30 January 2010

A 4e Version of the Basic D&D Box Set?

I don’t play 4e D&D, and I have not been following the product line since the initial three hardback books were published. (I read halfway through the PHB before deciding that it wasn’t for me.) However, it recently was brought to my attention that WotC is coming out with a number of ‘box sets’ later this year, including one that seems reminiscent of the old ‘red box’ Basic D&D set.

Here are their descriptions (from here):

Dungeons & Dragons Fantasy Roleplaying Game

The Essential Dungeons & Dragons Starter

Mike Mearls, Bill Slavicsek and James Wyatt

The best way to start playing the 4th Edition Dungeons & Dragons Fantasy Roleplaying Game.

Designed for 1–5 players, this boxed game contains everything needed to start playing the Dungeons & Dragons Fantasy Roleplaying Game, including rules for creating heroes, advice for playing the Dungeon Master, a solo play adventure, and group-play adventure content. Learning the game has never been so easy!

Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class.

Game components:

32-page book for players, with rules for character creation and a solo adventure

64-page book for Dungeon Masters, with the rules of the game, advice on how to run the game, and adventure content

2 sheets of die-cut tokens for characters and monsters

Cardstock character sheets and power cards

Double-sided dungeon map

6 polyhedral dice

Item Details

Item Code: 244660000

Release Date: September 7, 2010

Format: Box

Price: $19.99 C$23.99

ISBN: 978-0-7869-5629-6

Dungeon Master's Kit

An Essential D&D Game Supplement

James Wyatt and Jeremy Crawford

Awesome tools, rules, and adventure content for every Dungeon Master.

If you’re a Dungeons & Dragons player interested in taking on the role of the Dungeon Master, or if you’re an experienced DM looking for more game advice, tools, and adventure content, the Dungeon Master’s Kit has exactly what you need to build your own Dungeons & Dragons campaign and excite the imaginations of you and your players.

This deluxe box contains rules and advice to help Dungeon Masters run games for adventurers of levels 1–30. It also includes useful DM tools such as a Dungeon Master’s screen (with tables and rules printed on the inside), die-cut terrain tiles and monster tokens, and fold-out battle maps.

Game components:

96-page book of rules and advice for Dungeon Masters

32-page monster book

Two 32-page adventures

2 sheets of die-cut dungeon terrain tiles

2 sheets of die-cut monster tokens

2 double-sided battle maps

Fold-out Dungeon Master’s screen

Item Details

Item Code: 244640000

Release Date: October 19, 2010

Series: Essential D&D Game Supplement

Format: Box

Page Count: 192

Price: $39.99 C$47.99

ISBN: 978-0-7869-5630-2

Player Essentials: Heroes of the Fallen Lands

An Essential D&D Game Supplement

Mike Mearls and Bill Slavicsek

Exciting new builds and character options for the cleric, fighter, ranger, rogue, and wizard classes.

This essential player product for the 4th Edition Dungeons & Dragons Fantasy Roleplaying Game presents exciting new builds for the most iconic classes: the cleric, the fighter, the ranger, the rogue, and the wizard. Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters.

In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dwarves, eladrin, elves, halflings, and humans.

Item Details

Item Code: 247520000

Release Date: October 19, 2010

Series: Essential D&D Game Supplement

Format: Trade Paperback

Page Count: 352

Price: $19.95 C$23.95

ISBN: 978-0-7869-5620-3

Monster Vault

An Essential D&D Game Supplement

Rodney Thompson, Logan Bonner, and Matthew Sernett

Iconic Dungeons & Dragons monsters that are easy to run and fun to fight.

This essential product for Dungeon Masters collects the most iconic monsters of the Dungeons & Dragons world in one handy box and presents all-new variants, including new spins on such beloved monsters as dragons, orcs, and vampires. The monsters described herein are designed to be easy for Dungeon Masters to use and fun for players to fight. In addition to combat statistics, each monster entry comes with story information to help DMs incorporate the monsters into their adventures and campaigns.

In addition to a comprehensive collection of iconic Dungeons & Dragons monsters, this box contains die-cut tokens for the monsters that appear within, as well as a 32-page adventure that showcases several of the monsters.

