Being in the Main the Mouth of Olde House Rules

Tuesday, August 3, 2021

Reviews (and Indoctrination)...

Ok, so last week I read a review of Chronicles I: Roman Silver, Saxon Greed, our first published scenario for Barons of Braunstein.  Spoiler alert: while they kind of liked it, they felt it was too lethal because they thought Barons of Braunstein was too lethal.  That last part came as a surprise because no one's ever accused our old-school titles of being particularly deadly, quite the opposite.  Pits & Perils has a nice little cushion...

In Barons, it's literally impossible for a new character to die from the first successful attack made against them.  Not even with max damage from a greatsword.  Not even using the lethality provisions in Appendix II.  Now spending LUCK carelessly can change all that, but a thoughtful (read: restrained) use of said resource still leaves them a bit tougher than the average OD&D upstart.  And herein lay the confusion.  The reviewer in question assumed that Barons was basically an OD&D retro-clone because really, aren't they all?

Now I'm not slamming this person, who I happen to like and respect.  But all of this does speak to the primacy of D&D and the success of the OSR.  And it definitely speaks to how the old-school renaissance has maybe (unintentionally) indoctrinated us to assume that certain approaches are universal.  Lethal gameplay?  Dungeon crawls?  OD&D is classic - but it's far from the sole blueprint, especially when adventuring in historical settings.


Open-ended gameplay?  Strategy over builds?  Aren't these old-school as well?  This debate has been done ad nauseum, so I won't do it again except to say that aspiring to the early days of the hobby doesn't necessarily imply OD&D's approach - or rules.  But this is a totally forgivable impulse given that much of the OSR really is a cloning experiment - and it's not confined to rules either.  OD&D casts a long shadow over pretty much everything...

Case in point: our module features a realistic interior setting.  Suffice to say, it's not some fantasy dungeon where you can go room to room killing enemies without consequence, a fact we emphasize in the book.  Our reviewer called it a dungeon crawl - but is it?  Should we label every interior area a dungeon - much less a crawl?  Modern spy games are full of such places, as are historical ones where the term has no meaning.  The reviewer went on to suggest that our adventure fails because it can't be approached this way...

Full-on fighting or dull silence are the only choices - and the danger of the game, already addressed here and rightly put to bed, is seen as a bug, not a feature.  But is this bad design or just poor strategy?  I think it's a failure of the imagination, as the players have abundant choices once they climb outside the box.  Everything's on the table, whether recruiting locals to swell the party's ranks or staging lightning-fast raids.  If a frontal approach isn't possible, maybe they need to try something else instead.  This is never even considered. 

Again, indoctrination at work.  The OSR is great; but some quarters emphasize a mere fragment of its many possibilities, until every interior is a dungeon and door-to-door murder the only solution.  Now this is true for some, where gold equals levels; but soon enough, every problem becomes a nail to be pounded by a metaphorical hammer, and we forget that old-school could be so much more.  Especially the historical side, where reality reigns...