued. Wizards didn't have to beat up their fans to appease the lawyers!
Eventually, the tide turned as gamers became less interested in improving on D&D and more in recapturing the elements of the game they enjoyed. They also had a back catalog of content they wanted to play again, so compatibility was paramount. The proliferation of older gamers and the Open Game License (OGL) primed the market for a gaming renaissance. What, exactly, that renaissance constitutes is open to interpretation.

What's OSR Anyway?

Shannon Appelcline defined the OSR in Designers & Dragons:
The OSR in OSRIC stands for “Old School Reference.” The grassroots movement that it generated also uses the abbreviation OSR, but with a different meaning: usually “Old School Renaissance,” but maybe “Old School Revival.” Some people also say that OSR can mean “Open Source Rules,” since that was the initial intent of OSRIC — though this idea has faded in recent years.
Mentzer defined OSR a little more broadly:
Whether the "R" in OSR is Renaissance, Revival, Resurgence, or something else, the "OSR" is simply a Re-appreciation of the simplicity of the original games.
Whatever the definition, the sheer number of OSR-style products in the early aughts meant it was more than a passing fad. Eventually, the OSR became so powerful that it began shaping how designers thought about game design, most specifically the latest incarnation of Dungeons & Dragons. Mentzer explained what changed when I interviewed him:
The evolution and changes in the D&D game have often increased what we designers call 'granularity' -- the level of detail at which you handle combat and other events. But when it's more granular, it takes more time to resolve all those details, and that means a slower game. This is neither right nor wrong, but is definitely a Style. If a player learns a 'newschool' game and is happy with it, great; I'm absolutely in favor of ANY game that we play face-to-face, in contrast to the online or computer game experience. If that player is then introduced to a less-granular game with faster play, he or she may incline toward it, and often that way points toward Old School.
The OGL would provide designers a means of expressing all of these play styles and more.

Enter the OGL

Ryan Dancey, VP at Wizards of the Coast (WOTC) leading Dungeons & Dragons at the time, launched the OGL with the intent of ensuring D&D would live on in perpetuity. Citing the Theory of Network Externalities, Dancey envisioned a license that would bolster sales of the main Dungeons & Dragons rule books by encouraging more players to play ANY role-playing game. Dancey called this the Skaff effect, named after game designer Skaff Elias:
All marketing and sales activity in a hobby gaming genre eventually contributes to the overall success of the market share leader in that genre.
Using the OGL, WOTC's efforts opened the way for game companies to take on the risky costs of creating adventures, while supporting the sales of the three core rule books that made up Dungeons & Dragons: the Player's Handbook, Dungeon Master's Guide, and Monster Manual. By opening the license to small developers, the gaming scene exploded, with more content than ever before. In addition to the sales benefits to WOTC, Dancey also hoped that the OGL would encourage innovation:
The other great effect of Open Gaming should be a rapid, constant improvement in the quality of the rules. With lots of people able to work on them in public, problems with math, with ease of use, of variance from standard forms, etc. should all be improved over time. The great thing about Open Gaming is that it is interactive -- someone figures out a way to make something work better, and everyone who uses that part of the rules is free to incorporate it into their products. Including us. So D&D as a game should benefit from the shared development of all the people who work on the Open Gaming derivative of D&D.
This allowed some interesting divergent paths for fantasy role-playing, but perhaps not in the way Dancey expected. Chad Perrin explains:
The result was growing troubles in the implicit partnership between WotC and the publishers that produced competing works. In an effort to differentiate their products from the WotC products that were eating into their markets, some of these publishers (e.g. Crafty Games and Green Ronin Publishing) started producing their own variations on the d20 System for fantasy RPGs, diluting the core game market for WotC in an attempt to remain solvent in the face of an invasion of the niches WotC had created for them by WotC itself.
The advent of the Fourth Edition of Dungeons & Dragons was a turning point for the OGL, fragmenting fans of the game. Perrin divided them into three groups:
One was the old school, "grognard" market that preferred D&D editions prior to 3E, often the older the better; another was the d20 System market, a mix of people who started with 3E and liked it there and those who passed through two, three, even four or so major D&D product line upheavals and found 3E the best so far in a steady improvement lifecycle; and the 4E gamers, who found its tactical complexity and balance superior to anything that came before and prioritized that higher than other aspects of the D&D game that had previously been at least equal partners with the tactical aspects since the original D&D emerged from the Chainmail miniatures game in the '70s.
The "grognard" market would go on to strongly influence future games by tailoring the OGL to recreate the kind of games they enjoyed as kids. Mearls explains what he thinks went right and wrong:
In the end, it failed to achieve the same type of success as open source software. In table top gaming, "open source" became a value neutral entry fee to gain access to the D&D mechanics. We never saw the iterative design process embraced by software developers primarily because RPGs lack easily defined metrics for quality, success, and useful features, a big shortcoming compared to software.
The OSR wasn't about "rapid, constant improvement in the quality of rules" but rather what rules they could remove to mimic the feel of earlier editions. The OSR ended up looking more backward than forward. That doesn't take away from the remarkable innovation that the OGL engendered. Marty Walser credits Dancey and the OGL for the OSR's success:
Without Ryan Dancey, it is uncertain whether the OSR (Old School Revival) movement would still exist... Or at the very least, it would look nothing like it does today. Ryan Dancey made it possible for all of us to play D&D compatible games until eternity, because regardless of what happens to D&D as a brand, D&D as a game will forever live on.