Dungeon Masters can easily incorporate the adventure into their ongoing campaigns. Game components:

160-page book of monsters

32-page adventure

10 sheets of die-cut monster tokens

Item Details

Item Code: 244650000

Release Date: November 16, 2010

Series: Essential D&D Game Supplement

Format: Box

Page Count: 192

Price: $29.99 C$35.00

ISBN: 978-0-7869-5631-9

Player Essentials: Heroes of the Forgotten Kingdoms

An Essential D&D Game Supplement

Mike Mearls and Rodney Thompson

Exciting new builds and character options for the cleric, druid, paladin, ranger, and warlock classes.

This essential supplement for the 4th Edition Dungeons & Dragons Fantasy Roleplaying Game presents exciting new builds for the game’s most popular classes: the cleric, the druid, the paladin, the ranger, and the warlock. Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters.

In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dragonborn, drow, half-elves, half-orcs, and tieflings.

Item Details

Item Code: 247510000

Release Date: November 16, 2010

Series: Essential D&D Game Supplement

Format: Trade Paperback

Page Count: 352

Price: $19.95 C$35.00

ISBN: 978-0-7869-5619-7

So what is going on here? Do these box sets mark the beginning of a new ‘basic’ D&D – apparently called ‘Essential D&D’ – to run parallel to the main line of ‘regular’ D&D in just the way that Moldvay/Cook D&D, and later Mentzer/Allston D&D, ran parallel to AD&D in the 1980s and early 1990s? The ‘Starter’ kit even seems to include a ‘solo’ adventure, just like the Mentzer Basic D&D set.

Unlike the distinction between ‘D&D’ and ‘AD&D’ during TSR’s hey day, I suspect that the system for ‘Essential D&D’ will be pretty much the same as that of 4e (simply a stripped down version of it). But that minor difference aside, it does indeed seem that history might be repeating itself.

Thoughts?

26 January 2010

Badwrong Fun

Hey gentle readers and fellow grognards, the next time someone tries to tell you that playing 'old school' games can't be fun because they're 'broken' or 'outdated', send them this link to this Onion article:

Man Who Enjoys Thing Informed He Is Wrong

JANUARY 25, 2010 | ISSUE 46•04

LOS ANGELES—George Himmelsbaugh, 32, was informed Tuesday that he was incorrect in enjoying a thing he had been deriving pleasure from for many years. Authorities in the field informed Himmelsbaugh that, although he believes his appreciation of the thing to be a matter of subjective personal taste, any positive feelings or satisfaction taken from this are by definition erroneous. Furthermore, sources reported, Himmelsbaugh does not in fact enjoy the thing, but has merely been convinced that he does by the influence of others who also claim to enjoy the thing but who must be insane or developmentally disabled if they actually do. Himmelsbaugh has responded to the information by endeavoring to enjoy the correct things in the future.

20 January 2010

New Middle-Earth Roleplaying Game Coming Soon!

Did you enjoy reading The Hobbit and The Lord of the Rings*? Do you love Professor Tolkien's world of Middle-earth? Does the thought of taking on a dreaded Nazgul with a sword forged by the Elven smiths of the Gwaith-i-Mirdain thrill you? Did you (or do you still) dig the RPG portrayed below?

If so, you may be interested to learn that a new Middle-earth roleplaying game is being produced by Cubicle 7. Here is the official announcement (from here):

20 January 2010 - Cubicle 7 Entertainment and Sophisticated Games announce that they are developing The One Ring: The Lord of the Rings® Role-playing Game.

Cubicle 7 Entertainment and Sophisticated Games are proud to announce that they are jointly developing The One Ring: The Lord of the Rings® Role-playing Game.

“We’re tremendously excited about The One Ring,” said Dominic McDowall-Thomas, Cubicle 7 Director. “Our aim is to give our audience an authentic Middle-earth gaming experience, one that really captures the feel of Tolkien’s world.”

The designer and lead writer of this project, Francesco Nepitello, is a games industry veteran, best known for the hugely successful and critically acclaimed War of the Ring strategy board game, which he designed with The One Ring co-designer Marco Maggi and Roberto di Meglio. A recipient of the International Gamers Award, War of the Ring is recognised by many ‘Lord of the Rings’ enthusiasts and hobby gamers alike as one of the most engaging recreations of the world-renowned fantasy saga by J.R.R. Tolkien. Francesco and Marco are the designers of other immersive board game titles like Marvel Super Heroes and Age of Conan, but started their game-designing careers creating Lex Arcana, the most successful and popular fantasy role-playing game published in Italy.

