Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Friday, February 6, 2026

Off the Shelf: Dungeon Crawl Classics

This is my fourth "off the shelf" article for Dungeon Crawl Classics. I write one of these articles every time a game returns to my "gaming shrine" and most-played shelves. I had DCC in the garage twice over the last four years, grew disillusioned with the game for a while, put it away, and then realized the games I felt would replace it failed me and never were as fun as this one.

One reason is that some on the OSR YouTube channels don't like DCC much, and they are entitled to their opinions. Sorry, DCC is worthy as Shadowdark is. And even Goodman Games says, "DCC does not equal OSR," and that break is good for everyone. This is a beloved game, a throwback tribute rock band to the 1970s and 1980s era of role-playing, when the game cared more about fun, and everyone could play.

The OSR and DCC are different things.

The OSR is the actual game we played in the 1970s and 80s, and there is an open question of whether today's players can understand how it was played back then, amid the mess of other games and sources we brought in. They are a faithful recreation of the rules, often without the context of the time they were played in. People who never played in the era will wonder what the fuss is all about and return to 5E.

A big problem in the OSR is being excellent while replicating rules, but terrible at providing context.

DCC captures the feeling of those times, and how a modern set of rules (3.5E-derived) could recreate that moment and feeling. DCC is more of an "early-age role-playing simulator" that pulls in external influences into the experience, like listening to Asia and Styx at Shakey's Pizza Parlor while Pac-Man and Defender arcade cabinets buzz in the background. Then someone has a story about their game, and something insane and cool happens (that, by the rules, could never happen since it is clearly not in the rules), and you are all in awe of the coolness that is this game.

A player in 1980 at that pizza parlor is saying, "Your character turned into a demon?! Wow!"

A player in 2026 is flipping through the original rules, "Nowhere in the rules does it say that this could happen. Were they even playing the OSR correctly?"

While DCC is not the OSR, DCC is the context of the OSR.

Castles & Crusades is similar; while it is not AD&D 2E, it is an AD&D 1E/2E simulator in a modern rules framework. It captures the feeling while not being the thing it is inspired by, opting for a modern play experience. Call them throwback games, but they capture the experience rather than replicating the rules. If all you want is "how it plays" without "all the confusing tables and junk," then DCC will sing for you.

DCC is worthy, fun, imaginative, and it displays on my selves incredibly well.

This is the time I grew up with in gaming; if not the original game, it captures the feeling well enough.

Take me back to that pizza parlor and let me live in that moment again.

Tuesday, July 29, 2025

Old School Games Never Let You Down

I bought a few D&D adventures a while back, and I discovered that the resale prices are about $3-4 per book, just like the 2014 edition, but they are now considered "out of date." I'm unable to obtain PDFs for them, as it's policy and walled garden content. I will probably end up playing most of these with Tales of the Valiant, since I have given up on D&D as a system, and ToV has good 2014 compatibility.

What good are these books if I don't own my PDFs?

Tales of the Valiant will be the system I will still be able to play all these with when D&D 6E comes out in a few years. All these books will be "previous edition" someday, and in a way, they already are. It feels strange to call ToV an "old school game" - but one of the most essential traits of an old-school game is to maintain compatibility with previous edition adventures, and what does that sound like? That sounds like ToV. With D&D moving on, ToV is now in the OSR. This feels so wrong, but it is true, and in a few years, it will be even more so.

As D&D moves on and abandons its history, we will see rewrites for every classic adventure and module, even classics like the Keep on the Borderlands, which does not need a rewrite. We are being told we need to buy the same thing repeatedly. Tyranny of Dragons proves we can have "new stuff," and we don't need endless nostalgia bait and companies forcing us to buy the same thing repeatedly because they feel they can pull at our heartstrings.

I'd love to see a new team create something like The Tomb of Horrors. Classics. All-time great adventures. These are beloved works of fiction and do not need cigarette pack warnings. Throwing these into compilations and cheaply converting them to 5E is disrespectful. Goodman Games did it the best by expanding and celebrating them, while printing the originals in their entirety to preserve them.

I doubt the current team at Wizards has the skill to create a classic like the Tomb of Horrors. I highly doubt we will see the innovative and original adventures our hobby needs to thrive and survive.

My problems are, 5E conversions have a "shelf life" on them, without ToV. The originals? I can still play them with any OSR game of my choosing, such as Basic Fantasy, Old School Essentials, Swords & Wizardry, Adventures Dark and Deep, Castles & Crusades, and even Shadowdark.

All my OSR adventures still work fine! These can be played with any OSR game. They hold their value exceptionally well and can be played with anything I own. They are all "new stuff" created by talented people, and I am seeing new adventures and thrills, rather than retreads and conversions. I pulled these out of storage the other day, and guess what? All of them still work flawlessly.

Lovely to see you again, old friends.

And I don't need to depend on online character sheets to create a character, which is a strike against ToV and all of 5E. That dependency on online character sheets will be ToV's downfall when those eventually go away and become unsupported. With old-school games, I don't need any of that online garbage. Just some dice, pencils, and paper.

The world could end, and I will still be over here playing my OSR games.

D&D players will be wandering around like the hordes in The Walking Dead, moaning about their phone's 5G bars, and looking for an Internet connection. They will be cut off from their digital copies and character sheets, and I will still have mine. But you can never replace books. Books survive wars, plagues, and famines. Print is eternal.

Full-game 5E is flawed, and since it relies too much on online support, it will die. As sites close down, publishers pull their character sheet tools, VTTs get bought out and go belly-up, we will see huge groups of people lose access to their games and content. This also means Tales of the Valiant is flawed, and can't be truly considered an old-school game. Yes, you can run a character sheet by hand, but 5E was not designed to support that, and it was built to create add-on support sales. ToV is fun and I support it, but in a bittersweet way since I know the game has inherited a fatal flaw.

All my old school games?

As long as I have a hand, a pencil, and paper, I can play them.

Even the ones in science fiction, cyberpunk, post-apocalyptic, and other genres are all cross-compatible. Do I need a quick space alien mutant monster? One where several lifeforms were merged together by a space virus? The chimera from Old School Essentials (or any other old-school bestiary) looks nasty, so I'll use it as-is, just reskinning the looks, but the stats all work perfectly fine for Stars Without Number. Giant space bugs? Hey, that ankheg from OSE looks cool as a giant hive insect. Some ravenous space slime? A black pudding from the same book works well, and is only hurt by fire, so break out the flame units.

Do I need those for a post-apocalyptic game? I have the rules, and all my monsters still work. That chimera is just as frightening here, and just as deadly, and it doesn't need a stat block a page long to do it, either. This mutant could be roaming a long-abandoned research facility, terrorizing its main corridors. OSR monster stat blocks are wonderfully brief and concise, and like alignment, say a lot with very little text. This is another reason to love an OSR game over 5E.

Cyberpunk game? I have that covered, too. All those monsters and adventures still work. That chimera is something that escaped from a megacorporation's bio-research labs and is now crawling around the sewers, subway lines, and drainage tunnels of the city, causing havoc. It all works together, giving me instant access to adventure and on-demand content at my fingertips.

Fantasy game? I have dozens of old-school fantasy games that all work amazingly well. I have not even mentioned Worlds Without Number, ACKS II, AD&D (1e or 2e), For Gold & Glory, or Dungeon Crawl Classics in this discussion yet, but they are all compatible. That chimera? It is a chimera here. Everything still works together, and I have my choice of systems to play with.

All my old-school games work together in a way none others do. This puts the current crop of narrative and "post-5E" games to shame. All those games will let you down someday. Daggerheart, Cosmere, MCDM RPG, ToV, and all these "post D&D games" have a lot to prove. None of them works with anything I have, and they are asking me to "buy more."

Any OSR adventure I buy will be playable from now until the end of time.

Any OSR game I have will work with any of these adventures.

Old school games will never let you down.

