Recently I’ve been seduced by all the buzz about the Old School
Renaissance (OSR) games that hearken back to the earliest editions of
Dungeons & Dragons in their mechanics and presentation.
I’ve acquired a few print copies of various games and source
material (including some quality ’zines). It’s all fueled by an
interest in returning to my medieval fantasy gaming origins and thus
to the nostalgic origins of my immersion in the adventure gaming
hobby. While I appreciate a number of the OSR games I’ve seen –
most notably Old School Hack, Basic Fantasy, Barbarians
of Lemuria, and Swords & Wizardry WhiteBox rules
(admittedly not all hardcore OSR) – I find myself returning to the
original source of my early wonderment and inspiration in gaming:
Basic and Expert Dungeons & Dragons.
Aside from the game I designed myself based on watching two
friends muddle through some rooms in B2 Keep on the Borderlands,
I started with the Moldvay-edition D&D Basic Set (received
as an Easter present when I was 13); I quickly expanded my gaming
activities that summer with the Expert set. Although I soon
got the triumvirate of core books for first edition AD&D,
most of my earliest gaming focused on Basic/Expert D&D. I
certainly bought into the AD&D game line, playing several
games and often borrowing scenario material for my own D&D
experience, but I often felt AD&D had far too many rules
and, as the line progressed under TSR, far too many supplements
defining in detail various aspects of the mechanics and settings.
I’ve explored other editions, mining them for ideas. I still
have my first edition AD&D materials – several hardcover
tomes of rules, numerous modules, a few supplements – and keep them
for sentimental and archival purposes. I didn’t feel so attached to
second edition AD&D; though I had the triumvirate of core
books I sold them long ago and never played more than one or two
one-shots. I bought into third edition, particularly to see what
Wizards of the Coast did with the game after acquiring TSR, partly
because I was interested in writing for the slew of Open Game License
d20 material that quickly flooded the market. Fourth edition didn’t
catch my attention, and I considered buying into fifth edition –
well, the beginner boxed set, anyway – but overall it has failed to
really capture my attention, even with major portions of the rules
available online for free.
Certainly every edition of D&D offers something new and
worthwhile to gamers. Sometimes it’s the approach and production
values, other times it’s innovative mechanics, setting, and
character elements. I found second edition’s approach to monsters –
releasing loose-leaf sheets to collate into a binder – a novel
means of expanding the bestiary and allowing players to organize it
into one massive tome. Third edition introduced an intuitive skill
system and a specialty feat mechanic, plus an overall incorporation
of computer game feat, skill, and character progression. Fifth
edition used fan and consultant input to craft what the publisher
felt was a game catering to as many aspects of the roleplaying gmae
population as possible. Certainly the Open Game License (OGL) that
released at the time of third edition changed the entire face of
adventure gaming publishing and opened the market to third-party and
fan-created materials...a legacy that continues 15 years after it’s
initial appearance.
My fondness for Basic/Expert D&D and my interest in
giving it another try doesn’t simply stem from nostalgia. Those two
rulebooks include several elements I still find appealing today:
Complete Package: Each rulebook in the Basic/Expert
game contains all information to play, from characters and spells to
monsters and treasure. Sure, additional rulebooks like the Companion
rules expand on this and provide additional reference information,
but they’re only necessary if you’re venturing into the realm of
those higher levels. At the time (the early 1980s, or what I like to
call “The Golden Age of Roleplaying”) the full Advanced
Dungeons & Dragons game consisted of three large tomes, one
for the players, one for the gamemaster, and one packed with
monsters; subsequent editions followed the same rules triumvirate
approach, requiring players to buy access to all three to truly
appreciate the game. TSR eventually gave the D&D games the
expansive treatment with numerous supplements and boxed sets, mostly
based in settings and not as much in rules. Fans hold the D&D
Rules Cyclopedia designed by the late, great Aaron Allston in
high regard for consolidating rules originally presented more than
four books (Basic, Expert, Companion, and Master)...one
of these days I’ll find a copy for my own shelf – or a mythical
B/X D&D combined rulebook rumored to exist on Lulu – but
until then I still turn to my well-read Basic and Expert
rulebooks.
Concise Mechanics: I like simplified
mechanics with plenty of room to customize or adjust, instead of
volumes of rules, feats, and other fiddly bits. Basic/Expert D&D
hits the mark on these concise elements, such as succinct lists for
spells, weapons, equipment, and treasure, plus treating fantasy races
as classes (I found separate class and race as an additional layer of
complexity even though it offers more character options).
Graphic Design: I find I prefer the Moldvay-edition
Basic/Expert D&D layout and smaller rulebook approach over
AD&D’s sprawling tomes and tiny print. Yes, I have been
critical about Basic/Expert D&D’s graphic design in the
past, but compared to other efforts of its time – especially the
original D&D digest-sized books – it’s a clean, simple
layout punctuated by polished artwork. Overall I found the
illustration quality in Basic/Expert D&D far more
professional and prevalent. In both the Players Handbook and
the Dungeon Masters Guide the art pieces were few and far
between; in Basic/Expert D&D
the artwork served as a subconscious “bookmark,” reminding me
thematically where to look when flipping through the rulebooks for
particular information. While I love most of the artwork, perhaps
those pieces by renowned artist Erol Otus remain the most iconic.
Room to Grow: The rulebooks left lots of room to grow in
terms of setting, characters, and mechanics. Like AD&D, it
provided a framework to guide players in making rulings instead of
providing exhaustive, exacting rules for every possible situation, an
aspect celebrated by the burgeoning OSR movement. Nearly every group
for nearly every roleplaying game has its own set of “house rules”
to adjust the game to enhance their particular play style and
campaign setting. While Basic/Expert D&D doesn’t overtly
encourage this or provide guidelines for it, the system’s relative
simplicity allows players to add levels of complexity if they want,
using the base information as a guide.
Perhaps this all feeds my growing interest in OSR games. The trend
appeals to me in its nostalgic return to the earliest days of
roleplaying games. The OSR movement seems to revel in adjusting
mechanics and adding personal touches, with each “retro-clone”
presenting the designer’s own version of the iconic D&D
rules colored by their own house rulings. Most OSR games I’ve seen
offer a variant presentation and rules from the early source game,
usually original D&D (the set of digest-sized books),
Basic/Expert D&D, and first edition AD&D.
Some – particularly Kirin Robinson’s amazingly gorgeous Old School Hack – take the basic trappings of D&D and
turn them into a fantastic refinement of the rules, to the point they
barely resemble the source material yet form an engaging play
experience in the spirit of D&D.
I’ve perused a host of OSR games, many downloaded for free on
the internet, and a few acquired in cherished print format. While I
admire the spirit these games attempt to capture – and some do it
exceedingly well – I’ve yet to find anything as concise and
flexible as Basic/Expert D&D. I regret I’ve
reached a point in my life where I have little time to digest massive
tomes of rules and setting information and little patience for
running anything bristling with such complexities of options. While I
continue to enjoy my exploration of OSR games (and other roleplaying
fare beyond the sword and sorcery genre), I constantly turn back to
the material that inspired my initial gaming experiences.
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