Making Peace With the Past

One of the ongoing challenges that TSR faced was the fragmentation of its player base between different settings and different editions, as described by Allen Rausch:
The many settings also contributed to something called "Brand Dilution." The original Dungeons & Dragons brand stood for something. You knew essentially what you were getting when you bought a D&D product. All of these new settings began to play havoc with the rule sets and philosophy of the game. As the settings grew more popular, they began to diverge from one another, advancing along their chosen philosophical paths, essentially becoming their own separate games. In not too many years, players had stopped identifying themselves as D&D players and were instead identifying themselves by the setting they played in.
With the advent of the Internet, publishers no longer had control over the obsolescence of a game -- games could live on forever in digital format. WOTC's acquisition of TSR and the D&D brand paved the way for new editions, but it also inherited TSR's baggage. WOTC was faced with a choice: continue waging TSR's battle against the proliferation of D&D clones or embrace them.

The OGL, modeled after open software design, was a key part of how content was shared on the Internet. But the OGL didn't work out that way, as Mearls explains:
There was a time when I pictured an active community of designers, all grinding away on D&D to make it better. I think that happened, but only in a fragmentary manner. Some people wanted levels gone, others wanted hit points fixed (with "fixed" defined differently for each group). At the end of the day, most people wanted books of monsters, character options, and adventures. Products either stuck with the baseline or created a new baseline for a fragment of the original audience to then stick to.
It took some time, but eventually the open-design thinking seeped into the development of the Fifth Edition of D&D -- undoubtedly influenced by the fact that Mearls' gaming cred was grounded in dozens of OGL-powered products. He explained in an interview:
I think that if we do our jobs right, that fragmentation will give way to a shared language like you saw with the SRD and the games it helped spawn. In terms of game designers, I think that, again, if we do this right they’ll have a nice starting point to tinker with in creating their own ideas.
WOTC helped fuel the OSR by re-releasing the original Dungeons & Dragons boxed set and reprinting the Advanced Dungeons & Dragons tomes. It was a sea change for the D&D brand. WOTC recognized that there was a market for older products and even supported them by releasing older editions of D&D in PDF format. Steve Wieck, COO of OneBookShelf, Inc., shared with me in an interview:
We have been in constant dialogue with Wizards every year since we opened our virtual doors. Granted that from 2009 to 2011 there wasn’t a lot of dialogue to have, but as the next edition was announced and Wizards has geared up support for all prior editions, we started having constructive dialogue with the team at Wizards last year. It was a jaw-dropper for me when Wizards let us know that they had already collected hundreds upon hundreds of classic titles and had them all re-digitized at high resolution. Wizards had not been idle on the digital product front.
Since WOTC's embrace of its digital back catalog, there have been many OSR variants, each encompassing a different style and edition of past versions of D&D. One of the more popular is OSRIC, as Appelcline explained:
Today most people mark the release of OSRIC (2006) as the start of the grassroots OSR movement. This was the first actual retroclone; it tried to specifically recreate a past game system (AD&D) rather than just recreating its feel — as Castles & Crusades had. In addition, OSRIC wasn’t a commercial release. It was instead a free download that was mainly intended to give publishers a legal basis for publishing AD&D modules.
OSRIC was just the beginning. Castles & Crusades from Troll Lord Games streamlines the OGL rules so they are more in the spirit of the Original Dungeons & Dragons boxed set. HackMaster by Kenzer and Company continued a series of compatible rules for Advanced Dungeons & Dragons. Mentzer explains how the OGL helped the proliferation:
