I’ll admit I’ve never really immersed myself
in pre-made fantasy world settings, particularly those that emerged
in the late 1980s and 1990s and grew exponentially from core boxed
set concepts to entire continents of supplements and “splatbooks.”
A few exceptions exist, but they come from my earliest days exploring
the adventure gaming hobby and those years after college when I had
money to pursue other games with engaging settings tied to specific,
non-fantasy game systems. I think my perspective results from a
confluence of circumstances: the content and marketing of these
worlds with my inability to immerse myself in roleplaying games at
the time they were released.
Showing posts with label BX D&D. Show all posts
Showing posts with label BX D&D. Show all posts
Tuesday, May 19, 2020
Tuesday, March 22, 2016
Community & the Allure of the OSR
I’ve been exploring various games in the Old School Renaissance
movement (OSR) for their varied interpretations of the core material,
interesting settings, and overall nostalgic connection to the
roleplaying games of my youth. Along the way I’ve realized
something beyond the game mechanics and settings: by working with a
game engine based on Dungeons & Dragons, the original and
most popular fantasy roleplaying game, OSR designers tap into a vast
community of fans (and potential customers) who share that familiar
experience.
I’ve seen various arguments about what defines an OSR game, how
the OSR emerged from the Open Game License (OGL) of the 2000s, and,
of course, which OSR games are the most popular, true to the
originals, and innovative in their own right. I certainly don’t
wish to delve into those issues here (if at all); but the OSR
capitalizes on a confluence of familiarity – for both the designer
and audience – with not simply a core game system but a shared
gaming experience through some iteration of D&D.
Tuesday, January 19, 2016
Grinder Characters & Heroes
In exploring some solitaire B/X Dungeons & Dragons
gaming recently I’ve realized yet another distinction in my
preferred play style. Some “old school” games like D&D
or other retro-clones in the Old School Renaissance movement (OSR)
exemplify a “grinder” mentality, where new characters, rolled up
in large crowds, are funneled
through deadly dungeons and meet horrible deaths, with only the most
worthy surviving to rise through the levels (a kind of “survival of
the fittest” mentality devised by some roleplaying game Darwin).
Yet I’ve spent much of my life enjoying games that treat characters
as heroes in a greater saga, ones with mechanics to reinforce that
concept while still imbuing the setting with a degree of risk and
suspense. While I’m currently enjoying my exploration of my B/X
D&D roots with a resurgence of excellent OSR supplements, I
can’t help but question the grinder mentality and seek ways to
ensure my characters survive more as heroes than ground meat.
Two elements stand out for me in the balance between grinder and heroic play: the literary origins of fantasy roleplaying, which emphasize a central hero who grows and faces risks but ultimately triumphs; and the mechanics of early class-and-level games which emphasize chance and, in doing so, deal mercilessly with beginning characters. While the literature (and to some degree other media) influencing the development and early popularity of D&D offers rich setting inspiration, the form requires a linear plot and protagonists readers care about who survive through much of the story. Literary influences play such a large role in D&D that both the Dungeon Masters Guide and versions of the basic rules include references, the infamous “Appendix N” in the DMG and the Moldvay Basic D&D rulebook’s “Inspirational Source Material” page. As a kid I was invested heavily in similar influences, particularly in tales of myths and legends, Tolkein’s Middle-earth, epic Ray Harryhausen films, and Star Wars. The literary tradition focuses on the central hero overcoming obstacles; this isn’t always conducive to the kind of experience games offer. Roleplaying games merge elements of heroic literature and other media with the uncertainties generated by game mechanics. Randomness plays a major role in many game elements, from creating a character to determining who succeeds in combat and other critical tasks. As I’ve written before, the random nature of conflict resolution in games, despite one’s best effort to hedge their bets with modifiers and bonuses, can lead to some intense frustration at dice that keep rolling poorly.
Two elements stand out for me in the balance between grinder and heroic play: the literary origins of fantasy roleplaying, which emphasize a central hero who grows and faces risks but ultimately triumphs; and the mechanics of early class-and-level games which emphasize chance and, in doing so, deal mercilessly with beginning characters. While the literature (and to some degree other media) influencing the development and early popularity of D&D offers rich setting inspiration, the form requires a linear plot and protagonists readers care about who survive through much of the story. Literary influences play such a large role in D&D that both the Dungeon Masters Guide and versions of the basic rules include references, the infamous “Appendix N” in the DMG and the Moldvay Basic D&D rulebook’s “Inspirational Source Material” page. As a kid I was invested heavily in similar influences, particularly in tales of myths and legends, Tolkein’s Middle-earth, epic Ray Harryhausen films, and Star Wars. The literary tradition focuses on the central hero overcoming obstacles; this isn’t always conducive to the kind of experience games offer. Roleplaying games merge elements of heroic literature and other media with the uncertainties generated by game mechanics. Randomness plays a major role in many game elements, from creating a character to determining who succeeds in combat and other critical tasks. As I’ve written before, the random nature of conflict resolution in games, despite one’s best effort to hedge their bets with modifiers and bonuses, can lead to some intense frustration at dice that keep rolling poorly.
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