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"Rules & Regulations": An Essay on the OSR
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<blockquote data-quote="Iosue" data-source="post: 6130188" data-attributes="member: 6680772"><p>It looks like the article is just looking to stir up controversy by playing up the worst aspects of "old school vs new school". Kirin Robinson of Old School Hack put up <a href="https://plus.google.com/114025985656327870434/posts/53KvTgvjBuD" target="_blank">this image</a> as a response to the article, and IMO gives a pretty good example of what many folks involved in the OSR are enjoying about the OSR movement. I especially liked "new hacks of old games, old school-flavored hacks of new games," because that really hits to the wide variety of interests that fall under the rubic of OSR. The earliest "retro-clone" was probably Castles & Crusades, which was a hack of the d20 SRD to play closer to OD&D and 1e. Then you had Basic Fantasy RPG, another hack on d20 to play more like Moldvay/Cook, released the same year as OSRIC, followed by Labyrinth Lord, which are essentially faithful representations of the 1e and B/X rules respectively. So already you have games using modern mechanics to recreate an old school playstyle, as well as games recreating various old school mechanics.</p><p></p><p>Some of the major various reasons people might be into OSR are:</p><p>- like dungeon exploration</p><p>- like sandbox play</p><p>- like randomness in chargen and/or encounters</p><p>- like light rules</p><p>- like lots of independent subsystems and mechanics</p><p>- like adding original systems onto a light but sturdy chassis</p><p>- prefer older editions and want new material/support</p><p>- prefer new takes on old games, like ACKS or LotFP</p><p>- to play D&D again like they did back in the day</p><p>- to play D&D again in a way they didn't play back in the day</p><p>- to play D&D editions they've never played before</p><p>- to play D&D playstyles they've never played before</p><p></p><p>Any one person may be into the OSR for any one (or more) of these reasons, but what gives the community a sense of cohesiveness is that material (be that product, blogs, or what have you) from any of these subgroups can be enjoyed many of the other subgroups. If I'm into dungeon-exploring with B/X and I put out an original dungeon, it may appeal to both folks trying to anthropologically recreate the sandbox style of the mid-70s (one kind of old school), but also be of interest to folks adding all sorts of house rules (another kind of old school), from folks who want rules-light OD&D or B/X to folks who like the heavier rules footprint of 1e or 2e. It might be of interest to people using any number of diverse retroclones, from the faithful LL and DD to the divergent ACKS, LotFP or DCC. It might even be of interest to folks playing Dungeon World or the upcoming Torchbearer, games that try to approach some of the feel of old school D&D, but through wildly different mechanical and/or GM-player paradigms.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6130188, member: 6680772"] It looks like the article is just looking to stir up controversy by playing up the worst aspects of "old school vs new school". Kirin Robinson of Old School Hack put up [URL="https://plus.google.com/114025985656327870434/posts/53KvTgvjBuD"]this image[/URL] as a response to the article, and IMO gives a pretty good example of what many folks involved in the OSR are enjoying about the OSR movement. I especially liked "new hacks of old games, old school-flavored hacks of new games," because that really hits to the wide variety of interests that fall under the rubic of OSR. The earliest "retro-clone" was probably Castles & Crusades, which was a hack of the d20 SRD to play closer to OD&D and 1e. Then you had Basic Fantasy RPG, another hack on d20 to play more like Moldvay/Cook, released the same year as OSRIC, followed by Labyrinth Lord, which are essentially faithful representations of the 1e and B/X rules respectively. So already you have games using modern mechanics to recreate an old school playstyle, as well as games recreating various old school mechanics. Some of the major various reasons people might be into OSR are: - like dungeon exploration - like sandbox play - like randomness in chargen and/or encounters - like light rules - like lots of independent subsystems and mechanics - like adding original systems onto a light but sturdy chassis - prefer older editions and want new material/support - prefer new takes on old games, like ACKS or LotFP - to play D&D again like they did back in the day - to play D&D again in a way they didn't play back in the day - to play D&D editions they've never played before - to play D&D playstyles they've never played before Any one person may be into the OSR for any one (or more) of these reasons, but what gives the community a sense of cohesiveness is that material (be that product, blogs, or what have you) from any of these subgroups can be enjoyed many of the other subgroups. If I'm into dungeon-exploring with B/X and I put out an original dungeon, it may appeal to both folks trying to anthropologically recreate the sandbox style of the mid-70s (one kind of old school), but also be of interest to folks adding all sorts of house rules (another kind of old school), from folks who want rules-light OD&D or B/X to folks who like the heavier rules footprint of 1e or 2e. It might be of interest to people using any number of diverse retroclones, from the faithful LL and DD to the divergent ACKS, LotFP or DCC. It might even be of interest to folks playing Dungeon World or the upcoming Torchbearer, games that try to approach some of the feel of old school D&D, but through wildly different mechanical and/or GM-player paradigms. [/QUOTE]
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