That gave rise to various reincarnations of the original games -- OD&D, Holmes, Moldvay, BECMI, 1st and 2nd edition Advanced, and others (oft called 'clones', though they're not really) -- and now every fan can publish legally, just by including that OGL (and following its rules of course). Before those 'clones', you had to pay out $100 or more to get those out-of-print rules, but now these reincarnations are available for far more reasonable prices, and are sometimes even free.
Appelcline adds to the OSR list:
The most successful retroclones have probably been: OSRIC (2006), a recreation of AD&D; and Labyrinth Lord (2007), a retroclone for Tom Moldvay’s original Basic D&D. However, there are numerous other retroclones on the market, all published by small companies and sometimes even given away for free. Among the more prominent are: Dark Dungeons (2010), a D&D Rules Cyclopedia clone; Mutant Future (2008), a Labyrinth Lord variant intended to recreate Gamma World play; and Swords & Wizardry (2008), an OD&D clone.

D&D Returns to its Roots...Again

The success of the OSR has been unprecedented. In fact, it's so popular that Appelcline argues it's not even a movement anymore:
Beginning in 2012, some fans have suggested that the OSR is dead — not because it’s faded out, but because it’s succeeded. Fans on blogs have become companies publishing print products, while larger publishers like Goodman Games have proven very successful with their own OSR releases. Even Wizards of the Coast seems to be moving toward the OSR with its AD&D-like D&D Next and with releases of classic PDFs on Dungeon Masters Guild -.
The announcement of Fifth Edition Dungeons & Dragons had a conciliatory tone that focused on bringing fans of all editions back into the fold. Robert Schwalb, a designer on the development team, shared how they plan to accomplish a grand unification:
Our primary goal is to produce a rules set that speaks to every incarnation of D&D. So if you are a diehard BECMI/Rules Cyclopedia enthusiast or have embraced 4th edition, loved 2nd edition, 3rd edition, or never moved on from 1st edition, we’re creating this game for you. Imagine a game where you can play the version of D&D you love best. And then imagine everyone plays at the same table, in the same adventure. We aim to make a universal game system that lets you play the game in whatever way, whatever style, with whatever focus you want, whether you want to kick down doors and kill monsters, engage in high intrigue, intense roleplaying, or simply to immerse yourself in a shared world. We’re creating a game where the mechanics can be as complex or as light as you want them. We’re creating the game you want to play.
Just how much the Fifth Edition was influenced by the OSR was answered in Mike Mearls' Ask Me Anything (AMA) on Reddit:
...It’s really about getting back to the core roots of RPGs, and seeing how things changed for both the better and worse over 40 years. There are a lot of assumptions that became embedded in RPG design that have been unchallenged. Looking back and really studying RPGs – both new and old – helped give us a sense of what we had to keep and what prior elements of the game needed to be re-emphasized...The concept behind the OSR – lighter rules, more flexibility, leaning on the DM as referee – were important. We learned a lot playing each edition of D&D and understanding the strengths and weaknesses each brought to the table. Similar to the OSR, I think indie games bring lighter rules via focus and an emphasis on storytelling to the table that we learned a lot from. While a traditional RPG like D&D by necessity has a much broader focus than traditional indie games, there’s a lot to learn there in being clear and giving people a good, starting goal or framework to work within. For OSR stuff, we drew directly on older editions of D&D.
OSR-style games currently capture over 9 percent of the RPG market according to ENWorld's Hot Role-playing Games. If you consider the Fifth Edition of Dungeons & Dragons to be part of that movement, it's nearly 70 percent of the entire RPG market.

