Yeah, okay, I went there. I'm not sure I want to, but as this OSR thing keeps rolling on, it's going to become a bigger and bigger question. Clearly, D&D, Traveler, Rune Quest, early versions of GURPS, Star Frontiers, and similar games are all old-school. Are there games from the '70s and early '80s that are not old-school? Are their new and original games that are? Exactly how far can Raggi go with his alterations to the basic D&D chassis and still be able to call his games old-school?
I ask this because I think the OSR is about to turn a corner. Most of what we've seen up until now has been attempts at faithful re-creation of the old games. There have been notable exceptions, including X-plorers, Mazes & Minotaurs, and possibly Mutant Future. But I think we're about to start seeing a number of games that are not so faithful to the mechanics of the games of yesteryear. I think we're about to start seeing games that try to capture the spirit of old-school while striking out much further afield in terms of mechanics.
The OSR is getting very playful. For instance, there are things like Zak's map of an inn run by a medusa and Raggi's excellent character sheets and encumbrance system. We are seeing a lot more tweaking of rules to support emergent play from long-term gaming, especially in terms of reward systems and balance issues. And there is, as always, just the usual playing with the aesthetics, especially with things like magic systems.
And I'm seeing a lot of stuff around the edges of the OSR that looks like brand new games with inventive new mechanics, things like the work of the Evil DM, Barbarians of Lemuria, Warriors of the Red Planet, The Metal Earth, and others. Even WotC is clearly trying to get its old-school on with its random character generation and frequent deaths in the new Gamma World game.
now I could just launch into what I think an OSR game is, and I kinda sorta almost did that I when attempted to define neo-classical gaming, but let's be honest here: any definition from me is going to be heavily influenced by the Silver Age and my love of verisimilitude. And I'm pretty certain that's far too limiting. The OSR so far has easily bridged the Gold and Silver Ages, and maybe even a bit of the Bronze as well.
So I toss this out to you: what are the bare minimum attributes of an old-school game? I'm tempted to say any true answer cannot be as specific as, "it must include random character generation." I think that gets too specific. I think the true answer has more to do with goals and attitudes than techniques and tools. But maybe that is too slippery. So what do you think?
Showing posts with label Old School Renaissance. Show all posts
Showing posts with label Old School Renaissance. Show all posts
Saturday, October 30, 2010
Wednesday, October 06, 2010
Sandbox-finder?
There are so many good blogs out there! I might almost say too many; I'm having a devil of a time keeping up with all the good stuff going right now. Case in point: nearly a month ago, Navdi posted about his desire to use Pathfinder materials to run a more sandboxy, Old School game. I just discovered this last night. It struck a chord with me because 3e in all its incarnations leaves me cold, but I love Paizo's design style, artwork, and just the look-and-feel they give their stuff. So, how to infuse a more Old School feel into a game that is based on Paizo's rules and Pathfinder adventures?
I offered some suggestions in his comments, and this is expanding on what I wrote there. Generally, what the players want from 3e and its ilk is a sense of story and verisimilitude to their adventures; they don't want to just whack random monsters for random amounts of treasure. What DMs pining for a more Old School game often want is a more open-ended story and a more proactive approach from players towards tackling challenges; they don't want the players twiddling their fingers while they wait for the DM to deliver the adventure on a silver platter. With a creative and flexible DM, those goals are absolutely compatible. (Where you'll run into trouble is the conflict between the players' desire for mechanical customization of their characters and the DM's desire for simplicity. If you find a good way to harmonize those discordant themes, please let me know.)
I don't know any of Paizo's adventure paths well enough to say, but the ones I have read at least make nods towards player choice (and their latest, Kingmaker, promises to do more than that), and as Navdi points out in the comments of his blog, Paizo does a great job of establishing settings that are larger than the mere adventure path and its dungeons. With all that in mind, here are my suggestions to Old School-ify your existing collection of Pathfinder adventure paths:
1) start the players off with a clear, obvious, but open-ended problem. My favorite is a shipwreck (players need to gather supplies and find their way to civilization), but you can also use a natural disaster or alone in the wake of a military defeat for their side.
This works great because the players are presented with concrete, obvious problems to solve, but while there's no dungeon in sight, they're immediately put into the proper, creative, open-ended problem-solving mode that is the backbone of Old School play.
2) Once they've reached civilization, shift the focus to an urban environment. Everyone knows that Old School play and city adventures are incompatible, right? (We just won't mention Aerie of the Slave Lords and Vault of the Drow. Or the Random Harlot table. ;) ) Give them something concrete to do as soon as they get into the city, or better yet, have it be something they need to do that they discovered while solving the issues of the start of the campaign. During the course of this first urban adventure, start planting the seeds of conflict that will inspire the players to make choices: let them hear rumors, find treasure maps, or make enemies that will guide them to your adventure locations. Let them choose sides in local conflicts, and make those choices matter. Most importantly of all, make it clear to them as early as is reasonably possible that their choices have a direct and powerful impact on the setting. If they're not utterly bizarre, they'll love it. And again, that puts them in the proper headspace for Old School play.
3) Use more than one Pathfinder series. Since you're giving the players choices about what challenges to tackle, you'll likely need more adventures than one Pathfinder series can provide. So feel free to seed your CotCT adventures with some cherrypicked from Rise of the Runelords or Legacy of Fire. If they don't know much about the OSR, you might be able to squeeze in a Raggi adventure or something from Fight On!
4) By the time the PCs reach 4th or so level, most of the work should be done; they'll be interacting with the world as a place, rather than looking for the markers pointing them towards the next adventure. Don't be surprised if it takes that long, however. Even when the players are all on-board for that sort of thing, it can take some time before they know enough about the setting and the NPCs to really start being proactive and taking their destinies in their own hands.
I offered some suggestions in his comments, and this is expanding on what I wrote there. Generally, what the players want from 3e and its ilk is a sense of story and verisimilitude to their adventures; they don't want to just whack random monsters for random amounts of treasure. What DMs pining for a more Old School game often want is a more open-ended story and a more proactive approach from players towards tackling challenges; they don't want the players twiddling their fingers while they wait for the DM to deliver the adventure on a silver platter. With a creative and flexible DM, those goals are absolutely compatible. (Where you'll run into trouble is the conflict between the players' desire for mechanical customization of their characters and the DM's desire for simplicity. If you find a good way to harmonize those discordant themes, please let me know.)
I don't know any of Paizo's adventure paths well enough to say, but the ones I have read at least make nods towards player choice (and their latest, Kingmaker, promises to do more than that), and as Navdi points out in the comments of his blog, Paizo does a great job of establishing settings that are larger than the mere adventure path and its dungeons. With all that in mind, here are my suggestions to Old School-ify your existing collection of Pathfinder adventure paths:
1) start the players off with a clear, obvious, but open-ended problem. My favorite is a shipwreck (players need to gather supplies and find their way to civilization), but you can also use a natural disaster or alone in the wake of a military defeat for their side.
This works great because the players are presented with concrete, obvious problems to solve, but while there's no dungeon in sight, they're immediately put into the proper, creative, open-ended problem-solving mode that is the backbone of Old School play.
2) Once they've reached civilization, shift the focus to an urban environment. Everyone knows that Old School play and city adventures are incompatible, right? (We just won't mention Aerie of the Slave Lords and Vault of the Drow. Or the Random Harlot table. ;) ) Give them something concrete to do as soon as they get into the city, or better yet, have it be something they need to do that they discovered while solving the issues of the start of the campaign. During the course of this first urban adventure, start planting the seeds of conflict that will inspire the players to make choices: let them hear rumors, find treasure maps, or make enemies that will guide them to your adventure locations. Let them choose sides in local conflicts, and make those choices matter. Most importantly of all, make it clear to them as early as is reasonably possible that their choices have a direct and powerful impact on the setting. If they're not utterly bizarre, they'll love it. And again, that puts them in the proper headspace for Old School play.
3) Use more than one Pathfinder series. Since you're giving the players choices about what challenges to tackle, you'll likely need more adventures than one Pathfinder series can provide. So feel free to seed your CotCT adventures with some cherrypicked from Rise of the Runelords or Legacy of Fire. If they don't know much about the OSR, you might be able to squeeze in a Raggi adventure or something from Fight On!
4) By the time the PCs reach 4th or so level, most of the work should be done; they'll be interacting with the world as a place, rather than looking for the markers pointing them towards the next adventure. Don't be surprised if it takes that long, however. Even when the players are all on-board for that sort of thing, it can take some time before they know enough about the setting and the NPCs to really start being proactive and taking their destinies in their own hands.
Thursday, August 26, 2010
Proving Grounds of a Million Mad Overlords
A bit over a year ago (Friday, July 17, to be exact) I complained about the lack of outreach to potentially new gamers. Apparently, I should also start complaining about not having a million bucks because oh what a difference a year makes. Old conventional wisdom: box sets are impractical and led TSR to financial ruin. New conventional wisdom: box sets are teh awesome! It's like everybody and their grandmother has a box set coming out now. Troll Lord Games has something like a dozen of the things now, including rules, campaign settings, and adventure construction sets. The two biggies right now are, of course, the D&D Essentials starter set and Lamentations of the Flame Princess Weird Fantasy Roleplaying. Both of these are ostensibly aimed at new players. This is undercut somewhat in Flame Princess by the cost of the box and the game-store and online-order focus of Raggi’s distribution model, which seems more aimed at existing gamers, and the nostalgia-based design of Essentials. In spite of these issues, both boxes have contents clearly designed to get the neophyte up to speed. They both have a choose-your-own-adventure style introductory adventure (Flame Princess actually has two), they both sport simplified rules, and they both include an additional DM-run adventure as an example of how these games can be played.
Of course, I'm going to give the advantage to the OSR. Granted, it's a very slim advantage; the Essentials box is inexpensive, designed to grab the attention of lapsed gamers more likely to introduce the game to their children, and it'll show up in places where non- and lapsed gamers are likely to stumble across it. It's an exceptional piece of marketing, and is likely to sell 100 times more units than Flame Princess. And I, for one, hope this is a pessimistic prediction.
