I love the OSR and Robyn appreciates fantasy period. That's why we dabble in game design. But in six years of publishing (has it really been that long), we've never tackled that which is my personal favorite: old-school Dungeons & Dragons. Of course we love what we've published so far. Can a parent truly hate their child? But it's also been plenty of work - and work that feels like work and not like fun. I'm ready for this to be fun again.
At my heart I'm a Dungeon Master, writing adventures like I did in the 1980s. D&D was my medium, and it provided the raw materials needed to create entire worlds of fantasy, complete with interesting people, places, and things. Rules are great; but I'm a little weary of writing raw materials for others to enjoy (although we love everyone), and thus our newest child was conceived:
It's an OSR Thing is a line of published adventures designed (very broadly) for games in the OSR and meant to be inserted into an existing campaign. Our first release is scheduled for sometime in early 2020, the first of many more. In the meantime, here's a look at the introductory pages that will be part of each release. We're pretty excited about what we're making here, precisely because it's fun, not to mention narratively challenging. But we're also becoming more comfortable with our tools, with consequences for our other titles, although that's still a ways off. We're taking the holidays off and won't be back until after the new year. Be safe; enjoy the season. We'll return in full force because, hey - it's an OSR thing...
Being in the Main the Mouth of Olde House Rules
Tuesday, December 17, 2019
Tuesday, December 10, 2019
Barsoom, OD&D, and Story Games...
Robyn
and I love stories, but neither of us are what might be called a story gamer. As a crusty old grognard I prefer the traditional
model, with a clear division of labor between the referee and the players. Everyone stays in their lane; and if players
want to influence the story they do so through the actions of their characters. Robyn, a computer RPG enthusiast, is more
inclined to consider what the players want from a game, whether getting an animal
companion or possessing some unique piece of equipment. Between the two of us we steer a middle course,
although we both tend towards making desired opportunities available within the
context of a game and leaving the characters to seek these out on
their own…
So we’re talking about old-school gaming
as we know it, as opposed to so-called story gaming, where some degree of
collaboration takes place. Depending on the
system, a group might work together to determine the nature of the setting and
even the powers of its villains. Slaying
a dragon isn’t just something that might
happen during play, but something specifically negotiated beforehand. Robyn and I draw the line here because it
feels less heroic. We have little power over who pulls up next
to us at the stoplight. We’re acted upon
by any number of external forces beyond our control, and success depends largely
upon our ability to deal with this. Of
course, we can set personal goals and take steps to achieve them; but at no
time is success, much less the opportunity, guaranteed. This is the only way true heroism is
possible.
Story
gaming seems anathema to the old-school way, although Robyn and I subscribe to
a different strokes/folks mindset.
Certain rather outspoken personalities have referred to story gamers as swine. Ouch. I think (and fervently hope) they’re being
hyperbolic. Gaming is just too trivial
to say anything about one’s character.
Even so, old-school enthusiasts know why they like the way they play and
feel like they can defend their preferences. The
feelings run deep, and we’ve grown accustomed to thinking it’s been that
way from the start. Sorry, but it
hasn’t. Some collaboration
between the players and their referee has always been there, and the social
nature of the experience was well understood from the beginning. Don’t believe us? Check out this direct quote from OD&D’s
Monsters & Treasure…
“If the referee is not personally familiar
with the various monsters included in this category the participants of the
campaign can be polled to decide all characteristics.”
In short, the players and the
referee can work together to write the specific abilities (read: statistics) of the
monsters they encounter, which is not unlike deciding the characteristics of the
campaign’s primary villain in true story-gaming style. This grievous sin is enshrined in old-school’s
Holy Scriptures and by the one person who should have opposed it! Now this referred to miscellaneous large insects
or animals, but included (potentially) Banths and similar pulpy creations not
formally covered in the rules. Gygax
clearly understood that the campaign, any campaign, really, would be a social
contract between its participants. He could
have left this to the referee alone (which ultimately happened), but he didn’t
at this early juncture in the hobby’s history.
Collaborative, story-gaming elements were there, albeit in small ways, and I contend that they continue even in the most traditional fare.
But the rulebook isn’t the game; and
as early as 1980 I was working one-on-one with my players to establish what their
characters wanted and took care to make these opportunities available. Was this story gaming? Aside from introducing whatever opportunities
they wanted for their characters, my players were at the mercy of a world they
couldn’t anticipate and could only influence through their personal choices. And this was assuming they even survived
their expeditions into the underworld! When
Jarl the Red said he wanted to eventually procure a griffin mount, I expected
him to make queries and do the legwork.