The OSR has gone mainstream. If the OSR stands for Old School Renaissance, it seems the Renaissance is over: D&D, in all of its previous editions, is now how most of us play our role-playing games.
 

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Michael Tresca

Michael Tresca

Celebrim

Legend
How could you tell, given that the *entire hobby* is marginal to begin with?

Because 'rules lite' approaches tend to be marginal even within the hobby. Crunchy high granular systems overall have dominated what people are actually playing, thinking about, or at least buying - AD&D, Top Secret, Shadowrun, GURPS, CoC, HERO, MERPS, RIFTS, RoleMaster, etc. They were what was on the shelf. And even those systems that started out somewhat rules lite (if not necessarily intentionally) tend to evolve into increasingly baroque rules heavy systems if they are successful in the market place (0D&D, V:tM, etc.). I'm trying to think what the lightest enduring rules sets/games might be and maybe WoD, BECMI, Deadlands, and Star Wars D6 might be the lower bounds, and those fall into what we might generously call 'rules medium'. We can tell because of what we are playing, even if in the larger universe what we are playing even at its most successful is pretty marginal.

I can see the argument that a rules-light system is commercially limited by the fact that it can't sell rules supplements. And without a string of supplements raising your profile on shelves or keeping you in people's minds with announcements of new releases.

Among other things, exactly that.

Some of the more notably successful rules light systems are notable for being based around free games, suggesting that not selling your rules lite system might be a way around the problem.

On the other hand, rules-heavy games marginalize themselves by being a pain in the neck, slow to run, and generally expensive with all the supplements. Only a small subset of players really want to play with and wade through a system that is too complicated.

Sure. And systems that have gone the too complicated route have largely died along the way, mostly 20 years or so ago as the promises of 'realism' as a solution to any game problem experienced with early versions of the rules turned out to be false. I don't know how much you remember of the era, but there was a period where all the problems with the D&D rule set tended to be blamed on its lack of realism, and the big selling point of a rules set generally wasn't "this is easier to use" but that it was "more realistic". But while its true that fetishized realism produced systems that ultimately aren't played much any more, that doesn't mean that the systems that are still played are on the "rule lite" end of the spectrum.
 

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Zak S

Guest
Sometimes innovation catches on.

Whether or not "most gamers" want any kind of specific system, most influential designers seem to want to dial back on the crunchfest of recent years.

We're gonna get games like that and people will like them or they won't--only time will tell.
 

gamerprinter

Mapper/Publisher
Interesting article. Unlike most, being one of those older gamers (having played D&D since 1977), I have little nostalgia for Old School. While I was happy with each edition as each existed, they were good at the time, but with the advance of editions and the creation of new mechanics, more player options I have been content with the new direction taken, without a desire to go back to the way things used to be. I didn't become a content creator, author, publisher until the advent of Pathfinder RPG, and have embraced using PF to base all my design and setting development. Not only do I not need to look backward, I am just as content at not looking at 5e - it in no way attracts me away from Pathfinder. So while I wish success for every RPG publishing venture, including 5e, I do not need to be part of every edition nor every game. For the time being I will remain a creator of PF based design.
 