Thursday, August 8, 2024

Support the Alternatives

I deleted my rant about the YouTube 5E preview channels that I have never heard of or subscribed to flooding my feed. I feel someone is paying to boost all these videos, and I am not giving them any views. The closer we get to the 2024 D&D releases, the less I care about the official books.

D&D died during the OGL disaster.

It is a mobile game now, and I am not interested.

I prefer supporting new games and communities rather than old games or giving money to people I dislike. Don't reward behavior you disagree with, and don't fall into the hate or hype. These "Wizards did What?" YouTube videos are just as annoying as the other side's boosted shills.

Let go of the old editions and support new, independent games. I'd much rather play Old School Essentials than Rules Cyclopedia, B/X, BECMI, AD&D, or any other classic version of the game supplied by Wizards. With editions like Basic Fantasy, you can even play for low cost or free.

I keep going back to the late 1980s when the community said AD&D sucks, and we all abandoned the game. We moved on to GURPS, Rifts, Shadowrun, BattleTech, Vampire, and other games until Magic the Gathering killed the hobby. The hobby has been dead since 1995 when the market collapsed.

However, the only thing that has changed between 1989 and today is the impact of social media and nostalgia. To those of us who were there, we gave up on AD&D since it was level-based, it was too "kill for treasure," and the class-level-race-alignment system was too limiting and did nothing for roleplaying. There have been no fixes to the game since we all walked away. Nostalgia is not a patch.

But some people in the indie scene are giving it their best shot.

Now is the time to back indie, non-OGL, and non-SRD games and communities. By doing so, we can help them flourish, ensure they receive the support they need, and foster competitive alternatives. People can write adventure and rule supplements for these games, which is a freedom not available for AD&D or any other legacy TSR game.

Do I play classic legacy games like the originals? Yes, I do. They are all from indie creators, though, and the appeal is more for nostalgia than gameplay in some situations. Shadowdark took aim at the gameplay and modernized it, which makes a game that not only hits the nostalgia note but also delivers an upgraded gameplay experience.

I lean more toward OSR games that "fix the game" and make gameplay enhancements rather than copying old games, warts, etc. Other OSR games, like Stars Without Number, use the familiar as a base for new experiences.

For 5E, I am settled on Level Up A5E. Tales of the Valiant is still far too new to make a call. This is another edition that "fixes the game" rather than photocopies it. But this discussion is not about 5E, though my pick for it matches my feelings towards OSR games.

The games I am sticking with either enhance the experience or provide a new one. My top five are Stars Without Number, Dungeon Crawl Classics, Shadowdark, GURPS, and Old School Essentials. I could put Castles & Crusades in here, but that insanely good game tends to crowd out the others. I have it in storage to give the others (OSE & LU A5E) a chance. C&C will kill 5E if I have it out, and I have books I want to enjoy for Level Up.

C&C will have a spot in my top five.

But for now, it feels nice to ignore the bought-and-paid 2024 previews and do my own thing. My mind is mine, I enjoy what I do, and I am no longer jumping on AAAA-game bandwagons for the hype.

Saturday, April 6, 2024

One Page Rules

https://www.onepagerules.com/

To me, if a company pisses you off, you leave. I was watching my YouTube channels yesterday and came across a massive outcry of Warhammer 40K players moaning that their entire armies, ones they paid good money for, painted, and played with for years, were banned from official and store play. You buy into that brand, and they sell you things they then get to take away, which is what that company does; this is not new.

Then I see people saying, "Well, we will just go to One Page Rules!"

We will!

I warn you!

See my foot out the door?!

I did not know this existed. An open, 3D-printing-friendly, DIY tabletop wargame community that looks and feels like the classic D6 wargame systems played in hobby shops? You can bring in any model, even 30-year-old plastic Heroquest figures, and have a good time?

And my mind instantly clicked into the mode, "Why aren't you supporting this?"

This can't be used as a threat to make a bad-behaving company do good since it will never work. Walk away en mass like the OSR and do your own damn thing.

Gaming YouTube loves complaining. D&D YouTube is the same thing. They take abuse from billion-dollar companies, complain, and monetize that into cash. They take that cash, buy more of the same, support the abusers, and repeat the cycle. And they sucker you into watching. It is too much fun to see people bitching about hobbies.

But there comes a point when you realize you have wasted too much of your money and too much of your life you will never get back on stupid outrage and supporting companies that bleed you dry.

Great, supportive, community alternatives exist like One Page Rules.

They give away 3D-printer STL files! If you had a 3D printer, you could join the fun and print your armies! That is cool, and it is community-supportive! You could even do your own thing, make your own 3D models, print your own armies to paint, and give them stats in the game. You can even sell or give away your STL files.

Ever want a reason to get into 3D printing?

Here is your chance. Spend your money on that instead of 50-dollar blister packs.

And your 3D prints can be turned into cash.

Could I make a bunch of cool, dirty-dog, 3D-printed motorcycle bikers, give them tiny plastic guns and armor, and play a war game with others? Yes. No company tells me, "Your models aren't supported; sorry, you can't play with other people."

Some companies exist to abuse people, and some people are happy to give them all their money.

The OSR is a beautiful place.

Open Gaming is also fantastic.

Stop accepting the abuse, take your toys, save your money, and walk away. Don't sign up for subscription services to play your game.

And stop buying into this dumb, moronic, YouTube outrage clickbait. All you are doing is supporting the abusers and those who profit from them. Play OPR or OSR, put those games on YouTube, ignore the abusive and clickbait side of the hobby, and be a positive force in the world.

But I get it—there is no money in doing OPR YouTube! Warhammer is where the money is! YouTubers just flock to where the views are. Well, that is also dangerous. It breeds negativity and hate and supports an abusive cycle that becomes impossible to break away from. The major gaming communities on YouTube, Magic the Gathering, Warhammer, and D&D are becoming so toxic that the entire platform quickly becomes a worthless hate-fest of anger and negativity.

I am unsubbing from 5E channels and moving to better hobbies. The same is happening to my Warhammer and MtG subscriptions. The negativity is dumb and a waste of time. YouTube is killing tabletop hobbies.

And there are better, more positive hobbies than the ones talked about there.

Sunday, February 11, 2024

They Don't Care Anymore

I am slowly getting the feeling that the 5E and OSR communities are fracturing.

Not in compatibility, but the old guard of websites and portals controlling access to games is completely gone - nobody cares what the dominant gaming press, YouTube, or hub sites think anymore. The whisper networks are exposed. Site bans for creators are flying, and those who had control are losing it - and their minds. Even some YouTube creators slowly lose their grip on reality as the scaffolding of 'what once was'' buckles, folds, and comes down in a crash.

The zeitgeist is dead.

Let's go pre-2022. You made an adventure or supplement for the top OSR system (Old School Essentials) or D&D 5E a few years ago. There was no question you did.

Then the OGL was killed.

The ground was no longer stable anymore. 5E blew up, and many left for Pathfinder 2. Many of the 5E community split off, and we have Shadowdark and Tales of the Valiant. And we are seeing that in the OSR, with the 4th generation OSR games just doing their own damn thing and throwing the middle finger to anyone who thinks otherwise.

Shadowdark is a good example. A group of amazing creators found they had more fun with OSR games than they did 5E, so they set out to build a 5E-like system that simulated old-school sensibilities. Shadowdark is the gateway drug for the OSR, and I welcome this game into our community with open arms - since this helps a vast group of players only used to 5E discover the joy of a hardcore 'Dark Souls' style dungeon experience that D&D refuses to supply.

Dragonslayer goes hard on the old-school, with a refined mix of B/X and 1st Edition. There is even artistic nudity - just like AD&D, don't complain - in this book, and the creator speaks openly about what he likes and criticizes the direction of many newer games. He takes flak, and nobody cares. The game slaps me back awake like it was the 1980s again, and roleplaying was something only the cool college kids did, and I wanted in on it.

