Tuesday, April 8, 2014

OSR

I posted this the other day in a discussion about OSR, old school renaissance, that had come up on Facebook. It's frequently a topic of discussion since, honestly, Dustin and I are both pretty old school at this point.

The OSR movement is growing for a few key reasons. One is sentimentality towards the roots of the hobby. The other is, I think, a natural backlash towards "heavy" systems. There's also a final point I'll try to make but I'll let others debate it.

Most of the people who were in their teens during the really big growth of Dungeons & Dragons are all now at a point in their lives where nostalgia has firmly taken hold. (The 30 year mark is typical.) If you look at the market there were, originally, very few products in the OSR mold a few years ago. Nature abhors a vacuum and *poof* that vacuum is now being filled with great products aimed clearly at the demographic looking for something similar to what they grew up with.

When you look at the largest dog in the RPG kennel right now, Pathfinder, you find a great deal of what the OSR movement espouses to not be. There are easily a dozen hardcover books that one could own to cover almost every possible scenario, class, race, etc. While none of them are necessary and any GM could simply nix their use they exist and if this hobby is one thing it is rife with completists. I don't think Paizo has set out to crush bookshelves or curve spines by publishing vast tomes but scope creep occurs and both they and other publishers gradually lose sight of their audiences as the forest gets thicker.

OSR is, at heart, a chance to go back to where things occur and instead of consulting Volume XXII of "UBERGAME!" you simply roll a die and move on. It's about the story first and foremost and not about who has the disposable income that allows them to be the one to have the most rulebooks. 

All role playing games should emphasize storytelling and adventure. Unfortunately some of them lose sight along the way in forgetting that a game should never be just about the rules but more about the players participating in the adventure.

The last point I would make, which will no doubt spark rage, controversy, disagreement and castigation, is that OSR is, for the most part, fairly agnostic on a number of social issues and "adult" themes that have crept into role playing games over the last decade or two. OSR seems, at my glance, to throw much of this aside and gets back to the core of our industry roots which is, in the simplest of measures, killing monsters and getting treasure. There isn't an in depth examination of the motivation of the Kobolds, their mating habits, their bonding due to environmental and external influences, their societal roles, their relationship to the greater dungeon ecosphere, whether their desire to wear no armor or full plate is a manifestation of their repressed desires to emulate bugbears or any of the other things that other systems supply in mindboggling detail. They're simply a roadblock to, as the kids say, more phat loot.

We are all older and wiser than when were kids. (It happens.) That said as we grow older, have families and take our parents and grandparents places in life we look back on what we loved and cherished and move to have that in our lives again. I watch it with my friends and I watch it with my own son. I think it's natural.

We've no shortage of forkwits in this world who will want to tell you how to enjoy your games. They delight in telling you that you aren't doing it the right way or that how you feel is incorrect or that what you love isn't nearly as sophisticated as what they are doing. 

Bluntly, screw them.

Go roll dice, laugh at your failures, mourn your characters wounds and wind up with stories as good as the ones you told your buddy when you were walking his paper route 30 years ago.

Monday, April 7, 2014

Friends for 20 years, gaming for far longer.

Nearly every weekday I talk on the phone with my friend Dustin. Our conversations usually centre around gaming of some variety, mostly old school role playing games, but also about current game industry news, events, Gencon and other things.

We met twenty years ago at The Armory, a game distributor I was working at in Baltimore before I made a leap to Games Workshop. Dustin was working at the STSCI and came to the Armory looking for Magic cards. We hit it off and became good friends.

Over the next few years Dustin got married and then work moved me away from Baltimore to Toronto. We got lost in the shuffle of our lives for a bit but eventually we reconnected.

About the time I reached out to Dustin he was starting to go though a long separation and divorce. At the lowest point of the whole thing I told him to call me whenever he needed and we would chat for as long as he wanted. He agreed and so in the winter of that year, February I think, he took me up on my offer and called whenever it seemed things were spiraling out of control. At that time I discovered two things:

A.) The final tab on exactly how much money she was screwing him out of, a figure well into six figures, was ridiculous but a bargain at any price to be free of her conniving and troublesome ways.

B.) I didn't have an unlimited cell plan.

One $1500 phone bill later I changed B.) pretty quickly. (Verizon cut me a deal on the bill but I still had to pay north of $1000.)

That month set the stage though and we began talking every day, Monday through Friday. I listened to him talk about the blows to his ego at moving back in with his parents, getting to know his Dad pretty well in the process, and just tried to offer support to someone who had followed his heart only to have it crushed and ripped out. I rejoiced as he put his feet back in to job market and found work. I was a sounding board for his first online dating profiles and his possibly less than helpful friend as he began to date the woman who he would go on to marry. (She's warm, wonderful and genuine in depths his ex-wife, the She-Beast of Smyrna, will never know.) Over that time he helped me figure out all sorts of things as I became a parent and then ended up staying home with our son and quitting my job.

We talk about all sorts of things. Hopefully some of these conversations will be entertaining and informative. I'll try to spare you the really dull ones.

Cheers,

Jim