Alphastream

Adventurer
You might wanna take a closer look at where things like advantage/disadvantage, bounded accuracy and that d100 trinket table came from.
In a game of "where things came from" we will end up back at D&D (or war games). :) Any good designer is constantly looking at other games, both new and old. This isn't exclusive to 5E, nor was WotC's 5E influence exclusive to OSR or narrowly focused on OSR. The design team had been playing a very diverse set of games over that design cycle (usually playing each fairly briefly) and their team has design experience with a number of systems and approaches.

WotC hasn't always been focused on other games or even on their own, and that brief period was to their detriment. There appeared to be a time during the mid 3E era to early 4E era where it seemed as if the WotC staff did not know their product or the industry very well. Interviews with designers showed them to not understand their game very well mechanically, how it actually played at the table, or how the gameplay was percieved by fans. This was also around the time that WotC had stepped back from organized play... which meant they lost the opportunity to see how the game was being played by thousands of players. It really hurt their ability to connect with fans. I credit Greg Bilsland, Mike Mearls, and Trevor Kidd for the change, though others could also have been responsible (Chris Tulach surely supported this). WotC made a really huge transition to where they are today: obviously playing a ton of different RPGs, playing their own RPG constantly, and seeing it played in a number of ways by a diverse number of players. I think that change to better understand the fan base and what the industry offers was a huge part of the success of 5E. It isn't about seeing that a particular game has a mechanic to steal, but rather observing the gameplay fun games create and wanting to have that same gameplay benefit. And, seeing accurately how your game plays so that you can make good adjustements. The playtest process was a good example of this. They had some early approaches that felt a lot more like 1E, but they didn't play well in various ways, which led to good changes. That look inward was just as critical to the process. And the overall goal of achieving the gameplay they wanted was far greater than any external influence. The article really does that a disservice, to the point of just being an incorrect assessment.
 

Celebrim

Legend
We're gonna get games like that and people will like them or they won't--only time will tell.

I think as a practical matter it is more a matter of what gamers will buy than what gamers will like.

A good example is the current D&D adventure format, which almost everyone seems to dislike and consider less than perfectly suitable for running an adventure. But I'd guess that the market wouldn't bear the additional cost of publishing the adventure in the most suitable sort of format, so WotC has to publish what they can sell, which is a compromise between the needs of the customers and the needs of the publisher.

As a publisher, you have basically two choices - print crunch or print fluff. Crunch is basically the engineering. Fluff is basically the art. The engineering isn't easy, but it's a lot easier than the art. Geeks are easy to get excited about rules systems, but rules systems are basically a dime a dozen. Rules systems aren't purely objective, but they are easier to objectively evaluate than a story. Printing art carries risk, and the pay back - if ever - is more long term.

Maybe we are reaching a point where our rules technology is getting sufficiently refined that the best way to make money won't be to continue reinventing the rules wheel, and instead the big seller will more and more be what you can do with the technology. Maybe will see rules innovation settle down a bit and see more interactive fiction and world building as the big selling points of a product line. Paizo is an example of a company where I don't think rules is primarily what gives them a market advantage. I think their core advantage is that they tell stories with their rules in a way that captures more people's imaginations than anyone else in the market. One of the biggest mistakes Wotc made with the D&D brand is I think spending too much time rehashing the valuable intellectual property made back in D&D's golden age and not taking the risk of making new content. Contrast this with what they are doing with their MtG brand, which lacked a lot of IP back in its heyday but which they've consistently been spending money to create fluff - and it's not even an interactive fiction game.