Since this also is the game for all the fantastic mega-dungeons: Barrowmaze, Highfell, and the others - with a new one coming this year, this one game and those dungeons can provide 20+ years of play without needing to buy anything else. This is expensive, but a 300-page book packed wall-to-wall with consistent OSR art and sensibilities is like a rallying call to me.

It is worth the money. This isn't "just another B/X."

It is B/X+.

The classes in DS are fun, especially compared to OSE or Labyrinth Lord. Fighters are worlds better in DS, since they get a cleave ability when they kill any target at level 1, getting an extra attack, plus another every 2 character levels. So, if you kill an orc at level 1, you can immediately attack another. At level 3, this improves to two attacks after a kill, and at level 5, that is three attacks - and this applies to both melee and missile weapon attacks. This has no HD limitations.

Clerics get a divine channeling power that lets them swap a 1st level spell to cure light wounds, and mages get that but for detecting or reading magic. These are "fun changes," I bet a little inspired by 5E, but it gives casters better-prepared spell choices and keeps them flexible. Some of the pain points of B/X have been house-ruled away and made official rules.

Thief percentages are not horrible; they get a d6 hit die, and a failure margin built into the pickpocket skill could be extended to other skills for fun. They can also appraise treasure. The rules also say, "roleplay precedes thief skill die rolling," - which means in many cases, with solid roleplay, YOU DO NOT HAVE TO ROLL. If you care to creep behind a low wall, out of sight, the referee can rule - it just succeeds, good plan. No game has a "roleplay trigger" for thieves, which makes playing them incredibly fun and interactive as you try to think up strategies to avoid rolling.

Using a rope and spikes, no roll is needed for climbing. If you studied the key, no roll is needed for lockpicking. If you recently disarmed the same exact type of trap, no roll is needed to remove this trap. If you have a good hiding spot, no roll is needed to hide in shadows. If you drop your pack, have a quiet approach, and just creep up with a dagger, no roll is needed to move silently. If you watch your target and know which pocket a wallet is in, and have someone distract them, no roll is needed to pickpockets.

Ninja roleplaying is back with the DS thief class, which is excellent.

I feel like my eyes are open.

OSE. 5E, and Labyrinth Lord don't do this, and their classes feel very "one note" without tools that can provide fun opportunities at the table and player options. If someone asked me to play a fighter, cleric, mage, or thief, I would choose DS over OSE, LL, or Shadowdark.

I get the same feeling 5E gives me - I have the tools to deal with situations. However, here, roleplay and creativity matter a lot more.

Dragonslayer is the next B/X standard bearer. They took the unfun parts of B/X away, or parts where you sit and feel "I am stuck doing nothing," and gave characters options and tools. And these changes have been tested over the years at the mega-dungeons mentioned above, so they are proven winners.

And I get the feeling DS is closer to a Shadowdark than B/X, at least in the design philosophy of "making the game fun" coming before "making the gameplay just like the old one."

And it isn't a digest-sized book, which I see as a positive. Small books never stay open, the information-to-page ratio is horrible, they go on hundreds of pages, and their type, for my older eyes, is a pain to read. Give me a full-sized book with excellent art and page layout any day.

Another amazing Kickstarter late last year, and shipping this year, is the B/X-inspired ACKS 2. This did better than his previous Kickstarters by 3-5 times, and he rewrote the game to eliminate the OGL. All the monsters and spells have been reimagined to fit the world he wants to see, not a world where B/X is forced in there.

Another game that wrote the OGL and SRD out of existence? Basic Fantasy 4th Edition.

A game that went Creative Commons? Swords & Wizardry.

You can't compete with Wizards of the Coast! They are like [throw some considerable number here]! Well, Kobold Press thinks they can, and for that matter, Paizo is doing an excellent job. We are getting a complete replacement for all core books, compatible with 10 years of 5E books - and that is a wonderful thing because people's libraries and investments are being protected.

Add Level Up Advanced 5E to the list of games throwing the middle finger at common wisdom, though they were three years ahead of the curve. This is a complete rewrite of the SRD, with no licensed language, and is free from any OGL license mess. This game is still strong and is another favorite of mine that mixes old-school design with 5E.

But we are seeing a crumbling narrative and a death of the gatekeeper sites and zeitgeist. Wizards killing the OGL killed these cliques' control and the feeling you needed to "play along" to "play at all." If they are unfun, the old ways of doing things get tossed in the bin. Nobody feels beholden to exact copies or Xeroxing games anymore. If a part of a game sucked in the old days, why do we have to replicate it?

And the games coming out in this period, especially the 4th generation OSR games, are fantastic.

Friday, March 31, 2023

Castles & Crusades, OSR, and What I Play

Castles & Crusades is still one of my go-to fantasy games. It feels just like classic AD&D, but with many modern improvements to simplify the game to play from 3x5 cards. I don't need any 5E-like OSR games; while they are fun, they don't do it all like C&C does - while still feeling like a classic experience.

It is a mix between 3E and 2E that feels right, and so many of the "charts needed to play" simply do not exist in this game - you don't need them. You have a character card and 90% of what you need to know. If you want to unify the target numbers, set them all to 18 and give +6 to primaries.

The 5E OSR clones (Shadowdark, Low Fantasy Gaming, and a few others) strip the experience down and try to provide the OSR experience through a 5E lens, which is fantastic. Those games have beautiful art and are real collector's items, but another part of me feels I have been down the niche OSR and 5E road a few times. I am not really feeling the excitement for Shadowdark, it looks fantastic, but I have shelves full of amazing OSR games I never play. I wish Shadowdark the best and hope they become a de-facto 5E OSR-style experience for many.

I have a lot of OSR games I like much better, and I have too many of them to play.

Old School Essentials does everything OSR and more, with the only difference being mechanics. I am not playing OSE, but this still stays on my shelves since it is such an incredible experience and set of rules. I can see why someone would prefer Shadowdark over OSE; infravision proliferation exists in every fantasy race except humans and halflings. There comes the point in 5E and a lot of games where "easy" takes over, and everyone wants to see in the dark, and then the referee has to account for some races having 60' or 90' ranges, and no one picks humans or non-night vision races because "who wants to be carrying torches around?"

The Shadowdark game addresses this fatal flaw and makes light sources a part of the game, which touches on our fears of the dark and that primal instinct. I like that game designers are starting to recognize this D&D problem and address it with their designs. The fear of the dark is a powerful force, and to see it marginalized in games takes away a considerable part of the fear and unknown when exploring dungeons. It doesn't help when so many races in 5E have night vision and light sources get factored out of the game.

Low Fantasy Gaming does the 5E-style grimdark experience very well, and it also addresses the night vision issue by giving no races this ability. I love LFG's take on feats since you get to make the powers and abilities up yourself (with GM approval), and every character is unique. This game also tackles many of the 5E gripes and fixes them through pools and mechanics. LFG also has many exciting classes and powers, with this "savage survival" feeling that appeals to me more than stock 5E or Shadowdark and focuses on the wilderness and exploration along with dungeons. They renamed the spells, which is annoying and cool, but I get why they did it so I can play along.

These days, I look for longevity and publisher support in a game, and I love feeling. The Shadowdark game hits those notes, but I like LFG for my 5E-style old-school games, just for the gritty feeling and innovative mechanics. Whereas Shadowdark leans more toward the OSR and even games like Lion & Dragon, LFG leans in the direction of Cypher System and even Warhammer.

The mind-blowing Appendix N game with dangerous magic and incredible feats of heroism? Dungeon Crawl Classics is my best-in-class game for that. This is OSR gaming at its finest, with all sorts of strange dice and nothing ever being the same twice. DCC is another S-Tier game for me. I am not currently playing this, but just for inspiration alone, the game is incredible.

I am currently out of the market for random OSR games and taking stock after the January OGL disaster. Many games are abandoning the OGL, which is a good thing. The next one I am looking forward to is ACKS 2 since that game fills a Middle Ages niche that I love from a historical and 4X kingdom-building point of view. ACKS has a darkness and uniqueness that sets it apart from many of the AD&D clones, and the conflict against the "Conan-style old world" and the "civilized forthcoming new world" sets the stage for everything that comes after.

