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Introduction to the OSR
what's an OSR? it's a game that's kinda like old-school D&D. or is old-school D&D. or is compatible with old-school D&D. an OSR game generally has some or all of the following principles:
low character power with highly lethal combat. in old-school D&D a 1st-level fighter has d8 hit points and a longsword does d8 damage, and you die at 0HP. this is not to ensure characters die all the time but to emphasize the next bullet point:
emphasis on creative problem solving. most situations cannot be solved by straightforward use of your abilities (such as charging into every situation with swords drawn, if a fighter), so the game tests lateral, outside-the-box thinking.
emphasis on diegetic progression. spells are found, not obtained automatically on level-up. you get XP by finding gold more than killing monsters. most of your cool abilities come from magic items. making alliances & hiring followers is encouraged.
focus on managing inventory, resources, risk, and time. the players are constantly faced with meaningful decisions; this is the heart of the game.
very sandbox-oriented. the focus on creative problem solving means the game must be accommodating to players taking a course of action the GM didn't plan for. use lots of random tables to generate emergent story. some elements of new simulationism.
high tactical transparency, i.e., the optimal course of action is rarely system-specific, and ideally very possible for a new player to intuit.
usually semi-compatible with old D&D, but not always. usually rules-lite, but not always.
what does the OSR mostly NOT do?
focus on character builds. these change the focus too much to be on the rules than the fiction, can create situations where stuff everyone should be able to do is an ability locked to one class, and impede tactical transparency.
resolve everything with a die roll. combat uses dice to be scary, unpredictable and most importantly not your default course of action. everything else should bring up dice rarely - dice are your plan B when your plan A fails. the best plans need no dice.
use linear storytelling or put players into a writer/GM role. linear storytelling gets in the way of the decision-making so core to the playstyle; letting players write details into the setting is mutually exclusive with them discovering it.
rules for everything. 400 pages of crunch is worse at simulating a believable world than the GM and players' shared understanding. OSR games rely constantly on GM ruling.
mostly still applies to all the above. making your system a "pure" OSR game comes second to doing what's best for your game.
Ranger
Art for Player's Handbook 5e revised
Art by Chris Rallis
I think the adoption of the "old-school blue" map style as part of the aesthetics of the OSR community is a kinda interesting phenomenon of how the defects of a medium eventually become part of its identity and get replicated even when the medium is not bound by those limitations anymore.
For the unaware, a lot of classic 70's and 80's D&D modules had the maps printed in blue ink, which gave them a very particular and distinctive look.
(e.g here's my copy of B4: The Lost City, altho it's not an original, I got it from DTRPG's print-on-demand)
The reason for this is the same reason it used to be a lot more common for illustrators to do their sketches in blue pencil: photocopiers at the time had a lot of trouble picking up things printed in blue, particularly lighter shades of it.
So it was an anti-piracy measure. If you got a module and tried to photocopy it to give a copy to your friend, the maps wouldn't photocopy right.
Which, if you know anything about my politics, you know I consider that an absolutely travesty, completely anti-consumer bullshit.
And yet, for my entry into the Knave adventure jam I briefly considered going with this map style, despite what it represents. And I saw at least two entries that DID decide to go with it, and outside of that there's a lot of modern OSR creators who do their maps in this style.
Because the thing is, divorced from its original purpose (and from the technological landscape that allowed it to be used that way), this style of map DOES have a certain charm to it, and a lot of people are drawn to it because it's a neat little shorthand to aesthetically invoke the trappings of old-school dungeon-crawling. So much so that Dungeon Scrawl (the program I've been using for years to make all of my maps) has it as one of its default preset styles.
– Gregory Manchess
Theres a novel by Poul Anderson called The High Crusade, which has an alien spacecraft land in rural England in 1345 during the Hundred Year’s War. The local baron has been raising an army to help King Edward against the French, and immediately assumes this must be some kind of enemy trick.
In a way, he’s correct: the aliens are scouts for a brutal and repressive interstellar empire, which has dominated numerous planets through their devastating technology.
Unfortunately, this reliance on advanced weapons means they’ve completely forgotten all forms of melee combat and Sir Roger of Tourneville leads his militia to defeat the aliens easily.
They spare a single enemy, forcing him to fly the ship at spearpoint. They intend to raid behind enemy lines, capture the king of France to end the war, and then go onward to reclaim the Holy Land using the same tactic.
In an attempt to outwit the knights, the alien pilot actually travels to the nearest Imperial planet, where he expects the occupying military forces to save him.
I won’t spoil the details, but the knights accept this as a challenge and declare the launch of the “high crusade”.
That last picture is so stupidly badass I might tattoo that next to my dick cause it ain’t getting any better after that
Reminder that in 1983 Ares magazine #16 included a board game based on The High Crusade, with Larry Elmore art and a new short story by Anderson, “Quest,” set in that universe.
Time to crawl . . .
Dungeons And Dragons
Art by Bill Sienkiewicz
I think the adoption of the "old-school blue" map style as part of the aesthetics of the OSR community is a kinda interesting phenomenon of how the defects of a medium eventually become part of its identity and get replicated even when the medium is not bound by those limitations anymore.
For the unaware, a lot of classic 70's and 80's D&D modules had the maps printed in blue ink, which gave them a very particular and distinctive look.
(e.g here's my copy of B4: The Lost City, altho it's not an original, I got it from DTRPG's print-on-demand)
The reason for this is the same reason it used to be a lot more common for illustrators to do their sketches in blue pencil: photocopiers at the time had a lot of trouble picking up things printed in blue, particularly lighter shades of it.
So it was an anti-piracy measure. If you got a module and tried to photocopy it to give a copy to your friend, the maps wouldn't photocopy right.
Which, if you know anything about my politics, you know I consider that an absolutely travesty, completely anti-consumer bullshit.
And yet, for my entry into the Knave adventure jam I briefly considered going with this map style, despite what it represents. And I saw at least two entries that DID decide to go with it, and outside of that there's a lot of modern OSR creators who do their maps in this style.
Because the thing is, divorced from its original purpose (and from the technological landscape that allowed it to be used that way), this style of map DOES have a certain charm to it, and a lot of people are drawn to it because it's a neat little shorthand to aesthetically invoke the trappings of old-school dungeon-crawling. So much so that Dungeon Scrawl (the program I've been using for years to make all of my maps) has it as one of its default preset styles.
Dungeons & Dragons: Player's Handbook - Tieflings by Clint Cearley
'Nissa of Shadowed Boughs' by Dave Rapoza.
Card art from the 'Zendikar Rising' expansion set, published in September 2020 by Magic: The Gathering.
Spelljammer ships of the ether