One thing I think really defines OSR is actually fluff over crunch, which I think is an observation that runs counter to what may be your first intuition. I consider OSR to be more of an Indy gaming movement than a retro-gaming movement, though no doubt there is a group that is in it for the nostalgia. Early Indy gaming was focused I think incorrectly on some of the same false idols that plagued what is now 'mainstream' gaming back when it was new, and that is namely the fetishization of system with ideas like 'system matters'. While I don't disagree that system matters some, it's always seemed like there was this idea that if you just adopted the right rules, the story would happen and it would be awesome - as if story was something that could be produced mechanically and without some sort of artistic understanding and skill.

But you can hardly get more 'crunch doesn't really matter' than suggesting, "You know, we could stop focusing on getting the rules right, use rules so basic that practically every gamer's brain is steeped in them to some degree, and just play this with stripped down 1970's technology and if we tell a good story, it would be fun." Of course, I think we are still struggling with this new medium to figure out what telling a good story really means and is like, but it would be nice to see that worked on as diligently as we work on rules.

I think the chief difficulty I see is that RPGs tend be vastly more influential than they are profitable. RPGs tend to inspire artists to go and create works of art in different more popular and accessible mediums, but they don't usually accrue benefits to the RPG designers themselves. I mean, I think you can draw a straight line between Vampire: The Masquerade and Twilight, and I'd be really surprised to find Meyer didn't have at least some exposure to VtM PnP or LARP games, but it's Stephenie Meyer that gets the main reward of that and not say Mark Rein-Hagen. That sort of thing happens a lot, both directly and indirectly. Video games show enormous influence from PnP RPGs, but its the more accessible medium that by and large gets the acclaim. There are any number of novels and novelists that show direct influence from D&D, whether it's Feist's Riftwar Saga, or Moon's 'The Deed of Paksenarrion' or just the general gamification of fantasy that shows up in works by author's like Brian Sanderson or Jim Butcher (speaking of VtM influences). James S. A. Corey are more famous for their novels than the gaming work that inspired them. Is Anthony Huso's work as a novelist better or more important than his work as a DM or a game creator, or is it just that it is a lot more accessible - even to another gamer?
 

Alphastream

Adventurer
Aside from the fact Mearls said that the OSR was an influence (among other things), there actually a very good reason, to differentiate D&D 5e from Pathfinder. Wizards could have made 5e a 3.75 and try to go head to head with Paizo. But they decided they needed to do something different and one thing that is different is to go lite.

WotC has never tried to differentiate D&D from Pathfinder. It isn't remotely a goal. WotC's focus is on entertainment overall - competing with movies, video games, etc. instead of any one publisher. There isn't enough money in the industry, even if you put D&D and Pathfinder together (if your goal is profit, employees with great salaries, etc.). The key is to look elsewhere. That's why we saw Paizo take a risk on their MMO, why WotC has the new storyline approach where one RPG release is the central hub designed to launch more profitable media properties.

Why go lite? Because while the OSR collectively is a 2nd-tier publishers there are a bunch of other 2nd-tier publishers who have put out successfully lite-RPGs most notably Fate. Fate, OSR, Savage World and other lite RPGs had a lot of buzz and talk surrounding them. So Mearls (he blogged about this) and his team started running campaigns with OD&D and other edition with lighter mechanics. Further reinforcing this decision is the design of euro-games and collectible card game which use simple mechanics that give rise to complex play.
They still have very little market reach, even added together. The buzz they generate is tiny, even within a small industry. Your average RPG player barely knows -pick game X- exists. The actual active player base is tiny. The ability to launch other more profitable ventures is nonexistant. I'm not saying I don't love these games, I do! I love playing all sorts of mid and small RPGs. But, they lack the market to be influential for D&D. Even the ones that feel so huge, like Numenera or Shadowrun or FATE have a very small active player base when you really get down to it. The numbers don't come anywhere close to, say, the number of gamers that played 4E every Wednesday in stores across the US alone. And, again, WotC's focus isn't "oh crap, some RPG is popular, we need to adjust!" Not at all.