Work is continuing on ACKS 2 to remove the OGL from the game, and what I have seen so far is incredible. The game is going from a B/X-style game to its own standalone game. This gives me the same feeling OSE Advanced has; the game moved away from its B/X roots to become something of its own game with its own identity.

But I keep coming back to C&C. There are a lot of flash and hot games out there, new mechanics, and some beautiful art in the newer games. I keep returning to something stable, where everyone is welcome, and the game feels like the familiar one I grew up with. I don't want a lot of complex rules, so I am stepping off the Pathfinder 2 releases for now. I don't have the time or the group to play that. Also, many of the newer PF 2 releases do not speak to me; they feel pop-culture and anime-influenced, which is not what I look for in a dungeon game. They are fine, but not for me.

Castles & Crusades is one of my S-Tier games, quickly replacing Pathfinder 1e since it does everything much more manageably and cleaner than a 3.5-era set of rules. The options and multi-class features are the absolute best in the OSR, giving you so much flexibility in creating characters that it blows my mind. Multi-classing is so much better in C&C than 5E, and this is the old-school style where you can level up both classes simultaneously, not pick and choose levels.

Playing off a 3x5 card without having to open a book feels the most like old-school gaming, and C&C does that wonderfully while still keeping the feeling of AD&D at the table, but with a modernized and streamlined flow of play.

Monday, January 9, 2023

SRD + OGL = D&D Platform Lock-In


The OGL was great; it allowed many creators to share content and ideas freely in a Linux-like spirit of cooperation.

But the license was fatally flawed.

This should teach everyone a lesson on software licensing and ensure that your work is covered by something that guarantees its continued existence. The GPL and Creative Commons people are laughing; they learned these lessons long ago.

The OSR community was too trusting of Wall Street's goodwill, which was its failure.

But you combine the OGL with the SRD, and you have a one-two punch that enables nostalgia editions of the game to exist and flourish (Labyrinth Lord, OSE, and many other greats). I am a fan of those, too - but from Wizard's pre-2023 perspective, nostalgia editions only exist to feed players into the current versions of the monetized game.

Without the SRD and OGL?

I feel Wizards is now in a far worse position. The nostalgia and feeder games will now diverge, innovate, and need reasons other than nostalgia to exist. They are free to change the rules and improve them. Every OSR game has the potential to become the Pathfinder 1e to One D&D's 4th Edition.

The OSR community is now free to innovate, and it must, so it can survive. Fallout, dead games, and many communities will be lost along the way. Pain is coming. But there will be a true light of hope that shall emerge from the ashes because the opportunity now is more incredible than ever.

Wizards do not own much, just a few "toy monsters," derivative settings, and silly spell names. Their IP is mostly an illusion of concepts stolen from mythology, Lovecraft, Tolkien, Harry Potter, and other sources. They do not own anything other than mindshare. They do not own dungeon crawling, finding treasure, or other significant concepts the genre depends on.

I feel D&D is to fantasy what Disney is to mythology - something that subverts shared myth and legend and claims ownership by adding product identity additions to the mix. Wizards adds beholders, and Disney puts talking cartoon animals in public domain concepts we all own. These "idea theft" companies are cultural polluters who own the toxic additions they put in things familiar to us. Our stories. Our myths and legends. Our shared experience as humans.

They insert themselves into our minds and expect us to pay for ideas we already own.

The OGL plus SRD cemented Wizards' ownership as the de-facto fantasy gaming standard for 20+ years. The SRD existed without the product identity, so it was always "less." The unspoken word was there; the SRD felt somehow "broken."

The old SRD was also derivative and full of borrowed content from myth, legend, and fantasy authors. It is a subset of what fantasy should be and limits you to a tiny box of "approved toys" that Wizards established as a fake "fantasy baseline." Orcs are always 1 HD weaklings! Goblins are less than that! The way the old SRD painted entire species and races like this could have been better, and it severely limited your imagination. Orcs in my worlds were 5+ HD beasts and terrifying; just a few could ravage an area like a boss monster. Is my interpretation correct, or is the SRD?

It doesn't matter; the old SRD is gone now.

Without it, I feel they are just another mobile game wannabe. Don't fool yourself, books and VTTs are nothing compared to BILLIONS of mobile game revenue. If they are chasing books and pipe-dream VTTs, they are in the wrong market to pull these sorts of games with their licensing and hurt themselves more than helping. At least with the old SRD and OGL, they could feed people into their mobile game platform; now, they can't even do that.

And without the SRD and OGL, the nostalgia games need to find themselves. They need to create unique and fun mechanics. These hangers-on to the opium of the past need to let go, find better ways to do things and make themselves different. The past isn't ideal anymore; it threatens the ability to move forward.

I love my nostalgia games, but too often, these games suck the energy and creativity out of the indie market because of the appeal and fallacy of perfectly replicating past editions. A few games have done incredible things remixing the past, like Dungeon Crawl Classics, but the OGL and SRD even held these games back from being an authentic standalone experience. That appeal of "ha-ha, look at what magic missile can do" should have been, "this attack spell is awesome" - cut that derivative SRD content out of the equation.

The OGL was a fatally flawed license.

The SRD chained us to the past.

Without those, we are free.

Wednesday, January 4, 2023

The OGL 1.1 (GSL 2.0) Mess

First up, this video is based on rumor, so be forewarned. But it gives a good analysis of what many people will be freaking out about in the coming days.

This is not the OGL 1.0a.

The OGL 1.1 is the GSL 2.0, in my opinion.

In my feeling, the OGL 1.1 is DOA. If the rumors are true, they can revoke it with a 30-day warning, and you are SOL - you have no license to sell your work, and Wizards owns it all royalty-free.

Support the OSR and open implementations of 5E. Don't look back. Walk away.

Don't listen to the haters and scare-mongering media that wants rage-clicks. People are searching for D&D and the OSR, and guess what? Here comes the hate bait. The media are simping for Wall Street, fueled by hateful Twitter clicks, so they will do and say anything to either force you to play One D&D or goad people to attack marginalized and alternative communities.

5E is dead; long live 5E.

And the OSR will be forever.

Tuesday, January 3, 2023

A Million Flowers Bloom


I have been watching reactions from creators about the One D&D mess, and seeing a lot of long-term D&D content creators cut ties with anything under a license that threatens their livelihood is a good thing.

From this disaster, a million flowers shall bloom.

Watching people embrace open gaming is a fantastic thing. They are waking up. Even if we get an exact open-source implementation of 5E under the OGL, widely supported and free for everyone to play, that will be one of the most incredible achievements for a gaming community.

Because the community is being built at this moment, you see it taking shape.

The OSR is the model, and those who love 5E are stepping up.

Welcome to the OSR, 5E.

Saturday, December 3, 2022

Traditional Ability Scores

I tried to design a rules expansion for OSR-style games, where you have mechanics that rely on the average 3-18 ability scores, and I started to realize how broken the modern 3-18 system has become. The OSR expansion had specific effects applied from failed ability score rolls, and while it tested well in the standard 3d6 generation games, it started to rapidly break down on games that used point-buy, epic scores, and 4d6 and drop lowest.

If a "16+" is required to play a class, using roll-under for ability score checks is difficult.

This is why we have saving throws. If a save versus paralysis was making an STR roll, that spell would hardly ever affect fighters. Castles & Crusades does a very clean sidestep around this issue by setting target numbers and primary and secondary scores, and it is the game that tackled this issue and solved the problem. Swords & Wizardry made a genius move by de-emphasizing stat bonuses, so while ability scores matter for RP, they don't matter for most mechanics.

Using saving throw charts is a way to sidestep how much of a mess the ability score system has become since the numbers are controlled and progress naturally, and the upper and lower ranges are controlled.