Francesco has designed the new LOTR RPG game system to make sure that players are completely immersed in Middle-earth from the moment they begin creating their characters. As an experienced designer of games based on JRR Tolkien, as well as being a lifelong devotee of the Tolkien works, Francesco brings a dimension -and a depth- to this RPG which has probably never been seen before in a LOTR game.

Robert Hyde, head of Cambridge (UK) based Sophisticated Games said, “When we first acquired the rights from Tolkien Enterprises to publish this RPG - as part of our wider LOTR book based board game license- we had no hesitation in approaching Francesco to conceive a completely fresh LOTR and The Hobbit RPG, and for him to be the writer. We knew that he possessed both these skills and that the game would be in very safe hands. His presentation of Middle-earth, along with stunning artwork from John Howe and others, brings this incredibly evocative and exciting world to life.”

“We also approached Cubicle 7 to be our publishing partners on the new The One Ring RPG because we loved the quality of their previous publications and felt that Dominic and Angus (Abranson) had both the experience, and with the creation of Cubicle 7, the role playing game resources, to bring LOTR and The Hobbit to a very wide audience.”

For more information on The One Ring: The Lord of the Rings® Role-playing Game please contact Cubicle 7 oninfo@cubicle7.co.uk

The One Ring: The Lord of the Rings® Role-playing Game will be published in the second half of 2010.

I wish Cubicle 7 the best on this endeavour! I certainly hope that they produce a better game than Decipher's Lord of the Rings RPG, which was poorly edited and inadequately play-tested. Indeed, I found it almost impossible to figure out how to create a player character using the first printing of Decipher's core rulebook, and subsequently lost interest in it. It is clear now that Decipher was never really committed to the RPG, being interested primarily in using the license for their collectable card game. (Of course, Decipher's problems with embezzlement did not help it promote and sustain the game either.)

I love MERP and am a huge fan of most of the campaign modules that ICE produced for the game during its glory days of the 1980s and early 1990s. While incomplete, my collection of MERP campaign modules is one of my most cherished possessions. And, of course, Peter Fenlon's maps were simply stunning, works of art in their own right. MERP was the game that I most frequently ran during my 'salad days' of RPG'ing, during the mid-late 1980s.

Nonetheless, I have to concede that aspects of MERP's system -- most notably, its magic system -- are not very 'Tolkien-esque.' While I doubt that the good Professor ever developed a systematic conception of magic for Middle-earth, the magic system in MERP does not really resemble any description of magic in the Professor's various books. On this score, the Decipher game actually did a better job.

In any case, I hope that Cubicle 7 does justice to Middle-earth. I look forward to reading it, and possibly playing it, once it's published.

* Perceptive readers might notice that I did not mention The Silmarillion or the other post-humous works by Tolkien in the opening question. The reason is that the license for the game is from 'Tolkien Enterprises,' which only has the rights to The Hobbit and The Lord of the Rings (including, fortunately, the material in the LotR appendices). So, alas, nothing from The Silmarillion!

11 January 2010

Happy 2010!

No time for a real post for at least another week, unfortunately, but I thought that I would mention that I’ve made a modest change to the blog. I’ve now divided the list of links on the right hand side of the blog into three categories: ‘Classic D&D’ (which covers OD&D, Basic/Expert D&D, 1e AD&D, and their respective ‘retro-clones’), ‘Basic Roleplaying/d100’ (including Chaosium’s Stormbringer/Elric games, and Call of Cthulhu), and ‘Rolemaster/MERP’ (focusing on Rolemaster 2e/Classic). These are my three favourite role-playing games – or, I should say, ‘families of RPGs’ – and I hope to write more about all three in the future.

If you are unfamiliar with BRP, there is a free ‘quickstart’ version of the rules available here. Also, RPG.net has a positive, recent review of the quickstart rules here.

Finally, I thought that I would mention that a very positive review of Knockspell #3 has been posted here.

Cheers!

