Sunday 1 October 2023

Old School RPG Thoughts

When I was young I was heavily into RPGs but, except for a few dabbles, I haven't played for a very long time.  I do have friends who still play and periodically I read up on the latest developments, especially on the OSR 'scene'.

So this departure from my usual wargames posts is another nostalgic indulgence, and although it probably won't ever come to any kind of fruition, I wanted to collect together my thoughts on running an OSR style RPG game.  Probably only for my own later review.

OSR Gaming

The Old School Revival, or Renaissance, is a an attempt to recreate the style of play from early RPGs, particularly TSR era Dungeons and Dragons. 

It's a loosely bound movement that in many ways is searching for a lost past that never existed.  Vainglorious fool's errand or not, this 'renaissance' has sparked a massive amount of creativity, much of which I personally like and feel an affinity to.  The OSR now runs from early retro-clones like OSRIC and Labyrinth Lord to new divergent products like Into the Odd, Mörk Borg, Knave and Mothership.

The early attempts to explain the OSR philosophy came from Philotomy's Musings on OD&D or Matt Finch's Old School Primer.  Probably the most comprehensive statement to date is the Principia Apocrypha, David Perry's excellent assembling of OSR wisdom from Questing Beast Ben Milton and RollPlay: West Marches' Steven Lumpkin. Interestingly, the foremost champions of the OSR now are too young to have 'been there' in the 80s, and this probably accounts for the continued vitality of the movement.  

For an in depth discussion of the OSR's philosophy and history see Marcia B's The OSR Should Die.

Rules

To run my hypothetical a game I would probably use my original B/X D&D books, the retro-clone du jour Old School Essentials, or a mix of OSR concepts and modern mechanics like ShadowDark, 5 Torches Deep, or Knave 2e.

West Marches

I would like to run a open world sandbox style of game with heavy emphasis on emergent play and exploration.  This concept was so brilliantly explained by Ben Robbins, in his seminal blog posts, that the West Marches name is now the archetypal shorthand for this way of running a campaign. 

The comments below the blog posts contain additional material from Ben. 

Matt Colville's video on the concept further revived the ideas by bringing them to a wider and less grognard audience. 

Steven Lumpkin's collection of West Marches resource links is here.

The Wilderness, Hex Crawls & Point Crawls

Although the traditional style of play for such old school sandboxes was the venerable Hex Crawl, I prefer an approach using a linked matrix of locations joined by limited but intuitive paths.  I think it was Chris Kutalik, on his Hill Cantons blog, that coined the name Point Crawl to describe this type of structure but the concept had been around for ages and is very much how Text Adventure Games or the Fighting Fantasy books worked.

Lots of Links

Here are some blog posts explaining the concepts and providing other handy GM advice for running sandbox or old school games.

Ars Ludi

Besides his iconic West Marches posts, Ben Robbins dispenses lots of great game design and mastery wisdom.  Here are just a few useful links.

Treasure Tells A Story - This is a great concept that is especially useful for West Marches exposition and when combined with The Three Clue Rule can point the players to undiscovered areas.

The Alexandrian 

Justin Alexander's blog is a mine of great material, far too much to list it all, but here, in appropriately Jennell Jacquays style, are a few entrances.

Jacquay(s)ing the Dungeon - A must read for sandbox adventure design.

Justin also has a book out soon, So you want to be a game master, which I have on pre-order and promises to be a nice synthesis of much of his blog advice.  His Alexandrian YouTube channel is worth a look too.

Pointcrawls, Hexcrawls and the Wilderness

Musings on Three Types of Hexcrawl @ Augury Ignored

The Formless Wilderness @ Beyond Fomalhaut
 
Hex Crawling part 1 @ Prismatic Wasteland - Hex Crawling but useful ideas
Hex Crawling part 2

Point Crawls Series Index @ Hill Cantons - The Point Crawl concept explained
AD&D's Apocalypse and Domain Game Index  - the implied setting
 
 
In praise of the six mile hex @ The Hydra's Grotto
The Ergonomic 3 Mile Hex - revision ten years after the one above
 
Pathcrawl @ Detect Magic - A combination of Hex/Point Crawl
 
  
 
How Do You Handle the "Inside" of a Hex? @ Knight at the Opera
 

More wilderness crawling

Guiding Player Movement @ Twenty Sided

Not sure if I should run my game as a Hexcrawl or a Pointcrawl, would appreciate some guidance and perspectives. - A Reddit Post

Re-inventing the Wilderness: Part 1 - Introduction @ Sachagoat
Re-inventing the Wilderness: Part 2 - Paths
 
Hex Crawls are Path Crawls @ Permanent Cranial Damage
 
Wilderness walls and halls: Streamlining hexcrawls @ Playful Void

Wilderness Hexes @ D4 Caltrops - A wealth of point ideas and lots of D100 tables too 

How I Hex Crawl @ Beyond the black gate
 
How many hexes should a hexcrawl have? @ DMiurgy

Hex crawls kinda suck @ Goblin Punch - interesting thoughts on design
Okay I Fixed Hexcrawls Now
 


Dungeon building

Ruinous ruins @ The Welsh Piper

7 Types of Antagonists @ Deeper in the game
Threats come for you, eventually 
Resources, also Resources = Permissions
Dungeons theory and design - an interesting series with links to other related blog posts
 
More adventures @ Birch & Bat

Metroidvania Level Design @ The Daily Click

Metroidvanias and Megadungeons @ Rise Up Comus

Doors, Gates, and Metroidvania Dungeon Design @ The Pastel Dungeon

Hallways @ DIY & Dragons
Limited resources

20-Block Dungeon Stocking @ Whose Measure God Could Not Take

How to describe dungeons @ Old Skulling - don't make it boring
OSR Aesthetics of Ruins @ Against the wicked city - the OSR needs everything to be ruined
Eaten by a grue in the dark @ Rise up Comus - running out of time or light
OSR Resources @ Howling Tower
 
Mega-dungeon resources @ Beyond the black gate
Riddles
 
Mega-dungeons @ Hack & Slash 
 
Tomb of the serpent kings megapost @ Coins & Scrolls
 

World & Campaign building

How big should an open world be? @ A Distant Chime

Ref Impartiality @ Beyond the black gate

Long term planning @ Don't split the party 

Prep Tools, Not Adventures @ Papers & Pencils

Settings series @ The Welsh Piper
Creature Sizes - Erin D Smale added this in the WP Forum 
 
 
Village Density in Norman England @ forgotten runes

Yet more related links, and links to other links

Lots of great Dungeon maps @ Dyson's Dodecahedron

Best of @ wandering gamist - Making OSR Dungeons & Wilderness Work
Blogography Part 1
Blogography Part 2
 
The Winners of the 2022 Bloggies @ Prismatic Wasteland
 
Lots of adventure reviews @ Ten Foot Pole
 
More adventure reviews @ Beyond Fomalhaut
 
80 Best OSR Blogs @ Feedspot 
 
Reddit blog What are your favourite blogs

2 comments:

  1. Great post, and thank you for taking the time to include so many wonderful links. I'm a long time gamer (40+ years), who has been doing my own thing for so long, that I had missed much of the above.

    For me, your post has been been a bit like rediscovering a lost treasure. Thank you.

    ReplyDelete
    Replies
    1. Thanks. Glad you found the links useful. Questing Beast has a good newsletter that highlights what's new in the OSR.

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