Friday 19 June 2015

The Coming of the OSR

From early in the history of RPGs, people wanted "story" in their games. But in the 1990s they ended up with the pre-written story where their PCs no longer mattered at all - either they were replacable cyphers, or in the worst cases they were onlookers while NPCs did the cool stuff. This mode of play is still common today; most Paizo APs are structured as pre-written stories, and most seasons of WotC's Encounters program are literally scene-by-scene stories where the players just roll dice.

It's funny that the OSR never rebelled against what had been the dominant mode of play in the '90s - indeed 3e in 2000 was itself trying to move away from railroad/illusionist play with its "Back to the Dungeon!" mantra. Instead OSR was specifically a rebellion against the mechanics - "character building" and suchlike - of 3e, and 3e's general tone of 'Player Primacy, GM Subordination' in 3e - but that tone was itself a reaction against railroady '90s play where players felt helpless in the hands of the GM's plot. But the result was that the OSR in delving back into history discovered pre-2e (and especially pre-1983!) modes of play that had long been lost. I find it slightly amusing that the initial Reactionary sites like Dragonsfoot are centred on the module-based play of the '80s, and often don't get along well with OSR purists who are looking for the original pre-module modes of play that were really already dying out when the 1e AD&D DMG was published in 1979.

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