Being in the Main the Mouth of Olde House Rules
Tuesday, June 3, 2025
Excavating My First Fantasy...
Tuesday, May 6, 2025
Tripping the Death-Cult OSR...
So last month (I don't remember when) I read a bog post (I don't remember which, except that it wasn't previously familiar) explaining old-school D&D in terms of its lethality and general indifference to the fate of its protagonists. Inevitably, this led one reader to suggest that old-school gaming was (apparently) a grimdark country populated by psychopathic juveniles in service to a death-cult hobby. Their sentiment, my words. And while I took the time to reassure them (and will again), this reputation is somewhat earned...
Maybe. Stay with me. But first, the reassurances. I started playing in 1978; and while character death was absolutely a feature of the landscape, it was never the point and never emphasized or marketed that way. Bad luck (and/or poor decisions) had consequences, which counseled good strategy and motivated our actions. But mortality was never the point so much as a potential, if unwelcomed, outcome. No, the sales pitch, and core experience being offered, was fantastic adventures we'd (probably) live to see.
Never mind the Satanic Panic (which would have had a field day with Mork Borg); early D&D, however combat-oriented, wasn't marketed as some futile experience because, seriously, who would buy such a thing? I can fail in real life, thank you very much. Sure, this happened despite every precaution sometimes; but it wasn't the product's defining objective. And the campaigns which resulted were upbeat affairs and heroic. We laughed, joked, and generally lived to tell of our experiences, and never because we were doing it wrong...
Alright, so why the bad reputation? First off, because certain modern games are objectively more forgiving, being made for detailed backstories and cherished characters who return unscathed through continuing adventures. The mere fact that professional character portraits, some quite good, are even a thing suggests this implied longevity. Those only drawn to the pastime because of this aren't likely to enjoy dying at the hands of capricious fate because to them, the alternative is a senseless grind they'd never willingly choose.
In short, modern survivability makes it a different game. And modern OSR publishers, ever eager to differentiate their products, play up these distinctions, which is how we get the bloodied mascot of Lamentations and the Die! Die! Die! aesthetic of the aforementioned Mork Borg. Add a (not insignificant) network of grognards waxing nostalgic about TPKs, and it's obvious from whence this reputation proceeds. If you're a young person who would only ever play the modern interpretation, all of this can seem off-putting in the extreme...
Basic Fantasy isn't doing this. And while, in fairness to Lamentations and Mork Borg, these products are tapping a certain niche, they're nonetheless a sharp deviation from OD&D's self-image even in its most wargamish moods. Sadly, the internet's bred a certain type of moral philosopher convinced (I'm not sure this isn't hyperbole) that one's choice in games indicates their character as a person. Danger is the only acceptable way to play, the only experience capable of delivering fun, and the only choice of any right-minded person.
Again, this is (I hope) hyperbolic. But it reinforces the notion that old-school gaming (name the system) was a death-worshipping cult. All jokes aside, the heightened probability of death inherent to old-school games feels like masochism to those who only began playing for the collaborative storytelling approach on offer. But the extreme element of the OSR is marketing to a (totally legitimate) subgenre, while the earliest hobby wasn't grimdark, but heroic, with danger and the threat of death punctuating fun adventures we lived to experience...
Wednesday, April 2, 2025
A Surprising Look at Murderhobos...
Tuesday, March 4, 2025
Nine Questions: A Retrospective...
So there's not much to offer this month. Real life is intruding, as it often does, and we haven't found the time to do much of anything worth reading. And since we've had better months, overflowing with interesting and insightful content, maybe it's time to look backwards at better days. Call it a refresher course for longtime readers and a quick primer for our newcomers, presented as Nine Questions Gamers Want to Ask, awaiting your attention...
(1) Are character levels as important as we think they are?
(2) Exactly how many classes are needed, and can we have too many?
(3) Is sophistication good or bad for the roleplaying hobby?
(4) How did gaming's early rivalries impact the hobby's development?
(5) Rolling dice is a big deal; but just how important are they?
(6) How have current fashions affected how characters are depicted?
(7) Nostalgia gets a bad reputation; but could it be important?
(8) Are inherently evil orcs always racist? Or is there more to the story?
(9) When did D&D's amateur age end, and where was its last stand?
Thanks for reading. These posts ran from 2018 through 2020 and represent the obscure questions we sometimes contemplate. Our hobby is a bottomless well of lore, and because it offers a vast universe of ideas and approaches, gaming might just be the most interesting conversation we can have (an exaggeration, but I like the comparison). Here's wishing us all a lifetime of conversations worth having and endless hours of games worth playing...