Still, I think the OSR has an inherent advantage in the simplicity and flexibility of its games. For instance, check out this character sheet that Robert gave out at the Old School game he ran at GenCon. In spite of the fact that over half the table didn't play these games regularly, we had no problem generating characters, even though there wasn't a single rulebook at the table. That's right, we did it all based on the character sheet and these other handouts. Now it is true, all of us were familiar with gaming. We were, after all, all attendees at GenCon. Still, making characters was a snap.
You can see this in Flame Princess as well. The last two pages of the rules book is an annotated copy of the character sheet, making it easy to understand what goes where and what rules apply to which parts. Even better, like with Roger’s character sheets, everything you really need is right there on it: skill rolls, to-hit numbers, even a quick and elegant way to figure encumbrance. If nothing else, the OSR is all about quick and easy.
It's going to be interesting to see where these developments take us. The starter set is, to the best of my knowledge, the only box set in WotC's Essentials line. Raggi still isn't sure if the next printing of his weird fantasy role-playing game is going to be in a box (which he prefers) or in strictly book form. 2011 should prove to be another very interesting year for RPGs in general, and the OSR in particular. And that's not even considering what Frog God Games might get up to.
Of course, I'm going to give the advantage to the OSR. Granted, it's a very slim advantage; the Essentials box is inexpensive, designed to grab the attention of lapsed gamers more likely to introduce the game to their children, and it'll show up in places where non- and lapsed gamers are likely to stumble across it. It's an exceptional piece of marketing, and is likely to sell 100 times more units than Flame Princess. And I, for one, hope this is a pessimistic prediction.
Still, I think the OSR has an inherent advantage in the simplicity and flexibility of its games. For instance, check out this character sheet that Robert gave out at the Old School game he ran at GenCon. In spite of the fact that over half the table didn't play these games regularly, we had no problem generating characters, even though there wasn't a single rulebook at the table. That's right, we did it all based on the character sheet and these other handouts. Now it is true, all of us were familiar with gaming. We were, after all, all attendees at GenCon. Still, making characters was a snap.
You can see this in Flame Princess as well. The last two pages of the rules book is an annotated copy of the character sheet, making it easy to understand what goes where and what rules apply to which parts. Even better, like with Roger’s character sheets, everything you really need is right there on it: skill rolls, to-hit numbers, even a quick and elegant way to figure encumbrance. If nothing else, the OSR is all about quick and easy.
It's going to be interesting to see where these developments take us. The starter set is, to the best of my knowledge, the only box set in WotC's Essentials line. Raggi still isn't sure if the next printing of his weird fantasy role-playing game is going to be in a box (which he prefers) or in strictly book form. 2011 should prove to be another very interesting year for RPGs in general, and the OSR in particular. And that's not even considering what Frog God Games might get up to.
Thursday, August 12, 2010
Everything New is Old Again
Have you seen the box for D&D's new starter set? Check it out:
Oops! That's from the old Mentzer set. How could I have mixed those two up? Here's the box for the new 4E Essentials Starter Set:
I got to see this at GenCon, inside a large display showcasing Elmore's art. As we were looking at it, a guy came up behind me and said, "Now that's what D&D is supposed to look like!"
The similarities are glaringly obvious. It's not just the same Elmore art, and the exact same shade of red, and the exact same dimensions. It's also the exact same font and ampersand for the name. This box doesn't just harkin back to the Mentzer box; it is almost exactly identical, with only a little change in the text and the company logo at the bottom.
I think Oddyssey nailed it when she suggested that the target audience for this box is clearly lapsed gamers. Middle-aged parents are going to see this and it will evoke immediate memories of all-night summer marathon sessions and biking over to a friend's house to spend a rainy Saturday slaying orcs and exploring ruined temples. The similarities are more than skin deep. Check out these details. Rumor says that the pre-gen characters have Elmore art. And I don't think I've seen die-cut counters in an RPG box since Star Frontiers!
But the pièce de résistance is the suggested retail price: $19.99. Well within impulse-buy range. This is easily something Mom or Dad might buy for somebody's birthday. Heck, this is something Mom or Dad might buy for the child of some other parents birthday.
Quite frankly, this is the most exciting and imaginative thing I have seen out of Wizard's marketing since the OGL. It's a certain thing this box will be showing up in Borders and Barnes & Noble bookstores across the country. If they can take this to the next level by selling it in Wal-Mart stores, who knows how far this could go? Wizards has a really good chance to hit this one completely out of the ballpark. This could completely change the game.
A rising tide lifts all boats; bringing in lapsed gamers can only be good for the OSR. Some of the folks who buy this set and bring it home are going to be disappointed that Mentzer's rules are not inside. There's already been much discussion on the differences between the most basic aspects of 4e and older versions of D&D; no need to hash that all out again. Folks who don't like what they see in this box may go looking for "the real thing." That means now is not the time for the OSR to rest on its laurels. I don't think we'll get most of the people who buy this box, but I also don't think it's unreasonable to expect a new influx of interested and excited ex-gamers looking for a little bit of the fun of those glorious days of yesteryear. It's going to be up to us to make certain that they can find Labyrinth Lord and Swords & Wizardry and all the rest. Keep an eye out for questions popping up on message boards. Be sure to provide links on your blogs. And we really need to do something to make sure the OSR has a serious presence at GenCon next year.
Between this and the other boxed sets we've seen so far I think we can clearly declare 2010 to be the Year of the Boxed Set. Now is not the time to squander the gifts that have been laid before us.
Oops! That's from the old Mentzer set. How could I have mixed those two up? Here's the box for the new 4E Essentials Starter Set:
I got to see this at GenCon, inside a large display showcasing Elmore's art. As we were looking at it, a guy came up behind me and said, "Now that's what D&D is supposed to look like!"
The similarities are glaringly obvious. It's not just the same Elmore art, and the exact same shade of red, and the exact same dimensions. It's also the exact same font and ampersand for the name. This box doesn't just harkin back to the Mentzer box; it is almost exactly identical, with only a little change in the text and the company logo at the bottom.
I think Oddyssey nailed it when she suggested that the target audience for this box is clearly lapsed gamers. Middle-aged parents are going to see this and it will evoke immediate memories of all-night summer marathon sessions and biking over to a friend's house to spend a rainy Saturday slaying orcs and exploring ruined temples. The similarities are more than skin deep. Check out these details. Rumor says that the pre-gen characters have Elmore art. And I don't think I've seen die-cut counters in an RPG box since Star Frontiers!
But the pièce de résistance is the suggested retail price: $19.99. Well within impulse-buy range. This is easily something Mom or Dad might buy for somebody's birthday. Heck, this is something Mom or Dad might buy for the child of some other parents birthday.
Quite frankly, this is the most exciting and imaginative thing I have seen out of Wizard's marketing since the OGL. It's a certain thing this box will be showing up in Borders and Barnes & Noble bookstores across the country. If they can take this to the next level by selling it in Wal-Mart stores, who knows how far this could go? Wizards has a really good chance to hit this one completely out of the ballpark. This could completely change the game.
A rising tide lifts all boats; bringing in lapsed gamers can only be good for the OSR. Some of the folks who buy this set and bring it home are going to be disappointed that Mentzer's rules are not inside. There's already been much discussion on the differences between the most basic aspects of 4e and older versions of D&D; no need to hash that all out again. Folks who don't like what they see in this box may go looking for "the real thing." That means now is not the time for the OSR to rest on its laurels. I don't think we'll get most of the people who buy this box, but I also don't think it's unreasonable to expect a new influx of interested and excited ex-gamers looking for a little bit of the fun of those glorious days of yesteryear. It's going to be up to us to make certain that they can find Labyrinth Lord and Swords & Wizardry and all the rest. Keep an eye out for questions popping up on message boards. Be sure to provide links on your blogs. And we really need to do something to make sure the OSR has a serious presence at GenCon next year.
Between this and the other boxed sets we've seen so far I think we can clearly declare 2010 to be the Year of the Boxed Set. Now is not the time to squander the gifts that have been laid before us.
Labels:
Old School Renaissance,
RPG Industry,
WotC
Monday, April 05, 2010
Having Fun
What’s up with the recent rise in interest in the OSR?
There certainly seems to be a lot of it. That’s a good thing for us and for the gaming blogosphere in general I think. Doesn’t answer the why though, but I think if you spend some time comparing OSR blogs and more general gaming blogs, it’s not too hard to find a likely answer.
A lot of the general gaming blogs out there appear to specialize on advice for GMs. This advice is largely about handling problems that are assumed to be wide-spread in gaming. (Even if the problem isn’t necessarily wide-spread, it behooves the blog writing about it to imply that it is, for obvious reasons.) So you get a lot of talk about all the troubles cast in the path of the erstwhile GM: problem players, getting a group to meet regularly, integrating newly published material into an ongoing campaign, 4+ hours of gaming and prep for 30 minutes of fun, and, after all that, GM burnout.
You don’t see much of that in the OSR. There’s a lot more “hey, we just played and you won’t believe what they did this time” and “look at this new thing I made” or books and stories from the age of pulp you might have missed but should really read or wacky things to do with old monsters or brand new spells and stuff like that.
In short, the folks blogging about the OSR sound like they’re having fun.
Ebullient enthusiasm plus cool toys is pretty much the backbone of Games Workshop’s marketing juggernaut. The new minis are always “wicked cool” or whatever the phrase is this week, and the games are always great fun. The tournaments are always jammed with massive crowds of folks having fun and enthusiastic about this or that army, the forums are always brimming with eagerness to see the new toys and arguing about which are the best in the heat of tabletop battle.
I’m getting something of the same vibe from the OSR. Folks just like you are making adventures and settings the likes of which nobody has really seen before. Folks just like you have pooled their skills and enthusiasm to make new games or new magazines or new companies to showcase their skill. Or your skill, since the DIY attitude invites you to join in.
Watching other people having fun is enticing. Being invited to join in on the fun is only more so, and when there’s actually fun to be had, it’s addictive.