(Above is a picture of Blarney Castle. Since I will not be posting anything for at least a week, I thought that this picture would make a nice placeholder.)

20 December 2009

Swords & Wizardry Third Printing – Some Impressions

I received my copies of the third printing of the Swords & Wizardry core rules from Lulu a couple of months ago. Shortly after receiving my copies, I wrote up some initial impressions, but – akratic individual that I am – I never got around to posting them. Since S&W will be going into distribution soon, though, I thought that I might as well post them now. Better late than never, eh?

The cover looks sharp: the Mullen art is as gorgeous as before, although the picture is slightly smaller in scale now with a black ‘border.’ The ‘Swords & Wizardry’ label, which is now yellow and includes the ‘core rules’ subtitle, stands out more vividly than it did before. It is more likely to catch one’s eye on a bookshelf than the earlier printing, in my opinion. The blurb on the back is briefer than the one on the second printing, and more to the point. To quote the Bard: “brevity is the soul of wit.”

The interior illustrations and layout look pretty much the same as the second printing. There is one new illustration that I noticed (on page 22). It is an attractive book, on par with Chaosium’s Basic Role-Playing (2008) in terms of layout and art. I certainly consider it decidedly superior aesthetically to Troll Lord Games’ Castles & Crusades core book (at least the first, second, and third printings). Not bad, considering most of the work was done free of charge!

As for rules content, here are the main changes from the second to third printings:

Ø The Fighter and Dwarven Adventurer saving throws start at 14 (as does the Elven Adventurer when in ‘Fighter’ mode).

Ø The Cleric saving throws start at 15 (as do those of the Magic-User, which are unchanged from the second printing).

Ø Clerics have a bonus of +2 on saves versus poison and paralysis.

Ø MUs have a bonus of +2 on saves against spells, including those cast from wands and staffs.

Ø Missing spells have been added (including the much missed Stinking Cloud!).

Ø There is an Appendix with the Thief (two versions) and Monk classes.

All of the above changes, except for the new classes, also appear in the free PDF version.

The special abilities for Dwarves and Elves remain too sketchy for my tastes. I don’t understand why the list of special abilities included in the ‘White Box’ version of S&W were not provided, even as an ‘optional rule.’ And Hobbits, err … Halflings, continue to lack a proper write up.

Two versions of the Thief class are presented in the appendix. The first is the ‘standard’ thief, the version that we’ve known from the Greyhawk supplement onwards, albeit with some minor tweaks (e.g., a special ability called ‘delicate tasks’ in place of ‘pick pockets’ and ‘disable traps’). Any race can be a Thief, so that gives players who want to run non-human character an additional option. Racial modifiers are also provided, giving someone a reason for playing a Halfling in S&W.

The second version of the Thief is called the ‘Simplified Thief’ and uses the Thief’s saving throw (which starts at 14 at level one) to determine the character’s success or failure at attempted ‘thief tasks’ (e.g., picking locks). Readers familiar with my own version of the thief class for S&W will recognize this system, as it’s essentially the one that I developed for that class. Great minds think alike, I suppose. Or rip off Tunnels & Trolls. ;)

I was rather puzzled by Matt Finch’s decision to include a version of the Monk class, rather than the Ranger class, as I believe he originally had planned. The Ranger certainly seems more appropriate for the typical S&W ‘campaign ethos’ than a martial arts master. Nonetheless, I rather like the version of the Monk class that is included. The Monk shares a number of abilities with the Thief. However, I was a bit puzzled as to why a ‘simplified’ version of those abilities was not included as well (using the Monk’s saving throw as the target number for success). That’s such a painfully minor quibble, however, I’m almost embarrassed to bring it up.

Also, personally, I would have appreciated a version of the traditional Basic D&D ‘Elf’ class in the appendix. The Elf ‘fighter-wizard’ is one of the oldest archetypes in D&D, but not one provided in the core rules for S&W (which requires Elves to choose between being a fighter or a magic-user on a daily basis – they can never be both). A modified version of the optional class from the White Box version of S&W would have been adequate. Yet again, ironically, the rules for the White Box version seem more fleshed out than the core rules for S&W, at least when it comes to the non-human races.