Many other OSR games have this issue; they make ability score modifiers highly desirable, offer ways to inflate stats to make players happy (4d6 drop lowest and assign to the desired ability score), and set up a stealth stat-inflation of required ability scores to play a class.

Why play a class with a primary attribute below 16? Reroll it. You are holding the group back. I dislike the min-max or entitled ability score feeling of many modern games.

You can play straight 3d6 rolls, but I still feel the generous ability score mods create a situation where most ability score rolls produce more unhappiness than happiness because most of your scores will suck. The few characters that roll well will be rewarded, and most will wish for better stats. It takes a lot of self-control and old-school chutzpah to play a straight 3d6 character because so many games are so generous and incentivize stat inflation by over-rewarding high scores.

But why do I feel they suck? The game designers were too generous with ability score modifiers. Plus, many modern games sadly balance games for scores 14 and over. Instead of a bonus, the high ability score becomes a required.

I am beginning to feel anything other than straight 3d6 down the line is broken. With 3d6 down the line, high scores really mean something. The scores are in the middle range, so it means more to roll against them.

But most games reward ability scores too much when they should reflect natural talents handled outside the rules where no guidance is given.

Monday, September 26, 2022

The 5E OGL

I suppose when I think about it, I support the 5E OGL version of the rules more than I do the official D&D 5E or D&D One versions. I love the OGL; this is a license for creators to play, create their own games, build their own adventures, and play in this beautiful sandbox of creativity called the OSR.

A few 5E clones are already in the OSR, I love them, and these are my 5E systems of choice.

I want more games to go fully independent of the 5E core books and plant a million seeds of games and imagination worldwide as a common language for that game version.

I don't want to support a version of the game where an official OGL never gets released, the license forbids you from selling anywhere else than a company portal, or the game gets tied down by legal language that people cannot create new things.

I want the game to be free for everyone to use and imagine worlds with.

I don't want it to turn into Madden or Diablo Immortal, something that perpetually siphons money from its players. And you bet there are many executives looking at those "platforms" and drooling about how they could monetize D&D's massive player base.

So while I play Level Up Advanced 5E and Low Fantasy Gaming, I don't currently play One D&D or Original 5E. Not until I know more, and they have given us reassurances and released the final OGL of the game, and I know that is a long while off, but I support the OSR options today to help ensure they will be around tomorrow should the worst case come true.

And I hope it doesn't.

But this is the "game industry" and "big tech" platforms we are talking about, and Hasbro is a billion-dollar Wall Street company. To put blind trust in them - just off of hype and marketing videos - is foolish.

And a promise to release a without-strings OGL version of One D&D would be a massive step in the right direction for everyone supporting 3rd party publishers and creating books for the game we love. I know it is early, but for the publishers making books for 5E, this would be a massive help since much of their work is planned and created over months and years, not a few weeks. These publishers could afford to keep writers and artists employed during the transition.

But I can't go wrong supporting the OGL version of 5E since this will be around forever.

And if the worst happens, this will be the only 5E version of the rules in the open gaming space.

But I will still have my incredible 5E OSR clones to have fun with, support, and enjoy.

Friday, August 19, 2022

Coming Back to Old School Essentials

Old School Essentials Advanced Fantasy (OSEA) is interesting because it goes beyond the source B/X material in some significant ways. We have classes from AD&D and AD&D 2e, such as the acrobat, illusionist, and bard. We have drow, and a few new Unearthed Arcana (UA) races as player character options - either class or race plus class options.

The game is a Labyrinth Lord-like mix of B/X and AD&D 1e and 2e. It is a great book, instantly playable and inviting, having the best organization and fantastic art. The only fault is the game's best strength; the descriptions are concise. This is perfect for reference and fast play, but sometimes I want to read a long paragraph about a monster and get inspired by the description and flavor text. If they made an expanded optional monster manual with longer descriptions, more art, and monster options, I would be all over that. Same thing for treasures and spells.

The maximum level is 14, which means magic-user spells cap out at level 6, and cleric spells at level 5. Given most campaigns rarely go that high, it is not really a problem. Of all the OSR games, this one feels the most modern to me, and it goes beyond traditional OSR-style games to do its own thing - which is fantastic. I love seeing OSR games expand and create unique experiences with the old-school base but completely new things to play with.

Labyrinth Lord goes up to the 20th level, so you get the full 9th level magic-user and 7th level cleric spell lists and progression. You also don't have all the expanded class and race options, so the world is a little more traditional, and that AD&D (minus UA) plus B/X is more of an early 1980s experience before the AD&D expansion books appeared.

Labyrinth Lord feels the most traditional of the group, sort of stuck in that early 1980s when we all started with D&D and used AD&D books as expansion content. The simple ways of D&D are preserved, though, and the AD&D complexity and escalation of damages and hit dice are ignored. Labyrinth Lord is also packed with flavor text. If you want to read the traditional ecologies and exciting information about monsters and magic items, you can get lost in this book and find a lot of inspiration.

There is no maximum level in Swords & Wizardry, and they tell you how to expand the spell charts after the 21st level of experience. I did a double-take here; yes, it is possible to have a 50th-level fighter in S&W. The game plays more like AD&D-lite than B/X, as some of the AD&D changes (magic resistance) have been preserved, but many of the minutiae of AD&D have been removed. The game uses a single saving throw (modified for different circumstances) and gives less direction on handling things - preferring the referee and players to make up most of the rules and how things in their game.

S&W is a more straightforward game than either LL or OSE just because the game goes out of its way to leave as much as possible up to the group's imagination. You do not need that much reference because the rules for all this stuff simply do not exist, and it is up to you.

S&W has a lot of excellent flavor text, has the best collection of monsters (with the expansion books), and plays a lot like classic AD&D, minus the confusion and complexity. Of all three, this is still the OSR game I keep returning to, just because of the AD&D-like feel and all the incredible supporting material - monsters, adventures, and worlds. All three games are insanely compatible, so adventures and game materials convert over; just keep character creation to one book, and you are good to go.

It leaves OSE in a strange place, at least for me. I suppose I am more a fan of the AD&D-like games than the B/X ones if given a choice. I like the darker and more dangerous setting, with demons and devils actively trying to destroy the world. In basic D&D, because the game was more focused on a younger audience, you did not have that focus on the more fantastic battle between the heavens and Hell. In AD&D, this "endgame" is built into the game. I know a demons & devils book is coming for OSEA, and I can't wait.

But once I narrow my games down to that AD&D endgame, I have the following left:

  • Swords & Wizardry
  • Castles & Crusades
  • Adventures Dark & Deep
  • For Gold & Glory
  • Labyrinth Lord

The first four have magic resistance as a game mechanic, and Labyrinth Lord does not. Now, why is that important? If Orcus, demon lord of the undead, shows up, I do not want him being owned by high-level casters. I want those powerful magic spells to have a chance of failing outright before a saving throw is even made.


Orcus

Once you look at the LL version of Orcus (125 hit points, save as fighter 22) and a lightning bolt spell that does 20d6 at a caster level of 20th level, so an average of 70 points of damage. Orcus will likely make his saving throw (6+ vs. spells), so 35 damage 75% of the time. All demons take half-damage by electrical attacks too, so this will either be an 18 (75%) or 35 damage (25%) hit.

In S&W Orcus has the same 125 hit points, but saves on a 3+. S&W demons are immune to electrical-based attacks, but let's say that the 20d6 spell is like any other damage spell that mages could have and use this as base damage for magical attacks. But Orcus has 75% magic resistance, so 3/4 of the time, the spell does not even hit. Orcus has a 90% chance to take half damage, so we are down to 35. Orcus in S&W is not immune to fire (I know, I would house-rule this to half damage since AD&D had it this way), so this is typically an 18-point hit landing 25% of the time - not good.