It’s not all sunshine and free pony rides, of course. We have our stumbles as well, and our occasional little flame war. But the majority of OSR stuff I’m reading is upbeat, optimistic, and having fun. We don’t say, “Damn, wouldn’t it be great if they made box sets like they used to?” We say, “Hey, who wants to see this awesome boxed set I’m making?” So long as that can-do spirit continues, the OSR will have a bright future.
Art by Jean Charles Meissonier.
There certainly seems to be a lot of it. That’s a good thing for us and for the gaming blogosphere in general I think. Doesn’t answer the why though, but I think if you spend some time comparing OSR blogs and more general gaming blogs, it’s not too hard to find a likely answer.
A lot of the general gaming blogs out there appear to specialize on advice for GMs. This advice is largely about handling problems that are assumed to be wide-spread in gaming. (Even if the problem isn’t necessarily wide-spread, it behooves the blog writing about it to imply that it is, for obvious reasons.) So you get a lot of talk about all the troubles cast in the path of the erstwhile GM: problem players, getting a group to meet regularly, integrating newly published material into an ongoing campaign, 4+ hours of gaming and prep for 30 minutes of fun, and, after all that, GM burnout.
You don’t see much of that in the OSR. There’s a lot more “hey, we just played and you won’t believe what they did this time” and “look at this new thing I made” or books and stories from the age of pulp you might have missed but should really read or wacky things to do with old monsters or brand new spells and stuff like that.
In short, the folks blogging about the OSR sound like they’re having fun.
Ebullient enthusiasm plus cool toys is pretty much the backbone of Games Workshop’s marketing juggernaut. The new minis are always “wicked cool” or whatever the phrase is this week, and the games are always great fun. The tournaments are always jammed with massive crowds of folks having fun and enthusiastic about this or that army, the forums are always brimming with eagerness to see the new toys and arguing about which are the best in the heat of tabletop battle.
I’m getting something of the same vibe from the OSR. Folks just like you are making adventures and settings the likes of which nobody has really seen before. Folks just like you have pooled their skills and enthusiasm to make new games or new magazines or new companies to showcase their skill. Or your skill, since the DIY attitude invites you to join in.
Watching other people having fun is enticing. Being invited to join in on the fun is only more so, and when there’s actually fun to be had, it’s addictive.
It’s not all sunshine and free pony rides, of course. We have our stumbles as well, and our occasional little flame war. But the majority of OSR stuff I’m reading is upbeat, optimistic, and having fun. We don’t say, “Damn, wouldn’t it be great if they made box sets like they used to?” We say, “Hey, who wants to see this awesome boxed set I’m making?” So long as that can-do spirit continues, the OSR will have a bright future.
Art by Jean Charles Meissonier.
Thursday, April 01, 2010
A Theoretical Framework for the OSR
The Old School Renaissance has been getting some notice just lately (more on why I think that is later, no, really, I promise) and that means new readers to our little cluster of blogs. Unfortunately, this means we find ourselves having to repeat ourselves; questions that we chewed on and answered to our satisfaction two years ago are coming back up as new readers and new ideas enter the discussion. Which is awesome, but necessitates the writing of this post.
We haven’t needed this before because it wasn’t really a priority; we’re more about playing than theory in the OSR, so more practical tools like the primer, the retro-clones, the adventures, the houserules, and the magazines have been more useful and a bigger priority for us. In many ways, the OSR is a play-now-and-figure-out-what-it-is-we’re-doing-later movement.
“Later” is apparently today. Here’s a brief outline of what I see as the central theoretical principles that underlie the OSR. (And I welcome comment and disagreement; it’s not like I’m the OSR pope or anything. ;) )
D&D is Always Right
And speaking of “damn it, I’m not the Pope of the OSR” this one comes from Mr. Maliszewski and started as a tool for analysis of the old games. By this, he meant to take the games in their own terms. Rather than come at them assuming he knew what they were about, he studied them under the assumption that the designers did, in fact, know what they were doing and succeeding in producing the games they meant to write:
(Addendum: This is not about saying that any version of D&D is the perfect game, or that Gygax, Arneson, etc. were infallible gods of gaming or anything like that. Heck, it's not even really about D&D. It's about leaving your assumptions at the door and investigating the rules on their own terms, to see what they actually do and how they perform at the table, without prejudice or prejudgement. As Mr. Maliszewski adds in the comments here:
System Matters
In spite of arguments to the contrary, 4e and 1e are very different games. In many ways 3e and 4e were attempts to “fix” the fact that the original versions of D&D were not about the tactical combat (“killing things and taking their stuff”) that everyone has always assumed the game was about. This isn’t to say that 3e and 4e can’t be fun, but it is to say that they favor very different experiences from BECMI or 1e.
The Old School Renaissance is a classic Reformation movement. For most of us, RPGs stopped being as much fun as they’d been. Wondering why, we jumped back to when they were fun in an attempt to find out what happened. Some of us didn’t have to go back as far as others, but in almost every case, it’s been an exploration of how style and rules work together to create the experience of play. We’ve gone back to the way things were to explore paths not taken, opportunities we passed on, to try other ways of doing things. Once you understand how the games actually work (insight which comes from adopting the “D&D is always right” attitude) and you also understand what sorts of activities you actually enjoy, you can meld the two into a more perfect experience for you and your friends. Which then leads to…
DIY
Because, really, we’re here to play games, not just think about them. And once you know what you want, you can build a game and a campaign to make it happen. Honestly, my love for Moldvay/Cook/Labyrinth Lord derives in large part from them being so easy to tinker with.
So if you hate XP for treasure, that’s easy to fix, and now you know what sort of effect that will have on your game (hint: you may want to take a good, long look at what 4e has done to tackle the challenges that creates). Some of us want more saumurai and ninja in our games. Others want rayguns. Others want to really freak people out. Yeah, there are a few around here looking for that “pure” Old School experience, but most of us are about the wahoo-fun of tossing in everything cool from our favorite Saturday-morning cartoons to musings about the historically significant cultural meanings behind the monsters we use in our games.
If you are new to the OSR, this is an easy place to jump in. There are lots of projects underway even now to create new versions of these old games. We’ve already beaten out a number of different OGL versions of those old games, whether your preference is for 0e or 1e or one of the many others now out of print. The challenge now is to see just how far these games can be pushed. Feel free to join in the fun; play some games and offer to test out some new tweaks to the rules. Make your own rules or a dungeon and get it published in Fight On! or Knockspell. Start your own project. There’s more than enough room for your vision in our crazy little corner of the intrawebs.
UPDATE: Mr. Benedicto weighs in over at Eiglophian Press. And The Nine and Thirty Kingdoms drills a little deeper.
And tavisallison at "The Mule Abides" gets it, and demonstrates by an example of "D&D 4e is Always Right."
If you're still confused, you might see what Herb has to offer, which includes a very amusing baseball analogy.
UPDATE the SECOND: Greetings, visitors from the Lands of Ara! Yeah, I know, there's a lot of links in this post, but if you're new to the OSR, they'll make good compliments to Mr. Soles' lists.
We haven’t needed this before because it wasn’t really a priority; we’re more about playing than theory in the OSR, so more practical tools like the primer, the retro-clones, the adventures, the houserules, and the magazines have been more useful and a bigger priority for us. In many ways, the OSR is a play-now-and-figure-out-what-it-is-we’re-doing-later movement.
“Later” is apparently today. Here’s a brief outline of what I see as the central theoretical principles that underlie the OSR. (And I welcome comment and disagreement; it’s not like I’m the OSR pope or anything. ;) )
D&D is Always Right
And speaking of “damn it, I’m not the Pope of the OSR” this one comes from Mr. Maliszewski and started as a tool for analysis of the old games. By this, he meant to take the games in their own terms. Rather than come at them assuming he knew what they were about, he studied them under the assumption that the designers did, in fact, know what they were doing and succeeding in producing the games they meant to write:
The "D&D is always right" principle means that many times you're left wrestling with things that simply don't make sense or at least whose meaning is obscure. There are two ways to resolve the confusion. The simplest one is simply to assume that the original text must be "wrong," which is to say, that the author had no idea what he was talking about and that you can safely substitute your own preference in their place. The more difficult approach is to step back and assume the author actually intended something and that, simply because that something isn't immediately obvious, it isn't any less real.And this has lead to all sorts of interesting discoveries. Like if you actually inspect how EXP works in the pre-2e editions of D&D you realize that the original versions of the game were not about tactical combat (which was risky, dangerous, and offered piddly rewards) but about strategic exploration (which minimized risk while offering the greatest opportunity for finding the unguarded hoards which were the real key to leveling up, especially at lower levels). And this leads to all sorts of fascinating discoveries, like the role of rust monsters in an adventure and how to maximize the strategic possibilities of your mega-dungeon.
(Addendum: This is not about saying that any version of D&D is the perfect game, or that Gygax, Arneson, etc. were infallible gods of gaming or anything like that. Heck, it's not even really about D&D. It's about leaving your assumptions at the door and investigating the rules on their own terms, to see what they actually do and how they perform at the table, without prejudice or prejudgement. As Mr. Maliszewski adds in the comments here:
FWIW, my point was simply this: don't start pulling at loose strands in the tapestry until you've spent the time figuring out which ones really are loose and which ones only look that way and that, if pulled, will unravel the whole thing.And all of this reinforces the point that…
It's most emphatically not about treating D&D as a holy text or viewing Gygax or Arneson as infallible. Rather, it's about rejecting the notion that just because a rule looks "broken" to you, it really is. )
System Matters
In spite of arguments to the contrary, 4e and 1e are very different games. In many ways 3e and 4e were attempts to “fix” the fact that the original versions of D&D were not about the tactical combat (“killing things and taking their stuff”) that everyone has always assumed the game was about. This isn’t to say that 3e and 4e can’t be fun, but it is to say that they favor very different experiences from BECMI or 1e.