But I also threw out offhand references to the griffin breeding grounds
in the context of a local complaining about attacks on their livestock. The rest was up to Jarl, which is to say that
in forty years of gaming I’ve determined that there’s no hard line between the
different modes of play, just a sliding grey scale. Old-school thrives on a strict division of
labor between the players and the referee.
Even so, the line between this and story gaming’s more collaborative approach
is broad and fuzzy, with plenty of room to stretch. We bring this up only to point out that Gygax
seemed to know this from the very beginning; but also because a good GM knows their options and the fundamentally social nature of the hobby...
Tuesday, December 3, 2019
Making the Arts Dark Again...
Sorcery. The Dark Arts. These words conjure up images of occult knowledge wrestled from forgotten
old tomes and worked in guilty secrecy.
Magic is sinister. Evil. It comes with a whiff of brimstone
at great personal cost; but such is its price.
Magic is a deal with the devil, a Faustian bargain that underscores the sometimes
corrupting force of ambition. But
D&D has turned magic into a neutral energy to be manipulated, an
undiscovered science exploited by studious and charming magicians to fight
evil. Quasi-Christian clerics work
cheerily alongside wizened spell casters despite the adversarial nature of
their occupations, and there’s nothing wrong with this except that magic loses some
of its edge and, shall we say, much of its danger.
It loses its luster and differs from the common sword only in the
particulars of what it can do. And this just
might be too bad because…
Magic is dangerous. It’s a
violation of the laws of nature and an existential threat. Casting even the simplest spell erodes the
fabric of reality, with dire consequences.
It’s like thermodynamics – the
power has to come from somewhere, and each spell cast robs the universe of
something. Or perhaps the magician draws
upon their own essence, becoming a corrupted, distended shadow of their former
self to fuel ambition until they fade into shadowy dark. The latter has primarily personal
implications until they start targeting others to restore their vigor or channel
their essence into a magic ring or some similar artifact. Magic has a price. And magic gets paid; there's no exception to the rule.
But magic is also diabolical.
Depending on the tradition, humans aren’t naturally adapted to its use
and must bind or bargain with demons. The
spirit world is neutral at best. At
worst it’s the stuff of Hell, demonic to the core. Good and neutral practitioners do this stuff
at great risk, while the evil enter into pacts to secure ever greater power –
for a time at least. There’s something undeniably
tragic about all this, especially when that kindly old wizard or village
healing woman is basically damned, destined to roast in the pit of Hell for all
eternity. Cthulhu dethroned Satan in the
scary department, although fandom has steadily neutered Lovecraft’s dark god,
so maybe it’s the devil’s turn again. It’s
the same old song; magic has a price.
Magic gets paid. This is dark
stuff, and good stuff easily incorporated into an existing game, whatever the system. D&D’s magic doesn’t have to be a neutral
force. It could be diabolically
granted. Let’s say the character racks up CORRUPTION points
equal to a spell’s level when used, accumulating over time and erased only
through good deeds or ritual purification.
Once a certain threshold is crossed, the devil (or whoever) comes to
collect their soul! Hell (so to speak),
magic-users might even be allowed to cast any spell of any level, but at increasingly greater risk to their personal salvation. Rules, remember? There's no getting around 'em.
Of course there’s a long tradition of so-called white magic, and many
gamers won’t like the idea of their cherished spell casters getting their hands
dirty. They like being the party’s
artillery and intelligence wing and prefer to see magic as an undiscovered
science. There’s nothing wrong with
this, and astute readers will notice that our Pits & Perils game basically
takes this approach. At any rate, an overtly
diabolical magic system would have validated the Satanic Panic, and since
gaming is an industry with every right to make a buck, it’s not hard to see why
this approach hasn’t exactly penetrated its mainstream wing. But for those comfortable with a darker,
edgier version of alternative reality, magic as a dark and diabolical art might
be just what the (witch) doctor ordered. I'm pretty sure most of what I've suggested is already being used somewhere; but here's a little reminder that it can be used anywhere, and with little additional preparation. Go ahead, make that deal with the the devil or – better still, make your players do it. Assuming your group is willing and their character concepts don't suffer, maybe give 'em a little Hell...
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