Oddly enough, the C&C version of Orcus (120 hit points, all saves primary at +22, 13+ MR) and most all demons do not share the blanket half-damages of their AD&D counterparts, and this is an immediate house rule for me. His magic resistance is 60%, so that 20d6 lightning bolt, plus the half damage, plus the saving throw, is knocked down an 18-point hit, landing 40% of the time.

Adventures Dark and Deep mirrors AD&D in many ways for Orcus; the blanket immunities are here, the magic resistance, the good saves - and this version comes out the toughest without house ruling in the missing parts. This is probably the best implementation rules-wise among all these, with the most care and thought put into the design. With house ruling, S&W is my second favorite, with C&C following close behind. LL comes in fourth, but the system needs magic resistance to equal the playing field.


The Boss Monsters

For endgame battles, I need an AD&D-like system with all the advanced parts. There are some great rules in AD&D meant to balance high-level fights and keep the boss monsters from being pushovers. When you start introducing blanket half damages and immunities and rules like magic resistance, you avoid the silly hit point scaling of D&D 3, and higher - high-level monsters can have reasonable hit points but take less damage from almost everything. You can also keep some damages as-is, such as magic or iron weapons and holy water - and those attacks shine.

Granted, not a lot of campaigns reach the epic levels. Most all games will just be the under-level 14, which OSE supports, so those high-level stat and balance tweaks are unnecessary. Our games back in the day lasted over 10-20 years, longer than the life of many game editions these days, so I am used to high-level fights and love to see thought put into them.

AD&D 2e had the best high-level balance by far since the newer edition tried to clean up a lot of the issues players of AD&D 1e had with higher-level play.


All are Great, Endgames Differ

For any other type of game, OSE, and OSEA, work fine. Old School Essentials is preferable when you factor in ease of use. Any of these games really work great for play at the low and mid-levels.

For boss battles in OSR games and high-level play, I like the advanced rules and concepts much better.

For the classic zero-to-hero game, OSE works incredibly well and has the options and flexibility I like in a generic OSR game.

Saturday, August 13, 2022

Maximum Mayhem Dungeons: Reprints Special #2

Another fun Kickstarter I am following is a reprint collection of OSR modules (9 for OSR, 1 for 5E) that look fun and have a lot of classic art and inspiration inside them.

https://www.kickstarter.com/projects/marktaormino/maximum-mayhem-dungeons-reprints-special-2

These look super fun, sort of a cross between OSR and Dungeon Crawl Classics crazy and zany, and the art and presentation are spot-on with some classic fantasy artists in the books.

I am always on the lookout for great OSR adventures, and these look perfect.

The project is backed and I put a link in the sidebar.

Does This Come in an OSR Version?

I love OSR versions of products. It makes me wish I could go back in time for half of the 3rd-party Pathfinder 1e books I own and have OSR versions of all of those great books. I can pick up a book written for Labyrinth Lord, Old School Essentials, Swords & Wizardry, and most any other OSR game and use it with any one of the others. All of my old D&D and AD&D modules are usable as they are written.

Sure the above was written for Labyrinth Lord, but I can play this with anything from Swords & Wizardry to Castles & Crusades. Old School Essentials. Crypts & Things. Hyperborea. White Box. Basic Fantasy. The list goes on and on.

Why not play the AD&D or D&D Rules Cyclopedia reprints? I choose to support indie creators and communities. The more OSR games we have out there, the better the entire OSR community gets. This is about supporting diversity and choice, everyone should be able to play the game of their choice, or even create a game that captures their imagination. While having the original books is nice, ultimately they are limited and games that will never really expand or thrive with new adventures and experiences.

I can go to DriveThruRPG and find hundreds of OSR modules written for dozens of OSR games, written by small and indie creators with a love of the game. The original D&D and AD&D are still very closed-source games, and I support open-source projects because they benefit the world and help the individual over the corporation. I can buy a $60 mega-dungeon hardcover and have it be good forever, and usable with dozens of games.

My D&D 3.5, Pathfinder 1e or 2e, D&D 4, and even the few D&D 5 books I have are all tied to one game system. When I box up a game for storage, these books go with them. My OSR books stay out and they are always ready for whatever game I choose to play.

I know creating space for OSR stats in 5E books takes space and the market isn't that big, but it means a lot to us OSR enthusiasts. It also means I can use the book after D&D moves on an edition or two. The few 5e books I have I know will likely need updates when the game changes again, and I like a set of rules that really stays the same.

I did the "big consumerist" thing with Pathfinder 1e and collected all the books. To force me to collect another edition and double the size of my library feels wasteful. I would rather have OSR books I can use with many games than a book written for a specific edition of one game.

While I love my Pathfinder 1e books, there are books I can say "they were just trying to sell you another book" in that collection. There is a ton of waste in there, repeated classes and feats, same-enough spells, and really a sell-sell-sell mentality took over the line when it got hot. I can say the same about 5E these days, a lot of books, even from Wizards, you do not need and they reduce your enjoyment of the game.

If someone in the community writes the OSR game "Bad Dungeon" and it takes off huge, all my OSR books still work fine. When 5E or Pathfinder 2e go away, they go away, and you need to buy an updated book or hope things convert well enough. The old books do not go in a closet.

They stay out, ready to be played.

And also from an environmental perspective, having books that work forever and with each other is way better than supporting a consumerist model. Traditional books do not need electricity, and storing PDFs on phones or in the cloud takes electricity and resources. You are not reprinting the same content in "an updated version" and reselling those every 10 years with all the damage printing, transporting, selling, and tossing out an old edition books causes. I get tired of this "Amazon culture" of continuously selling you books, and then continuously replacing them with a new edition. Multiple starter sets. Reprinting monster manuals. Toss out the old, buy the new. Constantly consume. More, more, more. Bigger games! More options! More books!

Especially when there are a ton of single-book OSR games that just do it better with less.

It is funny, I go back and look at a lot of these games and see how the OSR is superior. If I want mages to do alchemy, I just house-rule how it works if it makes sense. In other games, I have to buy a book, read how it works, slow down the game to sort through dozens of pages of rules, often make one die roll and say it takes "X weeks and Y gold to make Z potion" and guess what?

If I would have house-ruled it I would have had an answer in 5 seconds, save $40, and keep my game streamlined without another book of rules to reference or carry around. All for an edge-case situation.

Thursday, August 11, 2022

OSR: Weak Cleric? Strong Church.

Most OSR games have clerics who get zero spells at level one. That is a tough life for the cleric, even compared to AD&D, which gives clerics one level one spell at level one. You may have players who don't like this and want to gravitate towards games that are a little more generous.

Actually, I love the OSR cleric since it opens the door to a little world-building for me.


The Setup

So let's say you have a group of players in Old School Essentials or any other game where clerics get the "bag of rocks" at level one, no healing spells, no cure light wounds, no nothing. So you send them straight to the dungeon, and all the cleric prays for is reaching level 2?

Not exactly.

I would have a messenger from the cleric character's temple show up, and say, "Could you come to the temple before you go? We wish to speak with you a moment."

And leave it at that.

When they go, have the person in charge of the temple give the spell-less cleric three healing potions to use, just because they want to be sure their follower gets back safely. Normally, I would go with scrolls, but since scrolls depend on spell levels you can cast, it has to be healing potions at level one. No price, no charge, just free.

There is your level one healing.

Now, why do this? Well, churches are typically charitable organizations, and you can use this to your benefit. Every so often, throw a few potions or cleric scrolls every so often to make up for the difference. Does the temple want to see the cleric grow into a powerful here? You bet they do, but within means and resources, of course. If the rest of the party starts pulling ahead in magic gear, have the church give the character a few items to help them keep up.

Yes, for free.


The Payoff

After a while, the church starts making requests of the cleric and the party of adventurers. We heard of trouble at a farm, reports of a desecrated shrine, or evil creatures spotted on a hill. This is a perfect way to deliver adventure hooks to the party, and it gives them a source of missions and good deeds to do.

Now you have a cool way to deliver information and adventure starts to the party.