The Old School Renaissance is a classic Reformation movement. For most of us, RPGs stopped being as much fun as they’d been. Wondering why, we jumped back to when they were fun in an attempt to find out what happened. Some of us didn’t have to go back as far as others, but in almost every case, it’s been an exploration of how style and rules work together to create the experience of play. We’ve gone back to the way things were to explore paths not taken, opportunities we passed on, to try other ways of doing things. Once you understand how the games actually work (insight which comes from adopting the “D&D is always right” attitude) and you also understand what sorts of activities you actually enjoy, you can meld the two into a more perfect experience for you and your friends. Which then leads to…
DIY
Because, really, we’re here to play games, not just think about them. And once you know what you want, you can build a game and a campaign to make it happen. Honestly, my love for Moldvay/Cook/Labyrinth Lord derives in large part from them being so easy to tinker with.
So if you hate XP for treasure, that’s easy to fix, and now you know what sort of effect that will have on your game (hint: you may want to take a good, long look at what 4e has done to tackle the challenges that creates). Some of us want more saumurai and ninja in our games. Others want rayguns. Others want to really freak people out. Yeah, there are a few around here looking for that “pure” Old School experience, but most of us are about the wahoo-fun of tossing in everything cool from our favorite Saturday-morning cartoons to musings about the historically significant cultural meanings behind the monsters we use in our games.
If you are new to the OSR, this is an easy place to jump in. There are lots of projects underway even now to create new versions of these old games. We’ve already beaten out a number of different OGL versions of those old games, whether your preference is for 0e or 1e or one of the many others now out of print. The challenge now is to see just how far these games can be pushed. Feel free to join in the fun; play some games and offer to test out some new tweaks to the rules. Make your own rules or a dungeon and get it published in Fight On! or Knockspell. Start your own project. There’s more than enough room for your vision in our crazy little corner of the intrawebs.
UPDATE: Mr. Benedicto weighs in over at Eiglophian Press. And The Nine and Thirty Kingdoms drills a little deeper.
And tavisallison at "The Mule Abides" gets it, and demonstrates by an example of "D&D 4e is Always Right."
If you're still confused, you might see what Herb has to offer, which includes a very amusing baseball analogy.
UPDATE the SECOND: Greetings, visitors from the Lands of Ara! Yeah, I know, there's a lot of links in this post, but if you're new to the OSR, they'll make good compliments to Mr. Soles' lists.
Tuesday, February 02, 2010
What is Neo-classical Gaming?
Jonathan followed up his post on WotC’s D&D Encounters with a tongue-in-cheek post about all the comments the announcement has spurred. As a footnote, he comments:
Damn! I wish I was bourgeois. Frankly, I’m not even measuring up to proletariat these days!
But seriously, I’m also getting hits from folks entering the phrase “neo-classical gaming” into search engines. As one of the proponents of the term, I suppose I ought to promote it and explain it every now and then.
The term was coined by Stuart Robertson (or, at least, that’s where I saw it first). But my favorite explanation comes from Rob Conley of Bat in the Attic:
We’re not going to play those games today the way we did then. I wouldn’t want to even if I could. After earning a college degree in history and exploring a wider range of literature, I’ve got all sorts of new and neat ideas to toss into the mix that I didn’t have before. It’s not so much the old games the old way, but the old games a new way. It’s about taking those games, seeing what made them work, as well as casting a cold, critical eye on what didn’t work, and repurposing them for what we want out of RPGs today.
It’s also very much an exercise in social archeology, primarily based on James Maliszewski’s Grognardia. While he may be more willing than most to assume that “D&D is always right,” his eagerness to understand why things were done that way at the birth of the hobby gives us all insights into how games are made, how they are played, and what the assumptions were that created the very first RPGs.
Beyond that, it becomes a difference with too many distinctions, ranging from my own “Silver Age” attempts at building a living, breathing world to Jeff Rients Retro Stupid play to JB’s writing a Companion book to the Moldvay/Cook Basic and Expert sets. The unifying concept is only an attempt to retrieve what worked best from the early days of the hobby, and bring it into the sort of gaming we want to do today.
Art by Frederic Edwin Church.
I should footnote this post and point out that it is purely hyperbole and for the sake of humor. Except the part about neo-classical games; I still don't know what hell that is supposed to be other than some sort of bourgeois intellectualism about RPGs
Damn! I wish I was bourgeois. Frankly, I’m not even measuring up to proletariat these days!
But seriously, I’m also getting hits from folks entering the phrase “neo-classical gaming” into search engines. As one of the proponents of the term, I suppose I ought to promote it and explain it every now and then.
The term was coined by Stuart Robertson (or, at least, that’s where I saw it first). But my favorite explanation comes from Rob Conley of Bat in the Attic:
To me the Old School Renaissance is not about playing a particular set of rules in a particular way, the dungeon crawl. It about going back to the roots of our hobby and see what we could do differently. What avenues were not explored because of the commercial and personal interests of the game designers of the time.
We’re not going to play those games today the way we did then. I wouldn’t want to even if I could. After earning a college degree in history and exploring a wider range of literature, I’ve got all sorts of new and neat ideas to toss into the mix that I didn’t have before. It’s not so much the old games the old way, but the old games a new way. It’s about taking those games, seeing what made them work, as well as casting a cold, critical eye on what didn’t work, and repurposing them for what we want out of RPGs today.
It’s also very much an exercise in social archeology, primarily based on James Maliszewski’s Grognardia. While he may be more willing than most to assume that “D&D is always right,” his eagerness to understand why things were done that way at the birth of the hobby gives us all insights into how games are made, how they are played, and what the assumptions were that created the very first RPGs.
Beyond that, it becomes a difference with too many distinctions, ranging from my own “Silver Age” attempts at building a living, breathing world to Jeff Rients Retro Stupid play to JB’s writing a Companion book to the Moldvay/Cook Basic and Expert sets. The unifying concept is only an attempt to retrieve what worked best from the early days of the hobby, and bring it into the sort of gaming we want to do today.
Art by Frederic Edwin Church.
Friday, January 29, 2010
Dungeons & Dragons Roleplaying is Dead
Long live D&D RP. Hyperbole? Depends on your definition of “roleplaying.” I just today had someone tell me that BioWare’s Mass Effect 2 isn’t an RPG because it doesn’t include inventory management. So, if you like, you can happily disagree with what I’m about to write by arguing the semantics.
And honestly, I’m not here to rail against WotC’s new “D&D Encounters” because it sounds like a great idea to me. It’s just not RPGing as I enjoy the hobby, or as it was defined in previous versions of the game.
But then, I’m a horrible customer for WotC. The OSR is proving that I can buy new books and games, but I don’t do it regularly or often, and it appears there are not enough of us to support an industry in the style WotC has become accustomed to. Even worse are the members of the “Lost Generation,” the kids who grew up reading Harry Potter and watching the LotR flicks, now grown up to be “the masses of tweeting, texting, facebooking teens” who are quite happy to free-form RP online with their favorite IPs, without a single rulebook, character sheet, or d20 in sight.
It’s quite clear that WotC is embracing the decline of the RPG industry and leaping to the model of the high-achiever in the wargames industry: Games Workshop. The new focus will be on promoting playing at your local game store, cool toys with a strong tactile factor, and rules based on exceptions that make your character stand out. You could see the groundwork for this as far back as the PHB. Flipping through it, I had the same thoughts I did when building an army for 40k; it was less, “I want to play a ranger like Aragorn” and more “I want to combine these cool powers into an awesome double-play.”
This makes perfect sense, from a business standpoint. WotC is not in the business of selling the fantasy of playing a ranger; they are in the business of selling books, miniatures, and, in the very near future I suspect, scale model diorama and dungeon parts. (Is this, perhaps, one of the reasons the virtual tabletop continues to linger in development purgatory? People are used to getting virtual scenery for free, but will eagerly pay large sums of cash for physical scenery they can use at the table. This may be how they snatch victory from the jaws of failure on that score.) Dark Sun is a great fit for this because it’s chock-full of new races and classes (and thus, nifty new powers and synergies) that can be added to any campaign, even ones that don’t take place on Athas (which strongly fits into their “all books are core now” theme). It means new hero and monster miniatures, and desert-themed diorama bits if they decide to go that route.
There are two big challenges for WotC going forward. The first is maintaining the RPG status of D&D. This is the primary differentiator between themselves and Games Workshop’s products, and they do not want to start a head-to-head fight with that 500 lbs gorilla. The second is avoiding a class and character combo that results in an iron gnome. Note this isn’t the same as creating multi-character combos that are extremely powerful. Those will actually promote people playing in groups and building characters based around synergies. This is good, because it encourages people to come to the store every Wednesday to play, and to invite their friends so they can put together more synergistic combos. This is something even Games Workshop doesn’t have, and could be a real winner for 4e.
It also represents a huge opportunity for the Neo-classical movement. WotC has slowly been yielding the roleplaying field to any and all who would claim it. (Don’t believe me? Google “roleplaying,” which is the preferred formulation of WotC and appears on the cover of the 4e books. Dungeons & Dragons doesn’t show up until page 3, entry 27. They should be on the first page at least, if not the first entry, but they appear after Eve Online, GURPS, an “adult” site, and Furcadia.) There’s not much room in this new business model for the moody atmospherics of Raggi or Jeff’s retro-stupid fun, and Oddysey’s tinkerings with a game based on social dynamics is about as opposite a direction as you can go in.
The reason the OSR is still chugging along, and may even be gathering steam, is because the competition is fading from the field. WotC could crush a Raggi or a Goblinoid Games without even being aware they were doing it. But they won’t, because they’re not even remotely interested in the same audiences. There may be some overlap, but it’s not a natural thing, just like there are overlaps between people who enjoy painting watercolor landscapes and listening to country western music. The “industry,” so far as it is defined by WotC and their ilk, are, as Oddysey says, irrelevant, and growing more so, to the sort of gaming enjoyed in neo-classical circles. Or, to put it another, and I think more accurate way, Raggi and company are the industry now. What WotC does is interesting, but the DMG 3 is less likely to affect my gaming than Raggi’s box set, even if I don’t ever buy either of them.
