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Why is "OSR style" D&D Fun For You?
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<blockquote data-quote="Voadam" data-source="post: 9079394" data-attributes="member: 2209"><p>I don't think that is the way to think about it.</p><p></p><p>In 1995 if you published a non TSR AD&D module or setting like Kenzer did with Kalamar no one would call them old school products, it was just publishing D&D products. When it was the current school it was not old school. </p><p></p><p>In 2000 with 3e and the OGL and the flourishing of d20 among 3rd party publishers d20 became the new standard and it had significant differences from older editions. There was eventually a movement for those who wanted new older edition style gaming material instead of standard d20 stuff. In part this could be seen with Necromancer Games' 3rd edition rules, 1st edition feel style of marketed d20 modules and sourcebooks. </p><p></p><p>The OGL and the development of Castles and Crusades and OSRIC and then later Swords & Wizardry and Labyrinth Lord led to a resurgence of supported older edition games and game styles as an alternative to the new baseline of d20. Since we were in the well supported d20 era, these were no longer current D&D but were labelled an Old School Revival, then a Renaissance, then just Old School RPGs. </p><p></p><p>OSR includes a lot of contradictory stuff and mutually exclusive strands, simple rules of B/X, complex rules of AD&D, focusing on dungeon crawling, focusing on player roleplaying instead of character social mechanics, quick character generation, deadliness, characters not balanced at each level or with various options, domain rules, sword & sorcery feels, gonzo high fantasy wackiness, and lots more.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9079394, member: 2209"] I don't think that is the way to think about it. In 1995 if you published a non TSR AD&D module or setting like Kenzer did with Kalamar no one would call them old school products, it was just publishing D&D products. When it was the current school it was not old school. In 2000 with 3e and the OGL and the flourishing of d20 among 3rd party publishers d20 became the new standard and it had significant differences from older editions. There was eventually a movement for those who wanted new older edition style gaming material instead of standard d20 stuff. In part this could be seen with Necromancer Games' 3rd edition rules, 1st edition feel style of marketed d20 modules and sourcebooks. The OGL and the development of Castles and Crusades and OSRIC and then later Swords & Wizardry and Labyrinth Lord led to a resurgence of supported older edition games and game styles as an alternative to the new baseline of d20. Since we were in the well supported d20 era, these were no longer current D&D but were labelled an Old School Revival, then a Renaissance, then just Old School RPGs. OSR includes a lot of contradictory stuff and mutually exclusive strands, simple rules of B/X, complex rules of AD&D, focusing on dungeon crawling, focusing on player roleplaying instead of character social mechanics, quick character generation, deadliness, characters not balanced at each level or with various options, domain rules, sword & sorcery feels, gonzo high fantasy wackiness, and lots more. [/QUOTE]
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