Tuesday, August 13, 2019

Ten Commandments of the OSR...

(1) The OSR is an attempt to preserve, promote, and/or revive old-school games.  

(2) Its aims can be met by playing these early games, but also by publishing content under the Open Gaming License or developing original systems in this style.  

(3) There's nothing about seeking to preserve, promote, and/or revive old-school games that suggests (much less requires) any particular political, religious, or social agenda.

(4) The fact that some people in the OSR behave badly says nothing about the OSR as a whole.  Some are good, others bad; but all of them can like older games.

(5) If you want a positive, welcoming OSR, be a positive, welcoming person.  Splitting off into ideologically pure communities just might be the worst possible way to achieve this.


(6) We desperately need values, but we'll have to look beyond the OSR to find them; and when we do, shouldn't they apply to everything and not just our gaming?

(7) As long as people remain fascinated by older games, the OSR will never die.

(8) Things like Sword Dream and The Inglorious OSR are at best subsets of the OSR; and far from signalling the death of the movement, they speak to its diversity. 

(9) The OSR has no leaders.  Some are louder and more vocal, but they can only speak for themselves (and that includes yours truly).  Feel free to add your voice to the mix.  

(10) If you've fled the OSR only to run your weekly OD&D game, you haven't escaped the movement at all.  Indeed, you've aided it's sole purpose.  Long live the OSR!

11 comments:

  1. Haha, I like (10) best.

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  2. I fled the OSR to run my weekly OD&D game.

    Characters found traps and secret doors by rolling 1 or occasionally 2 on 1d6, not by poking around with ten foot poles.

    There were rules, not rulings.

    And it was good.

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  3. There is no escape from OSR it marks us all. ��������

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  4. True, thoughtful and calm post, as always. Thank you, brother.

    ReplyDelete