UPDATE: Oddysey is, of course, a bit faster on the draw than an old fart like me.
Art from MoToMo, pasukaru76, and Luca Giordano.
And honestly, I’m not here to rail against WotC’s new “D&D Encounters” because it sounds like a great idea to me. It’s just not RPGing as I enjoy the hobby, or as it was defined in previous versions of the game.
But then, I’m a horrible customer for WotC. The OSR is proving that I can buy new books and games, but I don’t do it regularly or often, and it appears there are not enough of us to support an industry in the style WotC has become accustomed to. Even worse are the members of the “Lost Generation,” the kids who grew up reading Harry Potter and watching the LotR flicks, now grown up to be “the masses of tweeting, texting, facebooking teens” who are quite happy to free-form RP online with their favorite IPs, without a single rulebook, character sheet, or d20 in sight.
It’s quite clear that WotC is embracing the decline of the RPG industry and leaping to the model of the high-achiever in the wargames industry: Games Workshop. The new focus will be on promoting playing at your local game store, cool toys with a strong tactile factor, and rules based on exceptions that make your character stand out. You could see the groundwork for this as far back as the PHB. Flipping through it, I had the same thoughts I did when building an army for 40k; it was less, “I want to play a ranger like Aragorn” and more “I want to combine these cool powers into an awesome double-play.”
This makes perfect sense, from a business standpoint. WotC is not in the business of selling the fantasy of playing a ranger; they are in the business of selling books, miniatures, and, in the very near future I suspect, scale model diorama and dungeon parts. (Is this, perhaps, one of the reasons the virtual tabletop continues to linger in development purgatory? People are used to getting virtual scenery for free, but will eagerly pay large sums of cash for physical scenery they can use at the table. This may be how they snatch victory from the jaws of failure on that score.) Dark Sun is a great fit for this because it’s chock-full of new races and classes (and thus, nifty new powers and synergies) that can be added to any campaign, even ones that don’t take place on Athas (which strongly fits into their “all books are core now” theme). It means new hero and monster miniatures, and desert-themed diorama bits if they decide to go that route.
There are two big challenges for WotC going forward. The first is maintaining the RPG status of D&D. This is the primary differentiator between themselves and Games Workshop’s products, and they do not want to start a head-to-head fight with that 500 lbs gorilla. The second is avoiding a class and character combo that results in an iron gnome. Note this isn’t the same as creating multi-character combos that are extremely powerful. Those will actually promote people playing in groups and building characters based around synergies. This is good, because it encourages people to come to the store every Wednesday to play, and to invite their friends so they can put together more synergistic combos. This is something even Games Workshop doesn’t have, and could be a real winner for 4e.
It also represents a huge opportunity for the Neo-classical movement. WotC has slowly been yielding the roleplaying field to any and all who would claim it. (Don’t believe me? Google “roleplaying,” which is the preferred formulation of WotC and appears on the cover of the 4e books. Dungeons & Dragons doesn’t show up until page 3, entry 27. They should be on the first page at least, if not the first entry, but they appear after Eve Online, GURPS, an “adult” site, and Furcadia.) There’s not much room in this new business model for the moody atmospherics of Raggi or Jeff’s retro-stupid fun, and Oddysey’s tinkerings with a game based on social dynamics is about as opposite a direction as you can go in.
The reason the OSR is still chugging along, and may even be gathering steam, is because the competition is fading from the field. WotC could crush a Raggi or a Goblinoid Games without even being aware they were doing it. But they won’t, because they’re not even remotely interested in the same audiences. There may be some overlap, but it’s not a natural thing, just like there are overlaps between people who enjoy painting watercolor landscapes and listening to country western music. The “industry,” so far as it is defined by WotC and their ilk, are, as Oddysey says, irrelevant, and growing more so, to the sort of gaming enjoyed in neo-classical circles. Or, to put it another, and I think more accurate way, Raggi and company are the industry now. What WotC does is interesting, but the DMG 3 is less likely to affect my gaming than Raggi’s box set, even if I don’t ever buy either of them.
UPDATE: Oddysey is, of course, a bit faster on the draw than an old fart like me.
Art from MoToMo, pasukaru76, and Luca Giordano.
Friday, January 22, 2010
The Year Ahead for WotC
Thought y'all might find this interesting. Some will look at this and see it as a good sign for the OSR. I suppose it is. I'm still not entirely certain, however, how you make an entire campaign out of "Tomb of Horrors." I suspect that you build a bunch of dungeons and other such out of a backstory for Acererak. I just can't help but feel it will widely miss the major point. ToH was written with a certain mindset, one that becomes clear to players who are careful and observant and who take their play seriously. Like "Vault of the Drow" and "Shrine of the Kuo-toa," ToH is a blatant repudiation of the stereotypical kill-and-loot style of play. Can you build an entire campaign out of that theme? Especially in 4e? Is the skill challenges system now robust enough to take the strain of supporting a campaign? Hell, is it strong enough to support an entire adventure? Especially considering that, last I heard, they're still built around the assumption that the players will fail more than half of them?
Of course, that still misses the point, since ToH embraces not rolling dice. Heck, even its most infamous trap doesn't invoke dice, even for a saving throw. I doubt WotC has the cojones to build a D&D campaign that is focused on not rolling dice. But I'll be first in line to buy it if they are, just to see what it looks like.
The world of Hard Fun, er, I mean, "Dark Sun" is, of course, not considered something "classic" in the strictist sense, being very much a product of the era of 2e. It is, however, quite pulpish and pleasantly twisted, and a very fitting contribution to our Year of Science Fantasy. I still regret not picking up the original, and I'm curious to see what WotC does with the setting.
Of course, that still misses the point, since ToH embraces not rolling dice. Heck, even its most infamous trap doesn't invoke dice, even for a saving throw. I doubt WotC has the cojones to build a D&D campaign that is focused on not rolling dice. But I'll be first in line to buy it if they are, just to see what it looks like.
The world of Hard Fun, er, I mean, "Dark Sun" is, of course, not considered something "classic" in the strictist sense, being very much a product of the era of 2e. It is, however, quite pulpish and pleasantly twisted, and a very fitting contribution to our Year of Science Fantasy. I still regret not picking up the original, and I'm curious to see what WotC does with the setting.
Labels:
Old School Renaissance,
RPG Industry,
WotC
Sunday, January 10, 2010
Anatomy of a Campaign
Over at B/X Blackrazor, JB was wondering:
hmm… I wonder how Oddysey and Trollsmyth’s current on-going campaign developed. Odd has said this is the first time she’s played in a campaign that took things to this particular depth of character interaction…were her former games played in the mini-campaign or forced plot setting? Or is their current gaming style simply built on mutual rapport and understanding of narrative agenda needs?
The answer is, not quickly. That's not the sort of play you can start cold. You have to build up to it.
It would be nice if you could just say, "Hey, we're building a social campaign and it's going to deal with x, y, and z." You could, I suppose, pull it off if the DM was willing to give the players extreme amounts of narrative control, and I've done that in the past with a few players I knew very well and had played with a lot before. If you don't do that, however, you end up in a situation where the players don't have anything to talk about. Even if they've read voluminous amounts of campaign material, they don't really understand the setting well enough to interact with it. (Unless that setting is based on a well-known IP, like Harry Potter or some such, which is why such are the most popular themes for free-form RPing, I'm sure.) The background gives players something to talk about, and knowing and being comfortable with the style gives them ways to talk about those things. If either is missing, they're reduced to talking about the weather in the safest and most boring of tones.
My preferred style is open sandbox and very laissez-faire. But such games need a bit of impetus, and if the players are to be comfortable enough to stretch themselves a bit, they need some limitations. There's nothing more intimidating to a lot of people than a completely blank canvas.
In Oddysey's case, I started off with a very open-ended problem for her to solve: being shipwrecked on a strange coast. This got her used to my rather loose, the-DM-doesn't-have-a-plan-so-do-what-makes-sense-or-is-fun-for-you style. When she returned to civilization and was able to choose her own path, she latched on to dungeon-delving. This was great because it was a style she'd not had much experience with, but comes with its own set of very focused goals and geographical limitations. As Oddysey recently commented, however, it wasn't raw monster-slaying and trap-finding. Since it was a solo game, there were hirelings and such to fill out the party, mostly chosen by her. Whenever she mentioned interest in hiring a particular class to join her group, I'd gin up at least three examples (it's so easy in LL that three take maybe a half-hour or so to roll up and write down) with a brief description of their personalities, reputations, and competencies beyond their class. Because there was no one else to interact with (most of the time) there was a lot of interaction with these NPCs. And that's really where we got things rolling.
Up until that point, I wasn't really sure what sort of play Oddysey was interested in. As she points out, most of the traditional assumptions of Old School play, like dungeons, were not very well known to her, so even she wasn't sure what sort of play she wanted, other than something new that she hadn't tried before. So leaving things open and not forcing a certain agenda left it open for us to explore, and we built the playstyle together out of mutual interests.
(And yes, this did mean that certain dungeon complexes were left "uncleared" but that's fine with me. Like Mr. Maliszewski, I've never assumed that clearing the entire locale was the goal, and my players have generally been happy with focused, surgical operations rather than genocidal invasions. ;p )
The one thing I did rigorously enforce was the verisimilitude. I think that really helps, because it gives players things they can rely on, things they can trust. With that bedrock, they can begin to invest in their characters' interests and goals, and from that comes engagement with the world. And once they do that, it's easy to build an entire session around chatting with a rakshasa and a priestess about boys, because the players know who their characters are, how they relate to the rakshasa and the priestess, and why boys would be fun to talk about.
Art by Sir Lawrence Alma-Tadema and Edward Moran
Monday, September 21, 2009
"The Holy Inquisition finds you guilty... of HERESY!"
"The dark night of fascism is always descending on America,” said Tom Wolfe, “but it always seems to land in Europe."