As the good deeds pile up, the church increases in power and influence, and the missions become higher stakes. Not all the party's time should be spent on church tasks, but it should come up every so often - especially during slow times or when the party has no next adventure to go on. The stronger the local temple, the more they can offer the party.

Don't overdo it! The party should not feel hassled by the local temple, just every once in a while and don't pile things on with multiple requests while other big things are going on.

And, of course, if the party has unwanted magic items or extra treasure to donate, that would be appreciated too. The church could sell the party higher-level parties cleric scrolls and potions at a discount, and that would also be a good way for the group to spend money and keep the cleric's power on the higher end of the curve with plenty of healing spells tucked away in a prayer book and enough healing potions to pass out in a pinch.

The "weak" OSR cleric is easily fixed by making up for it with world-building and roleplaying, and, in fact, the cleric with benefits is probably stronger than their "go it alone" counterparts in more generous games.


Doctor Jones...?

Also, place some important objects, statues, books, icons, and other holy items as "treasure" in a dungeon that are worth gold, but worth a lot more if returned to the church. Recovering relics and other artifacts is very important and would generate greater favors for the party. Sure, this 3,000-year-old gold statue of the goddess is worth 5,000gp if sold for the metal, but do you know how valuable it is to the temple?

Yes, I know the thief says to sell it and split the money, but please have faith!

Returning that may just be repaid by allowing your party's healer to upgrade from +1 chainmail to a brand-new +2 set. You don't need to put the treasure the cleric wants in the dungeon, just put a relic and let the character pray for the new gear when the item is returned. The player has complete gear choice, and you don't have to guess what the player wants and leave it in a 10x10 room somewhere.


Worldbuilding Solves a Lot of Problems

Any time you have a perceived "weakness" in a game or set of rules, it is very easy to patch with just a little bit of careful thought. In this case, I like the weaker OSR clerics better since it lets me start the game by getting players used to helping their local temple and followers. I started a lot of games with strong clerics and never gave them a second thought, please go it alone! You have that cure light wounds, you are good to go!

This is even doable with druids and the area's druidic order. Paladins too. In a pinch, thieves or mages could have organizations that can provide help for a little later assistance.

And with cleric scrolls, the difference between the number of spells cast at a particular level is a minor problem. Creating those takes money, and just be a little more generous to make up for that and have the cleric spend downtime crafting scrolls or crafting potions. Maybe even donate your unused ones to the church or the scrolls that are too low-level to matter anymore.

Maybe another level party of level one adventurers could use them.

Monday, July 18, 2022

D&D 5 Players Talk OSR

I have watched a few discussions from groups that primarily play D&D 5 talk about the OSR on YouTube. The majority of them are fantastic, play the game you want, no edition wars sort of chats, so they are very nicely done. This is also not to say the discussions I watched apply to everyone, this was just a tiny sample size, but the thoughts I had after watching these are interesting.

How they reacted to some of the OSR standards revealed - not in anyone's personal attitudes or preferences, but in how Wizards developed the "secret sauce" of D&D 5.

Making the characters so powerful and impossible to kill negates the "bad dungeon master" or "deathtrap dungeon" syndrome.

As I watched these, those who loved the OSR's concepts, the focus on exploration, the decoupling of experience and combat, the rewarding clever play, and the multiple rewarding types of problem resolution - loved these aspects of the OSR. 

One in the discussions seemed shocked the OSR did not emphasize combat. There appeared to be a feeling the OSR did not reward or have any system of social interaction. They also lamented the lack of mechanical character customization. Pretty normal for OSR, so fair points.

What I felt they did not like the most was the feeling of horror, hopelessness, instant death, and powerlessness the OSR prefers. I got this feeling that few of them wanted to feel the "fear of the unknown" and the sheer terror of crawling around in a hole in the ground where avoiding combat was the way to go, and any character could die at any time in a combat encounter or because of carelessness.

Some even said, "Please tell us before you do this to our characters or incorporate these ideas into a game." Another said he loved the feeling of power in D&D 5, which ran counter to the discussion of needing to be careful in an OSR context. If someone has that much power, there is no need to be careful. I get it; pulling OSR concepts on a group of 5E players expecting the 5E experience is not nice. And this is a good point.

This was when the lightbulb turned on my head to the secret sauce of modern games. Combat is fun and gives a chance to show off. Wounds and lasting effects of any injury can be slept off in an hour. Resources instantly recharge like an MMO encounter. It is nearly impossible to die or even be taken out of a fight. The tabletop game is an action RPG video game you are meant to progress through and win.

All of this negates any fear of a "bad dungeon master" or a "killer adventure" and makes the game safe and approachable to play for the mainstream.

Either side is not wrong.

The OSR is excellent - and these are my games of choice.

D&D 5 is loved by millions - and is also excellent.

But why has the latter become massively popular? It is a good game, but in a sense, it always was, so what happened in this edition that changed everything so drastically?


People Were Afraid of D&D

But seeing those reactions to OSR concepts I just take for granted was eye-opening. I feel the reason why D&D was never really mainstream before D&D 5 was people were afraid of the game.

I even saw this back in the day when trying to recruit new players, "No, I don't want to play that."

They did not want to invest time, money, or interest in a hobby where a random group of people at a gaming table could "screw" them. Where anything they did got their character killed. Where they would never be "good" at the game since their character kept getting killed. The rules were too complex, and they felt "stupid," which often got their characters killed. A DM could hold a personal grudge against someone and kill their characters repeatedly. A DM could design a deathtrap dungeon with lethal traps and combat encounters and kill all the characters at the table.

Also, earlier versions of D&D were less focused on social interactions. It was really up to the group; you could either be hack-and-slash or go crazy in a social RP - with no rules - RP experience. The social interaction "rules" in the OSR are invisible and never written down because they are handled as the RP at the table and need no rules. Every group has its own way of doing it.

New games codify and create rules for social interactions to protect the players from "not knowing how" or "the DM with a grudge." Thus, any social interaction is "safe" because you can spec into social feats and abilities, and the "game rules say the RP is successful." Do you see the secret sauce there?

D&D 5's secret sauce is based 100% on removing the fear of playing the game with strangers and delivering a predictable experience.

This is like seeing a fast food or chain restaurant, not knowing the menu, but trusting you can walk into any of them and find something you would like to eat. You trust the company to train the chefs and employees to do the same job correctly and deliver a predictable experience. You do not need to "know the staff" to have a good experience there.

Delivering a predictable experience goes beyond just how the rules play; it extends into character builds, adventure design, monster challenges, how the party play model works, and every product shipped.


OSR Tends Towards Randomness

Also, you will see far more things in the OSR that break the "predictable experience" model. Lots of random charts and randomness in general, random corruption and mutation tables, insanity rules, panic rules that make you lose control of your character, random exploration, random or tiered spell effects, monsters that are mostly made up and unknown in each adventure, and lots of other chance-based events and consequences that take control out of your control and put your character's fate on a chart or a save-or-die roll.

Many great OSR experiences know how to leverage the unpredictable and use that to add enjoyment to the game. You see a lot of frustration in some video games with the "RNG" (random number generator) ruining an experience. This feeling plays into people's feelings towards the OSR and these types of games in general.


The OSR is a Trust-Based Game

With the OSR, the social contracts and connections with others need to be more robust - since you have players putting trust in each other and not "screw" each other with rulings or malicious refereeing. The love of the game and "doing it right" forms the bond of trust between the players and referee. The OSR relies on that currency of confidence and a shared love of the same to work. The most popular OSR games build this by building a love of the game in a community.


Differences are Cool

One type of design is not better, but the differences and design goals are fascinating. D&D 5 has a design goal of delivering a predictable experience, removing the fear of the game, and making the game easier to play with strangers. Character power in all of those goals needs to go up. Survivability needs to be high. Mistakes should be easy to recover from. Resources should replenish rapidly. Every fight should ideally start from the same level of power and resources to preserve balance. Randomness should be lessened. Retainers are discouraged.