What is true is that a lot of today's new games are fun. And the kind of fun they have can be similar. Story rich, fast, easy to learn (some of them), encourage something about your character to impact the game, etc. Those concepts aren't unique to story games or OSR or any one game or game type, but they have influenced 5E, for sure. It just isn't fair to make the claims the article made.
 

Alphastream

Adventurer
A good example is the current D&D adventure format, which almost everyone seems to dislike and consider less than perfectly suitable for running an adventure. But I'd guess that the market wouldn't bear the additional cost of publishing the adventure in the most suitable sort of format, so WotC has to publish what they can sell, which is a compromise between the needs of the customers and the needs of the publisher.

The current format is a fairly big change from the previous format. In part this is an attempt to provide the adventure as more of a sandbox that encourages the DM to tweak. I think the most consistent criticism is that the DM has to do a lot of prep with the current adventures... often the start isn't even the start! We will surely see adjustments to the approach over time. One thing to keep in mind is that the licensees were all at work long before the adventures released. Right now, WotC is working 2-3 stories ahead and planning 4-5 ahead. This means that the licensees and freelancers are only now starting to write with a firm understanding of how the game plays and what the best approaches are for ease of use and fun play.

The cost and size... I would be surprised to see those remain the same. 5E needed some meaty experiences to get people playing. It has that now. It won't need a continual slew of huge long adventures, though we may see a few more before they change approaches. The current D&D survey includes a question asking how far we have played through the different adventures, which should help them gauge that.

I also suspect the format has a lot to do with the story bibles WotC uses to delineate the season's story. That bible has a lot of information and begs that third party designer to really use a lot of it and create complexity not for the experience, but for the capture of the story's detail. (I worked from the Tyranny of Dragons story bible, which was very cool. In my effort I ended up trying to do a lot with the story bible only to find that most of the secrets had become common knowledge by the time my adventure released.)
 

Zak S

Guest
One thing I think really defines OSR is actually fluff over crunch, which I think is an observation that runs counter to what may be your first intuition.

Fluff vs crunch is not a meaningful distinction in most RPGs, especially D&D. It's a wargaming/cardgaming distinction

In D&D there should be monsters that are more dangerous if you're wearing blue, for example.
 

WotC has never tried to differentiate D&D from Pathfinder. It isn't remotely a goal. WotC's focus is on entertainment overall - competing with movies, video games, etc. instead of any one publisher. There isn't enough money in the industry, even if you put D&D and Pathfinder together (if your goal is profit, employees with great salaries, etc.). The key is to look elsewhere. That's why we saw Paizo take a risk on their MMO, why WotC has the new storyline approach where one RPG release is the central hub designed to launch more profitable media properties.


Sorry but that doesn't wash. The fact they decided on a brand strategy is not perninant to the design they chose for a new addition. If it was that insignificant then they were fools in investing any R&D dollars and and just used 3.5 which they already owned and do the new adventures using that system.

But they did invest the money the result was a system distinctly different from 3.5 in terms of complexity.




They still have very little market reach, even added together. The buzz they generate is tiny, even within a small industry.

Yet Mike Mearls said the OSR was one of the main influence (among others). The head guys is contradicting you.

And, again, WotC's focus isn't "oh crap, some RPG is popular, we need to adjust!" Not at all.

The only reason we are standing here is because 4e got hammered by Pathfinder. This caused the whole strategy behind D&D to be revamped. They needed to have a RPG because market is at the heart of what D&D is. It would like trying to turn Monopoly into a multimedia brand without printing Monopoly games. People would laugh because Monopoloy is first and foremost a boardgame.

They would also laugh if the new strategy came out and D&D lagged badly in the market. So they needed to design a new edition that had a shot at being the #1 RPG again. The strategy they opted for wasn't a 3.75 but something that had lighter mechanic that drew on past edition, and current trends in the industry among them the OSR, Fate, and others.
 


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