So we keep hearing about how the OSR is all closing ranks and imposing purity tests on folks to make sure they're not engaging in “deviant behavior.” Only I have yet to see it happen. Maybe I'm not reading the “right” forums (I'm actually pretty much out of the forums thing, but for a some brief passes through RPG.net, these days). Maybe I'm not reading the right blogs. But I just don't see it.
Jameses Maliszewski and Raggi seem to be leading the charge into the future, but it sure ain't a strictly regimented one. Mr. Maliszewski keeps swinging back and forth on thieves and gives us four-armed martian PCs while Mr. Raggi is apparently creating unique adventures the likes of which nobody has seen before, and only avoiding controversy of Carcossian proportions because, hey, it's Raggi, and what else would you expect?
I can't find anyone of any significant standing in the OSR telling anyone they're doing it wrong. I see a lot of “this is the way I do it” and “hey, this worked really well at the table last night.” I see a lot of people playing games and building dungeons and starting magazines. Folks are tossing out rules and building new games and making houserules. They're embracing Vancian magic, or rejecting it for something else, or creating their versions of books which were promised by never published, or playing with alternative experience systems, or creating emo-devouring monsters based on pre-raphaelite nightmares, or...
I don't see purity flamewars or inquisitions or blacklists. People keep talking about how the long dark night of fascism is all ready to smother the OSR in its shadowy tentacles, but I couldn't tell you where it's actually landing.
Art by Jean-Paul Laurens.
So we keep hearing about how the OSR is all closing ranks and imposing purity tests on folks to make sure they're not engaging in “deviant behavior.” Only I have yet to see it happen. Maybe I'm not reading the “right” forums (I'm actually pretty much out of the forums thing, but for a some brief passes through RPG.net, these days). Maybe I'm not reading the right blogs. But I just don't see it.
Jameses Maliszewski and Raggi seem to be leading the charge into the future, but it sure ain't a strictly regimented one. Mr. Maliszewski keeps swinging back and forth on thieves and gives us four-armed martian PCs while Mr. Raggi is apparently creating unique adventures the likes of which nobody has seen before, and only avoiding controversy of Carcossian proportions because, hey, it's Raggi, and what else would you expect?
I can't find anyone of any significant standing in the OSR telling anyone they're doing it wrong. I see a lot of “this is the way I do it” and “hey, this worked really well at the table last night.” I see a lot of people playing games and building dungeons and starting magazines. Folks are tossing out rules and building new games and making houserules. They're embracing Vancian magic, or rejecting it for something else, or creating their versions of books which were promised by never published, or playing with alternative experience systems, or creating emo-devouring monsters based on pre-raphaelite nightmares, or...
I don't see purity flamewars or inquisitions or blacklists. People keep talking about how the long dark night of fascism is all ready to smother the OSR in its shadowy tentacles, but I couldn't tell you where it's actually landing.
Art by Jean-Paul Laurens.
Wednesday, June 10, 2009
Neoclassical RPGs
From Twitter:
Yes! That is perfect, since most of us aren't exactly playing these games the same way they were back when. It's a reinvention, a new style, based on studying those games, tweaking them, exploring what those structures and styles mean.
We can't go back to the '70s, even if we wanted to. But we can take what was best in the classical roleplaying games and imagine the heck out of 'em.
UPDATE: more here.
@RobertsonGames: Since 1e #dnd is often called "Classic" D&D, does that make Swords & Wizardry and Labyrinth Lord "Neoclassical" RPGs? :)
Yes! That is perfect, since most of us aren't exactly playing these games the same way they were back when. It's a reinvention, a new style, based on studying those games, tweaking them, exploring what those structures and styles mean.
We can't go back to the '70s, even if we wanted to. But we can take what was best in the classical roleplaying games and imagine the heck out of 'em.
UPDATE: more here.
Sunday, May 31, 2009
Learning to Play
I suppose I shouldn't be, but I'm kinda surprised at how the Old School Renaissance is reaching folks outside the hobby. I don't mean just folks who played years ago and are rediscovering RPGs. I mean folks who have never played before. But even the lapsed players are a pleasant surprise. Mr. Raggi and Oddysey have both discussed bringing brand new gamers into the hobby, and the perils and pitfalls that await both the newcomer and those who introduce them to RPGs.
With that in mind, I read this article by John Wick. It's mostly about his disappointment that 4e doesn't strive to revolutionize RPGs. What really struck me, however, was his discussion of how he learned to “write games the way I ran them.”
One of the things I love about the older games is how little editorial direction they come with. So little, in fact, that I had no idea the focus of the mechanics was on exploration more than combat until decades after I'd started playing them. While this really leaves the games wide open for us to tinker with, it can be exceptionally difficult for newcomers to get their brains around just how these things are supposed to work. How many times have we read about the very first games of today's grognards, and how they tried to play D&D like a board game, literally laying out the map of the Caves of Chaos on the table and having their buddies move pieces across it as if it were a Tarantino version of Candyland.
My own gaming history is punctuated by moments of sudden revelation. The first came in '81 when, reading Moldvay's Basic D&D, where he discusses how to “choose a scenario.” This is on page 51 of the book, and reading the whole thing up to that point, it had never occurred to me that the PCs would need a reason for being in the dungeon.
It would be nearly another two years of playing before I'd have my next revelation. In the summer of '83, my brother bought me my first issue of Dragon magazine, #74 with it's excellent article by Ed Greenwood on seven magical swords from his Forgotten Realms campaign. The Realms wasn't an official or professionally published setting yet, so all we knew about it were hints and scraps that showed up in the pages of Dragon. The detailed histories of the swords, how they had passed from hero to hero (or villain), the wars they'd been seen in and the monsters they'd slain, showed me I could take something of that wonderfully rich history hinted at in Lord of the Rings and sprinkle it into my games. The next sudden insight wasn't until the spring of '86 when I finally played with a DM I hadn't taught the game to, which brought with it a real understanding of how subtle changes in style could really transform how the game played. And then the summer of '91 saw the formation of my college group, and the truly evolutionary revelations that came with a far more diverse set of players.
Here's the point: it probably took me six or so years of tooling and playing and arguing and frustration before I got to the point where I'd today call my young self a competent DM. And that's with all the time and insanity and boredom and daydreams of youth fueling my gaming. If I'd started that self-same journey today, I can't say I'd have kept up with it. Today's newcomers to the hobby have it a bit easier than I did, with being able to network with grognards and professionals via the intrawebs. But we can still see some of the same mistakes we made way back when, as new DMs slalom between campaigns that are deathtraps, or Monty Haul, or railroaded story time.
I wrote that article about tactics in old school D&D because there are lots of things that are not immediately obvious to folks reading those rules for the first time that lots of us who've been playing for years take for granted. And I've hardly scratched the surface on issues that probably need to be dragged into the light of day, (like what it means that magic-users roll d4 for hit points and d6 for the damage their spells cause).
Now that we've flooded the 'net with our infectious enthusiasm for these games, I think we need to give these newcomers a hand-up when it comes to playing. We can't show everyone who wants to play how to do it through personal example, especially with such a broad range of styles available. And I think we can teach people how to avoid the common pitfalls without ourselves falling into one-true-wayism.
I think it's true that most of the popularity of D&D during its heyday was due to it being a fad. But with so many returning and finding again the fun they used to have, I think a lot of people left the hobby not because they couldn't enjoy it, but because they never really figured out how. I'd hate to see that happen again.
Photo credits: Metaphox, BotheredByBees.
With that in mind, I read this article by John Wick. It's mostly about his disappointment that 4e doesn't strive to revolutionize RPGs. What really struck me, however, was his discussion of how he learned to “write games the way I ran them.”
One of the things I love about the older games is how little editorial direction they come with. So little, in fact, that I had no idea the focus of the mechanics was on exploration more than combat until decades after I'd started playing them. While this really leaves the games wide open for us to tinker with, it can be exceptionally difficult for newcomers to get their brains around just how these things are supposed to work. How many times have we read about the very first games of today's grognards, and how they tried to play D&D like a board game, literally laying out the map of the Caves of Chaos on the table and having their buddies move pieces across it as if it were a Tarantino version of Candyland.
My own gaming history is punctuated by moments of sudden revelation. The first came in '81 when, reading Moldvay's Basic D&D, where he discusses how to “choose a scenario.” This is on page 51 of the book, and reading the whole thing up to that point, it had never occurred to me that the PCs would need a reason for being in the dungeon.
It would be nearly another two years of playing before I'd have my next revelation. In the summer of '83, my brother bought me my first issue of Dragon magazine, #74 with it's excellent article by Ed Greenwood on seven magical swords from his Forgotten Realms campaign. The Realms wasn't an official or professionally published setting yet, so all we knew about it were hints and scraps that showed up in the pages of Dragon. The detailed histories of the swords, how they had passed from hero to hero (or villain), the wars they'd been seen in and the monsters they'd slain, showed me I could take something of that wonderfully rich history hinted at in Lord of the Rings and sprinkle it into my games. The next sudden insight wasn't until the spring of '86 when I finally played with a DM I hadn't taught the game to, which brought with it a real understanding of how subtle changes in style could really transform how the game played. And then the summer of '91 saw the formation of my college group, and the truly evolutionary revelations that came with a far more diverse set of players.
Here's the point: it probably took me six or so years of tooling and playing and arguing and frustration before I got to the point where I'd today call my young self a competent DM. And that's with all the time and insanity and boredom and daydreams of youth fueling my gaming. If I'd started that self-same journey today, I can't say I'd have kept up with it. Today's newcomers to the hobby have it a bit easier than I did, with being able to network with grognards and professionals via the intrawebs. But we can still see some of the same mistakes we made way back when, as new DMs slalom between campaigns that are deathtraps, or Monty Haul, or railroaded story time.
I wrote that article about tactics in old school D&D because there are lots of things that are not immediately obvious to folks reading those rules for the first time that lots of us who've been playing for years take for granted. And I've hardly scratched the surface on issues that probably need to be dragged into the light of day, (like what it means that magic-users roll d4 for hit points and d6 for the damage their spells cause).
