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Tuesday 28 March 2017

Classic Rant: A Working Definition of the OSR


Because others have asked, and I've already expressed this idea before. If you want a positive definition of the OSR, and what it's all about, here it is:

I would classify the OSR as a design philosophy of creating systems, settings and adventures that fit within the boundaries of old-school mechanics and concepts; that is, either directly utilizing features that were in existence in the period before the advent of 2nd edition AD&D; or features that, in spite of not having historically existed at that time, could have existed in that period without the addition of material or design concepts that are clearly the product of subsequent ideas or later theories.


That's it. That's what OSR design is.

RPGPundit

(october 9, 2014)

13 comments:

  1. Before 2nd edition AD&D encompasses almost anything.

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    1. So why does nearly everyone treats OSR as if it means "must clone D&D rules, even the poorly thought ones"?

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    2. Because there is a group of folks that plays, promotes, and publish for classic edition of D&D and similar RPGs and the OSR is the label that got applied to this group.

      Doesn't mean that D&D is sole thing that this group of people is interested in but it is the "center".

      And your compliant has been around since shortly after the term OSR was used to refer to the people playing, promoting, and publishing for classic D&D.

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  2. By that definition, Alpha Blue, Crimson Dragon Slayer, and The Outer Presence qualify as OSR.

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  3. To be clear.
    Every RPG system or mechanic before 1989 is OSR?
    So GURPS is OSR, all editions?

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    1. Notice how the definition starts by "I would classify". For instance, I find GURPS to be closer to those 90s systems (e.g. Shadowrun, Vampire, etc.), whereas Legend, Scarlet Heroes, and Freebooters on the Frontier seem to be closer in DNA to B/X D&D. But then again, there is no consensus over the definition.

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    2. I generally think the OSR, in practice, derives from D&D. However, there could also be alternate "OSRs" of other old-school games.

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    3. That helps. Sometimes it feels like gamers have divided the world into OSR and storygamer ignoring a significant amount of other games.

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  4. To me, OSR means (i) flexible system that handles improv easily, (ii) fast combat and (iii) relatively deadly.

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    1. I second your definition--in which case 5E has only the first two.

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  5. There were a good many early RPGs starting in the mid 1970s at the very beginning of the gaming boom, although D&D 1974 is pretty much the 1K gorilla of the pack. Arguably, role playing in the earliest D&D games (the brown box and first edition white box era) was actually an ancillary feature. But how about Tunnels and Trolls 1975, Boot Hill 1975, Empire of the Petal Throne 1975, Traveller 1977, Arduin Grimore 1977, Chivalry & Sorcery 1977, Space Patrol 1977, Space Quest 1977, Runequest 1978, and Bushido 1979?

    In one short half decade RPGs exploded onto the scene and by the early 1980s there were plenty of RPG and supps out there to fill nearly any niche of this new form of gamming. I owned and played (most) all of these games in the 70s. Back then, there were no Old Time Games, there were just games and gamers. The only differentiation between games and gamers was: miniatures, board games, and role playing games.

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  6. I'd define OSR as a modern-day school in RPG design influenced by design principles and common play stiles from the 1970's and early 1980's. It exists as a reaction to the "crunch" systems (e.g. Rolemaster and Shadowrun) and "storytelling" systems (e.g. the World of Darkness) of the 1990's and the "New School" design of the 2000's (e.g. D20).

    OSR typically seeks simpler rules, greater emphasis on player skill rather than character skill, and sandbox play rather than structured story-based adventuring. It usually supports a DIY attitude and offers very liberal licenses, allowing infinite potential for cross-compatible products, both commercial and amateurish.

    However, unlike retro-clones in their narrowest definition, i.e. open-license replicas of old rulesets, the later waves of OSR offer many new design ideas and often borrow "new-school" concepts.

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