The OSR is a resource management game. Combat should be avoided. Exploration and imaginative play are the keys to success. Resources do not recharge rapidly. An adventure wears down the party. Experience is often gold-based, so getting the treasure with the least risk and danger possible is ideal. Character power is lower to enhance the feeling of danger and increase the need to creatively problem-solve. Survivability is lower since the characters are simple. Randomness creates chaos, which plays against careful planning. And planning and hiring retainers are encouraged.

Yes, the OSR has some accessibility issues that D&D 5 solved, but I grew up playing the classics, so that is home to me. It is nice to live in a time where there are games that cater to everyone's tastes, and the communities are so cool with each other existing and sharing ideas.

Monday, January 24, 2022

Explaining the OSR and Horror Gaming

My sister and I should start a podcast because when we get started discussing things it always breaks down into laughter. We talk a lot about gaming, history, current events, and I try to explain different things I have learned over my years playing pen-and-paper games.

Today I was trying to explain why horror games are better done without artificial concepts like insanity rolls, fear checks, bravery checks, or any sort of other rules layer that sits between you and what goes bump in the night.

So you head towards the abandoned farmstead in the dark forest on the hill. The Mayor sent you and your companions here to find out why the families of this area fled their homes and never returned. The clouds hang low in the overcast sky.

And around the farmstead you see arcane symbols, sacrilegious icons, and pentagrams  weaved from branches and twigs hanging from trees.

Also hanging from the trees are the carcasses of dozens of dead animals.

Then I told her, "Okay make a fear check, and suffer 1d10 sanity loss! Remember at zero you lose your character forever."

I paused, and she said okay, and then I said, "Did that pull you out of the moment?"

And she saw what I was talking about. The fear should be in the mind of the player, the person experiencing this scene through their character there, and not filtered through a layer of rules where what the player fears the most is losing control of their character through a rule that says they have to.


Fear Mechanics

A lot of games do the fear and sanity mechanics, Alien, Call of Cthulhu, and many more. Other games have fear mechanics added in optional systems, like GURPS, Pathfinder, and others. This isn't to say these games are inferior, but that I prefer the OSR (Old School Revolution) method of creating fear in the mind of the player.

This is the way I like to play, and I feel removing that game mechanic layer lets you tell better stories. Admittedly, it is hard to tell good horror, and finding players that understand how this all works is very tough too. Not many groups and players do it this way, and the more mass-market manner of handling fear and insanity through mechanics is needed to help newer players through how they should act.

There are times I like to settle back and play games with fear mechanics too, when I want that sort of "playing the rules" feeling of working within that rules limitation - more like a game, less like a story. The Alien RPG does a great job with this sort of "rules based fear" and is very enjoyable to play as a board game, but I am not feeling the same sort of fear as I do in an OSR horror game.

It isn't easy telling a good horror story, and in some rules systems death is so hard the players barely ever feel fear. Fear becomes a mechanical process that tells a player, "you lose control of your character" and that is what the player ends up fearing.

Not the strange sounds of labored breathing shaking the floorboards. Not the dark basement where the sounds become stronger. And not the space between the floorboards a human head on a tentacle jumps from and attacks. And again, in some games, the players know the encounter needs to be balanced and they will win regardless, so roll initiative.

The mechanics of the system, and the fear mechanics themselves, remove the player from the story.

Players fear the rules more than they do what is happening in the moment, and that isn't horror.


Advanced Mechanics?

She mentioned, what if the fear score could be gamed so that it improves and you become less and less afraid over repeated encounters? We switched to a fear of spiders for this one, and while "leveling up" a "fear of spiders" disadvantage seems like a fun mechanical answer to the problem, I said this is better done through roleplaying. A player-character is afraid of spiders. They refuse to help the party fight a giant spider. The player is awarded bonus XP at the end of the session for playing in-character, even putting others or themselves at a huge disadvantage.

We don't need rules for that on the player side or the referee side. They get in the way, and this is best left for players to work through and roleplay. This is the fun of shared storytelling and letting players handle this instead of mechanics is more freedom and empowerment for players in their stories.

It was an interesting discussion with her, since we are all so trained to "gamify" everything these days. What do you do to make something fin? Make rules for it! She made a lot of good points on creating a fun system, and her ideas on "buying down" a disadvantage and having that give you special abilities are very cool.

She is a budding gamer designer herself, which makes me endlessly happy.


The OSR as a Theory

But we were talking about two different things. She was trying to come up with rules to make fear mechanics work, I was trying to say we don't need any rules at all. It took a while to communicate the OSR theory of removing rules and only keeping what is needed, and focusing on the roleplaying as the primary driver of interaction and rulings.

In hindsight, I should have introduced her to the OSR theory before the discussion. I do feel this is one of the things we forget when speaking about OSR games to newer players, as a lot of new players to OSR games feel they have to "find the rule for X" when a situation comes up.

In the OSR, a lot of the game is left to the interactions between the referee and players. Want to search for a secret door? Tell me where you are searching and how - no roll needed. In a more modern game, the new player would be asking, "What are the rules for searching and what skill do I need to roll?"

A lot of phone and computer games "train" players to expect a rule, and the OSR concept of "you don't need them" seems alien at first. This is how we started playing these games, and this concept is one of the core principles of OSR games.


We Roleplay It

In the OSR, the player elects to take a fear or phobia as a personality quirk, and roleplays it whenever it comes up. If they roleplay it well and it adds to the story, the referee rewards their roleplaying at the end of the session. If some day they overcome their fear by finally defeating a village-eating spider, give them an XP bonus for conquering that fear and it doesn't come up again. That arc and story is over. Players are free to have new phobias or personality quirks, and the referee rewards good play with XP, treasure, or other rewards.

Same with fear. Everyone is free to come up what their characters do when that head on a tentacle bursts from the floorboards. If a player has their character flee the house screaming because that is what the character would do, putting everyone at a disadvantage, that is great roleplaying. That isn't "hurting the party" in any way, which is what the some gamist gamers would likely say.

This person ruined the combat encounter.

They caused a TPK.

This person sucks as a player.

No, they don't suck. If this is a horror game, having your character act like a character in a horror movie is fair game. It is expected. If a player makes that choice, I would support them. Maybe they end up helping the party in the end when they run outside. Maybe they will be the last one left. Maybe they will hear the sloshing in the well where the heart of the tentacle lies, and get an opportunity to attack the most vulnerable part of the monster - and save the day.

Maybe they will run outside and get mauled off-screen by the werewolf in the woods and never be seen again.

This is horror, after all.


Reverse Rules Interference

What is more important is the story and what the players experience. Yes, there is a loss of control. The character who ran outside? Within a horror game it is perfectly fine for the referee to not tell the player the werewolf killed their character and leave everyone wondering, "What happened to him or her?" It happened so fast even the player controlling the character never knew.

They may find the body later.

They may never.

They likely won't be told how it happened either and are left to figure that out for themselves.

This is different than a more normal game in that the horror genre needs these feelings of fear and uncertainty. Everyone knows what they are signing up for and getting into here, or at least I hope they do. it is harder to do horror with a set of rules that explicitly lays out what the players can and can't do, and what the referee is and is not allowed to do. You get these situations where a horror situation, like the above, comes up, and the player will start arguing rules to say why that did not just happen.

"But I should have gotten a search or sense roll!"

Again, the rules are inserting themselves into the story and getting in the way of the experience, this time from the player's side and using them to invalidate the story and referee's rulings. As a board game, yes, this is fairness built into the rules and what a lot of players expect these days.

As horror and OSR? Ruling everything feels out of place and it distracts from the experience, which is the most important part of the game. Remember, an OSR referee is a neutral party and not playing against anyone. This isn't gotcha, but one person has to be in charge of the game's "secret information" and ruling what happens when player X does Y.

With no rules between X and Y to disrupt that cause and effect.