Now that we've flooded the 'net with our infectious enthusiasm for these games, I think we need to give these newcomers a hand-up when it comes to playing. We can't show everyone who wants to play how to do it through personal example, especially with such a broad range of styles available. And I think we can teach people how to avoid the common pitfalls without ourselves falling into one-true-wayism.
I think it's true that most of the popularity of D&D during its heyday was due to it being a fad. But with so many returning and finding again the fun they used to have, I think a lot of people left the hobby not because they couldn't enjoy it, but because they never really figured out how. I'd hate to see that happen again.
Photo credits: Metaphox, BotheredByBees.
Monday, May 25, 2009
Feelings! Whoa-whoa-whoa, Feelings...
JoeTheLawyer kicked over the blognard anthill with his response to Grognardia's “More Than a Feeling” post. He's got a lot of interesting points, but I have to respectfully say that I disagree.
It might be nice to imagine a world with no judgments or categories, but we don't live there. More to the point, I don't have the time, treasure, or available players to play every RPG out there. In my quest for these feelings JoeTheLawyer talks about, it's helpful to me to know what sorts of games are most likely to produce them. In a broad sense, for instance, I know that modern-day special forces games don't do it. I can easily mark those games off my list for serious consideration. Sure, a friend or trusted blogger might convince me to give that sort of game a chance, but otherwise, I'm going to focus my time on those games in genres that are more likely to produce the feeling I want.
Old school isn't a genre, of course, but I think it can be usefully described in terms of mechanics and style that can help us judge the value of a game for us before we actually play it. This is the answer to JoeTheLawyer's query, “what purpose would a definition serve?” I know that games similar to BECMI D&D give me that feeling. So I'm going to go out and look for games like that, and supplements that support that style of play.
That style can be defined, and Matthew Finch's “Quick Primer for Old School Gaming” is serving as the nucleus around which that definition is slowly coalescing. It's a style based on rules-lite mechanics that are more concerned with giving players and GMs tools to build their own game than they are with elegant or unified mechanics. It's a style strongly geared to exploration-style gaming. It also promotes lateral thinking by shifting more of the challenges to the players rather than the characters.
What's interesting about this definition is how it seems to be drifting away from fitting other games from that early era of RPGs. Games like GURPS, with its extensive lists of skills and rules to cover every situation, are already slipping out of the “old school” definition. Ditto for Rolemaster, which uses charts in ways that are very different from what the old-schoolers are gravitating towards.
Here's another interesting thing: the process is largely out of anyone's hands at this point. The term “old school” is now being applied by lots of folks to describe, in very vague terms, what's happening with things like Swords & Wizardry and Fight On! It's becoming a short hand for the ethos, style, and techniques that make those things what they are. James Maliszewski is trying lead the discussion to shape that definition while we still can. He may already be too late. He's commented any number of times how he doesn't really like the term “old school” and thinks it shackles us too much to the ancillary trappings of the past that don't really have anything to do with how the game is played. It's far too late on that front; I don't think even the risen ghosts of Gygax and Arneson could banish the term “old school”. We're stuck with it now, for better or worse.
While I agree that a more rigorous definition will eventually have to define some things as “not-old-school”, I don't see this as being a nasty, exclusive tragedy. All of these games and mechanics and techniques are just bits that we all pick and choose from, assembling them together to create the experience, the feeling, that we are striving for. Just because 4e is described as being antithetical to the old school doesn't limit in any way our ability to steal things from it we like. In the end, these definitions serve us. They don't create impermeable barriers. They simply allow us to better shift through the endless array of options more intelligently, and help us find and play with like-minded folks who are searching for the same feelings we are.
UPDATE: Related thoughts from Alex Shroeder.
Image credits: Jimmy Joe, Matthew Finch, and ninahale.
It might be nice to imagine a world with no judgments or categories, but we don't live there. More to the point, I don't have the time, treasure, or available players to play every RPG out there. In my quest for these feelings JoeTheLawyer talks about, it's helpful to me to know what sorts of games are most likely to produce them. In a broad sense, for instance, I know that modern-day special forces games don't do it. I can easily mark those games off my list for serious consideration. Sure, a friend or trusted blogger might convince me to give that sort of game a chance, but otherwise, I'm going to focus my time on those games in genres that are more likely to produce the feeling I want.
Old school isn't a genre, of course, but I think it can be usefully described in terms of mechanics and style that can help us judge the value of a game for us before we actually play it. This is the answer to JoeTheLawyer's query, “what purpose would a definition serve?” I know that games similar to BECMI D&D give me that feeling. So I'm going to go out and look for games like that, and supplements that support that style of play.
That style can be defined, and Matthew Finch's “Quick Primer for Old School Gaming” is serving as the nucleus around which that definition is slowly coalescing. It's a style based on rules-lite mechanics that are more concerned with giving players and GMs tools to build their own game than they are with elegant or unified mechanics. It's a style strongly geared to exploration-style gaming. It also promotes lateral thinking by shifting more of the challenges to the players rather than the characters.
What's interesting about this definition is how it seems to be drifting away from fitting other games from that early era of RPGs. Games like GURPS, with its extensive lists of skills and rules to cover every situation, are already slipping out of the “old school” definition. Ditto for Rolemaster, which uses charts in ways that are very different from what the old-schoolers are gravitating towards.
Here's another interesting thing: the process is largely out of anyone's hands at this point. The term “old school” is now being applied by lots of folks to describe, in very vague terms, what's happening with things like Swords & Wizardry and Fight On! It's becoming a short hand for the ethos, style, and techniques that make those things what they are. James Maliszewski is trying lead the discussion to shape that definition while we still can. He may already be too late. He's commented any number of times how he doesn't really like the term “old school” and thinks it shackles us too much to the ancillary trappings of the past that don't really have anything to do with how the game is played. It's far too late on that front; I don't think even the risen ghosts of Gygax and Arneson could banish the term “old school”. We're stuck with it now, for better or worse.
While I agree that a more rigorous definition will eventually have to define some things as “not-old-school”, I don't see this as being a nasty, exclusive tragedy. All of these games and mechanics and techniques are just bits that we all pick and choose from, assembling them together to create the experience, the feeling, that we are striving for. Just because 4e is described as being antithetical to the old school doesn't limit in any way our ability to steal things from it we like. In the end, these definitions serve us. They don't create impermeable barriers. They simply allow us to better shift through the endless array of options more intelligently, and help us find and play with like-minded folks who are searching for the same feelings we are.
UPDATE: Related thoughts from Alex Shroeder.
Image credits: Jimmy Joe, Matthew Finch, and ninahale.
Thursday, May 21, 2009
Old School Tactics: Counting the Cost
Oddysey, ever our canary in the mineshaft, lost a PC to a giant bat in Godless Paladin's intriguing “Mayan/Aztec/Ghost Conquistador dungeon”. Apparently, GP just wanted to break up the monotony of lots of goblins and other such critters, which is always a good thing. Unfortunately, he had no idea just how nasty an 8 HD critter could be. Not until after it had chewed poor Biffy's face off.
This is not an unusual problem for DMs running “old school” games. In 3rd edition D&D, WotC added the challenge rating system to help codify just how nasty a critter was. I judge the results to be mixed, especially at higher levels, but it was a good attempt.
Older versions of D&D don't even have that. DMs are left to “eyeball” the situation as best they can, and the only way to get a good feel for that sort of thing is experience. Things are even worse at 1st level; when most PCs have 1d6 hit points and weapons typically do 1d6 damage, every successful attack has the potential to turn into a devastating alpha strike.
So what's a new DM to do? Here are a few rules-of-thumb you can use to judge the danger of your encounters in an old school game:
So, with all this in mind, what can the DM do to provide a little breathing room for both the dungeon and the players without having to worry constantly about building “killer” adventures? One trick I use are “get out of jail free” options. Things like my shields shall be splintered rule allow PCs to ignore one hit, giving them a bit more surviveability. Notice that there's a price for this, however. Squirming over these sorts of choices is part of the fun of old school gaming. The heroes in my Labyrinth Lord game recently found a potion that will restore all hit points, neutralize nearly any poison, and undo effects like paralyzation and blindness. Unfortunately, it also switches your sex if you drink it.
If you're a player, remember that the same iterative power that works for the monsters can work for you as well. Hirelings and henchmen can go a long way towards evening the odds. Don't underestimate the usefulness of clerics, either. Having a few extra hit points in your back pocket, that can be rushed to any member in the party as needed, is a powerful equalizer.
Finally, remember that there are however many of you, and only one DM. Your combined cleverness can almost always trump any idea the DM has come up with. Yeah, clever planning didn't work for Biffy, but lateral thinking is a potent force multiplier that literally has no limit in the sorts of problems it can overcome.
Photo credits: cheesy42.
This is not an unusual problem for DMs running “old school” games. In 3rd edition D&D, WotC added the challenge rating system to help codify just how nasty a critter was. I judge the results to be mixed, especially at higher levels, but it was a good attempt.
Older versions of D&D don't even have that. DMs are left to “eyeball” the situation as best they can, and the only way to get a good feel for that sort of thing is experience. Things are even worse at 1st level; when most PCs have 1d6 hit points and weapons typically do 1d6 damage, every successful attack has the potential to turn into a devastating alpha strike.
So what's a new DM to do? Here are a few rules-of-thumb you can use to judge the danger of your encounters in an old school game:
- Watch the HD: You can generally judge the toughness of a monster by its hit dice. The more hit dice a critter has, the more hit points it's likely to have, and the better chance it will have to succeed on attack rolls. As a general rule-of-thumb, a group of enemies whose total hit dice is equal to the number of total levels in the PCs and their allies is a strong challenge up until the PCs reach 5th level. (At 5th level, all sorts of wacky things happen, primarily because the PCs gain access to 3rd level spells.)
- Beware the Power of Iteration: A single foe is not as dangerous as a mob. This is due to attack rolls being made on a single d20. Since the probability of any single number coming up is flat, including a 20, rolling more attack dice has a huge effect on combat. This is magnified if you use any sort of “critical hit” rules.
