Old School RPG what is it?
I'm doing the "#RPGaday" exercise (on my FaceBook page), which means that I am asked to write about "Most Old School game owned". The problem is that I don't know what Old School Gaming and the Old School Revival are.
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My understanding is that there are people who are trying to run and play rpgs in the style of the first generation, roughly from Chainmail up to around when Basic Dungeons & Dragons came out. They aren't using the actual original rules, which are often incoherent or poorly thought out, but they are trying to achieve clearly stated rules that basically do the same things and enable the same type of play.
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That being the case, I don't own any Old School RPGs, and probably wouldn't recognise one as such when I played it.
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The closest I have that would qualify would probably be Classic Traveller and Holmes/Moldvay/Mentzer D&D.
Somewhere, I've got the purpose built OSR game Lamentations of the Flame Princess, but I've barely looked at it. |
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Bill Stoddard |
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I swapped my Classic Traveller reprints for a mint 1st edition ForeSight. That leaves The Fantasy Trip (198081), Bushido (1981), DragonQuest (2nd ed., 1982), and James Bond 007 (1982) as the oldest RPGs I still own.
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Bill Stoddard |
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The key is "Rulings, not Rules" and, usually, Class & Level. Traveller gets a pass because of age, but often RuneQuest (same age as CT) does not. Starships and Spacemen is Old School, but newer than Traveller. |
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I agree about excluding RuneQuest, though. RuneQuest strikes me as the first game to have what I think of as the full paradigm of "new school" games: sharp distinction between stats and skills, skill rolls being as important as stats and levels, a wide variety of skills, the attack/defend/damage sequence of combat rolls, advanced fighting ability being represented by a higher probability of parrying or dodging rather than by massively increased hit points. All that has become the default model of rpg rules construction now; those "old school" games are marked by that pattern not having been worked out fully. Bill Stoddard |
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Of course, the key feature is "how I remember playing as a teenager" (or think an older generation played) so people can understand "old school" in different ways. |
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That being said, the feature that most typifies the oldest games is "not being design-driven". |
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As it turned out people wanted to use OSRIC directly because like you said the original lacked clarity or were poorly presented. People found OSRIC useful at the table. As the OSR spread this mix of old original, and new presentation was used for other editions, and other older system. Then a wave of near clones which took things into new genre or presented older mechanics in new ways. My Majestic Wilderlands supplement being one of the first in this wave. Flash forward to today, the OSR is hugely diverse with the classic editions of D&D at the core. Anything that could be done with classic editions and mechanics somebody in the OSR is likely doing it. Mostly this is a result of the widespread use of the Open Gaming License. |
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Perhaps Professor Foxworthy's determination methods could help here:
Do you roll your stats? You might be playing an Old School RPG. Do you roll your stats In Order? You might be playing an Old School RPG. Can you die during character creation? You might be playing an Old School RPG. Can rolling your stats result in an unplayable character? You might be playing an Old School RPG. Are there more pages dedicated to critical hit charts than skills? You might be playing an Old School RPG. Do you get more experience for taking their stuff than for killing things? You might be playing an Old School RPG. Do you get no experience for talking your way around something instead of killing it? You might be playing an Old School RPG. You get the idea. :) |
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Are Old School RPGs more lethal? Certainly D&D 4th edition seemed to go out of its way to ensure no PCs ever kicked the bucket. Compare that to the mentality of Tomb of Horrors, where life as a PC was nasty, brutish and short.
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Bill Stoddard |
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All poison is lethal. And if you're unlucky enough to be bitten by a venomous snake, you have about 20-25% chance to survive (I don't have exact numbers)! |
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In any case, my friend was surprised and dismayed to learn that GURPS has real and lethal consequences. I promptly warned him that in the campaign of mine that he's playing in, the ammo is definitely live. Don't want him getting a nasty surprise if he finds out the hard way. Bill Stoddard |
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Old school means simply this: the game exists to challenge the abilities of the PLAYER, not the character. The character is simply an avatar to put the player into the game. This avatar has a general description and perhaps a few special powers, but his chances to do various things are undefined.
In an old-school game, if you want to find a trap in a room, you tell the referee where and how you look for it. If you want to make friends with someone, you converse with the referee. There's no rolling to do these things, unless the referee doesn't want to decide for himself and leaves the outcome to a chance he decides on. In a "new-school" game, you check against your CHARACTER'S ability to find a trap. If you want to make friends with someone, you make some kind of influence roll based on your character's abilities. If the referee demands you to "role-play it," this only supplements the roll, or vice-versa. |
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The way to think of it in OD&D is that by 9th level the character can function effectively as a standalone unit of one figure in a miniature wargame. But it still just one unit, so a organized attack by units comprised of many figures can take out the character about as easily as it could take out any other unit on the playing field. |
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On the other hand, there is a difference akin to what you're describing: old school games are action/adventure; new school games commonly try to enable drama as well as action. Bill Stoddard |
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As has been pointed out much recently, GURPS is a game-making toolkit more than it is a game. The game you create with GURPS make have more or less old-school elements than another's game. I don't completely approve of the term old school in this context, but it's what the old-schoolers believe. I, for one, enjoy a wide spectrum of styles, from the almost complete reliance on the referee of early D&D to the strong reliance on detailed rules of a complex GURPS game. |
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GURPS is a game that includes, as official rules, "reality testing" (the GM should set aside the published rules if they lead to results inconsistent with the facts) and "when in doubt, roll and shout" (make the dramatically satisfactory ruling rather than taking several minutes to work out the one that's exactly according to the rules). It's hard to justify the claim that this is in conflict with reliance on GM judgment calls or that such reliance is non-GURPS-ian. The elaborate rules in GURPS are largely there as options for the GM who wants to use them, and especially for the GM who is prepared to spend the time to internalize them because of personal interest. Few of them are mandatory. Bill Stoddard |
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Now, some people may have been rolling detection rolls before the rules officially supported it, but we're talking about what games qualify as old school, not what house rules do. |
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And this is also why I wouldn't ever try to list how old or new school a bunch of games are, because EVERY game has the assumption that you can ignore or change anything you want. Stating it explicitly in the rules doesn't change anything. This isn't evidence of being old-school; it's evidence that there are no Game Police. I remember once someone complaining to the author of Continuum: Roleplaying in the Yet that he didn't include a statement in the rules saying that we are allowed to change the rules. The author's response was, to paraphrase, "I didn't think you needed my permission, so I didn't write it." |
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Yes, but again, my point is that "old school" isn't black or white, it's a continuum. The oldest school started with the first RPGs which were almost entirely handled by people saying what they wanted to do and the referee deciding what happened. As time went on, rules for everything were slowly added. AD&D was part of this, including the Find Traps roll.
And I'll tell you this: go to the OD&D Discussion Forum and you'll find that many of them consider AD&D to be a newfangled, rules-bloated monstrosity. |
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