- Save or DIE: There are lots of save-or-die powers in old school monster lists. Most spiders and snakes with venom force a life-or-death saving throw with every successful attack. However, these are not nearly as dangerous as those that force multiple characters to save. For instance, the tarantella's poison might seem a safer choice since it doesn't cause immediate death, but rather a spastic dance. However, anyone who sees someone doing this dance must then save vs. Spells or they'll start dancing, too. A single successful bite can potentially wipe out the entire party!
So, with all this in mind, what can the DM do to provide a little breathing room for both the dungeon and the players without having to worry constantly about building “killer” adventures? One trick I use are “get out of jail free” options. Things like my shields shall be splintered rule allow PCs to ignore one hit, giving them a bit more surviveability. Notice that there's a price for this, however. Squirming over these sorts of choices is part of the fun of old school gaming. The heroes in my Labyrinth Lord game recently found a potion that will restore all hit points, neutralize nearly any poison, and undo effects like paralyzation and blindness. Unfortunately, it also switches your sex if you drink it.
If you're a player, remember that the same iterative power that works for the monsters can work for you as well. Hirelings and henchmen can go a long way towards evening the odds. Don't underestimate the usefulness of clerics, either. Having a few extra hit points in your back pocket, that can be rushed to any member in the party as needed, is a powerful equalizer.
Finally, remember that there are however many of you, and only one DM. Your combined cleverness can almost always trump any idea the DM has come up with. Yeah, clever planning didn't work for Biffy, but lateral thinking is a potent force multiplier that literally has no limit in the sorts of problems it can overcome.
Photo credits: cheesy42.
Monday, May 18, 2009
Knockspell First Impressions
Matt Finch apparently took exception to the fact that I didn't mention reading Knockspell in my longer post the other day. So he gave me a free PDF copy of #2 to peruse.
Now, first off, let me say that I've never had anything against Knockspell or Swords & Wizardry. I consider myself a Labyrinth Lord guy only because I settled on that game when I was casting about for rules for my current online game, and because Moldvay was my entry to the hobby. I've known about S&W, and Knockspell, but I haven't paid them much attention because I've been busy with my game and new job and there are only so many hours in the day.
But I'll admit that word about Knockspell #2 had me intrigued. I'm looking forward to reading it. So far I've only had a chance to digitally thumb through it. My first impressions?
Holy-freakin'-wowser!
I was not prepared for what I saw. Understand, I love Fight On! and Green Devil Face. They're both fun and useful to my games. They've both also embraced a fun, playful, home-made feel that just oozes enthusiasm and a spirit of YES-do-try-this-at-home! I love that.
Knockspell ain't like that. Knockspell oozes professional style and production quality. That's not to say it's unfriendly. Not in the least, but it's a highly polished product that's easier to read than some national news magazines (Time, I'm lookin' at you).
I'm going to do something I hope Mr. Finch doesn't mind, but I think you really need to see this. This is a portion of the table of contents from Knockspell #2. That's right, this is a full-color magazine, all the way through. While most of the (jaw-droppingly good) art is old-school black-and-white, color is used to good effect throughout the magazine. The entire product just oozes polish, craft, and love.
Click that pic to blow it up to a readable size. Notice the use of color to block off the editor's note? And the excellent use of fonts to clearly delineate the different pieces: title, author, and page. This is pro-level work, folks.
Another thing that stood out for me is something I miss from the old days of Dragon magazine: ads! Even if I never bought the products or played the games, advertisements in RPG magazines were always neat spurs for new ideas for my games. The ones in Knockspell appear to be primarily for blogs you probably already read, but they're still a neat source for cool ideas, and since the blogs are free, I can check 'em out and make sure I'm not missing anything really good. And the ads for Age of Fable and Road of Knives were as inspiring as the ads for minis back in Dragon of the 1980s.
The art really is amazingly good. I'm not going to step on the artists' toes by posting any of it here. Trust me, get the magazine and see for yourself.
Now, first off, let me say that I've never had anything against Knockspell or Swords & Wizardry. I consider myself a Labyrinth Lord guy only because I settled on that game when I was casting about for rules for my current online game, and because Moldvay was my entry to the hobby. I've known about S&W, and Knockspell, but I haven't paid them much attention because I've been busy with my game and new job and there are only so many hours in the day.
But I'll admit that word about Knockspell #2 had me intrigued. I'm looking forward to reading it. So far I've only had a chance to digitally thumb through it. My first impressions?
Holy-freakin'-wowser!
I was not prepared for what I saw. Understand, I love Fight On! and Green Devil Face. They're both fun and useful to my games. They've both also embraced a fun, playful, home-made feel that just oozes enthusiasm and a spirit of YES-do-try-this-at-home! I love that.
Knockspell ain't like that. Knockspell oozes professional style and production quality. That's not to say it's unfriendly. Not in the least, but it's a highly polished product that's easier to read than some national news magazines (Time, I'm lookin' at you).
I'm going to do something I hope Mr. Finch doesn't mind, but I think you really need to see this. This is a portion of the table of contents from Knockspell #2. That's right, this is a full-color magazine, all the way through. While most of the (jaw-droppingly good) art is old-school black-and-white, color is used to good effect throughout the magazine. The entire product just oozes polish, craft, and love.
Click that pic to blow it up to a readable size. Notice the use of color to block off the editor's note? And the excellent use of fonts to clearly delineate the different pieces: title, author, and page. This is pro-level work, folks.
Another thing that stood out for me is something I miss from the old days of Dragon magazine: ads! Even if I never bought the products or played the games, advertisements in RPG magazines were always neat spurs for new ideas for my games. The ones in Knockspell appear to be primarily for blogs you probably already read, but they're still a neat source for cool ideas, and since the blogs are free, I can check 'em out and make sure I'm not missing anything really good. And the ads for Age of Fable and Road of Knives were as inspiring as the ads for minis back in Dragon of the 1980s.
The art really is amazingly good. I'm not going to step on the artists' toes by posting any of it here. Trust me, get the magazine and see for yourself.
Monday, April 20, 2009
Trollsmyth Fails the Old School Purity Test
49. Have you ever walked in on people using encounter powers to fight lizard folk?
50. Have you ever joined in?
When I first chose Labyrinth Lord for my new campaign, I was tempted by the idea of staying true to that rules set and using only material created for it. I would leave all my other books on their shelves and just use the handful I had for Moldvay/Cook and BECMI. When I started getting players who had never played those old rules (and who hadn't even been born yet when they came out), it seemed even more important to try to create as “pure” an old school experience as possible.
Yeah, right, who was I kidding?
The truth is, back in the day, we were pulling ideas from all sorts of crazy places. We all wanted the over-and-under crossbow from “Ladyhawke”, giant jackalope mounts like we saw in the postcards at the tourist shops, and tricked out helicopters modeled on “Airwolf”. In one of my first campaigns, I gave my brother's elf character a magical sword called the Triangle. The name was swiped from the first Ultima game. I had no idea what it did in the computer game, but in our pen-and-paper adventures it shot out forcefield cages and blasting bolts of power and was pretty much the ultimate magical sword in that campaign. I think I stole most of its powers from the “Blackstar” cartoon.
Beyond such wackiness, which old D&D openly invites, the entire range of what is generally accepted as “old school” is pretty compatible. And this last Sunday night, I really pushed that.
The original guardian for the magical laboratories beneath the villa of the Poyma was a single brain collector. Yeah, that's a nasty monster, but I was only giving it 3 hit points per hit die and no spells. So not insurmountable, but if the PCs were victorious, they'd know they'd been in a fight.
But then Dave Arneson passed away, and Oddysey mentioned she had a thing for frogs. So I went back to the monster lists and hunted for an appropriate froggy critter to replace the brain collector with. I really didn't find what I wanted in my usual Moldvay/Cook/BECMI/LL sources. Besides, I knew what I really wanted: slaadi.
I know a lot of folks are not fans of the slaadi. The technicolor frogs don't seem to be the proper poster-children for primordial chaos. Me, I like the whole amphibious thing, and see it as a good metaphor for mutability. Plus there's the life-cycle of frogs, being born as fish and slowly transforming into land-walkers (or, if you prefer the medieval explanation, being born out of mud, the ultimate terrestrial representation for chaos). So I'll take slaadi over constantly morphing shoggoths.
The easy thing to do was to port in a red slaad from the original 1e Fiend Folio. The red slaad was actually a lot more manageable than the brain collector, having an AC of 6 (rather than 2) and 7 hit dice, so I could give it the full 3.5 hit points per die. Mechanically, I didn't need to change a thing.
I still wanted to turn it up to 11, though, so I went even further into the future and took a few pages from 2e. I have a copy of a Planescape appendix for the Monstrous Manual where I think we get the first publication of the bizarre reproductive habits of slaadi. The short version is, red slaadi make blue slaadi by injecting eggs under the skin of sentient victims through their claws. Which is freaky and kinda neat, but since we're talking giant frogs, I thought they needed to do something with their tongues. So instead of injecting the eggs with their claws, in my worlds red slaadi plant them with their tongues, kinda like Samael from the first Hellboy movie. The other thing I took from 2e was turning the red slaadi's power word: stun into a stunning croak. These are mostly just cosmetic issues, but that sort of thing is what makes the game sing.
So in one fell swoop, I took my campaign from “pure” Labyrinth Lord to including material from the first two editions of AD&D. And it's actually worse than that, as I'm also working to convert 3e's yak folk. Why? Because converting stuff from my favorite movies, TV shows, and books is just as much fun now as it was when I was twelve. ;)
Photo credits: Free-er, Vandelizer, and Deadrobot.
Wednesday, April 15, 2009
Fight On! Victorius!
It's official: Fight On! came in at #1 in Lulu's recent sales contest. Congrats to all involved!
Congrats also to the Mythmere crew who managed to hold on in the top 10. Old school gaming put on a strong showing.
Congrats also to the Mythmere crew who managed to hold on in the top 10. Old school gaming put on a strong showing.
Labels:
Fight On,
Old School Renaissance,
RPG Industry
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