Overall, though, the third printing of the core rules book for Swords & Wizardry is excellent. The book is very attractive – superior in terms of layout and art than many professional RPG products, as mentioned earlier – and the rules are very clearly explained. Even more than before, S&W is my favourite ‘retro-clone’ RPG system, and I look forward to many more games in the future. Well done Matt and Mythmere Games!

The third printing of Swords & Wizardry can be ordered from (the excellently named) Black Blade Publications.

09 December 2009

Fight On! #7 available!

A quick announcement: the new issue of Fight On! is available! This one includes a modest contribution from yours truly.

The cover by Pete Mullen looks brilliant.

Here is the official blurb from Calithena:
Deep under the misty mountains, the proudest and toughest keep Fighting On! Join us in those days of blood and plunder by picking up a copy of issue 7, dedicated to M.A.R. Barker and featuring EIGHT adventures, tables, settings, reviews, encounters, monsters, spells, magic items, new classes, non-canonical expansions to Empire of the Petal Throne, and much, much more! With art and articles by Akrasia, Mark Allen, Lee Barber, Baz Blatt, Calithena, Jeff Dee, Krista Donnelly, Allan Grohe, Zach Houghton, Gabor Lux, James Maliszewski, Peter Mullen, Stefan Poag, Alex Schroeder, Anthony Stiller, and more, this is one of the most beautiful issues we've produced. Take your game to the next level and buy it today!

You can get the new issue at http://www.lulu.com/content/8047414 .

Table of Contents
Legend of the Dullahan (Matthew Riedel)……………….3
Creepies & Crawlies (Zach Houghton & Douglas Cox).....7
Temple of the Sea Demon (Gabor Lux)…………………9
Knightly Orders (Robert “Treebore” Miller)…………....14
The Shaman (James Maliszewski)………………………16
Thrazar (Steve Zieser)………………………………….19
The Devil’s in the Details: Pé Chói (Baz Blatt)…………20
Former Gnomish Caves (Alex Schröder)……………….25
A Part of the Tsuru’úm (Baz Blatt)……………………..26
Barony of Northmarch (Coffee)…………………….….27
Rad Expanse of the Broken Moon (Brian Isikoff)……...28
Song of Tranquility (Jerry Stratton)………………….…29
Tables for Fables (Age of Fable)……………………….35
Maze Master’s Miscellany (Beaudry, Random, & Rients).36
Grognard’s Grimoire (Ragnorakk & Mistretta)…………37
Beware the Lord of Eyes (Allan T. “Grodog” Grohe)….38
The Forgotten Entity (Geoffrey McKinney)…………....44
Mooning Ixtandraz (Peter Schmidt Jensen)…………….45
Wandering Harlot Table (Adam Thornton)………….…46
From Tekumel’s Underground (Aaron Somerville)……..48
The Search for Lord Chúrisan (Krista Donnelly)……….52
Taking it with you (Lawson Reilly)……………………..61
The Duchy of Briz (Akrasia)…………………….……...63
Darkness Beneath: The Fane of Salicia (Lee Barber)…....66
The Four M’s (Calithena)………………………………77
Critical Misfortune (Clovis Cithog)……………………..78
One Charge Left (Lee Barber)………………………….79
One Time at D&D Camp… (Harnish & Robbins)……..80
Finding Players (James Edward Raggi IV)………….…...82
Merlyn’s Mystical Mirror (various)……………………...85
Artifacts, Adjuncts, & Oddments (Green & Calithena)....88

Front cover by Peter Mullen. Back cover by Brad Johnson. Fight On! and Erol Otus logos by Jeff Rients. M.A.R. Barker photograph by Giovanna Fregni. Interior art and cartography by Mark Allen (portfolio.marjasall.com: 3,5,29,33,37,38,42,44,48,49,56,57,60,62), Matthew Riedel (4,7), Black Blade Publishing (blackbladepublishing.com: 5,37), Dei Games (deigames.com, 6), Anthony Stiller (7,40,41,42,43), Lee Barber (ghosttower.crithitcomics.com: 8 (logo),66,68,71,72,73,74,75,77,79), Kelvin Green (junkopia.net/kelvinsdirtybits/main.html: 8,88), Otherworld Miniatures (otherworld.me.uk: 9), Gabor Lux (10,11,12,13), Bill Hooks (14,15,36), Tita’s House of Games (tekumel.com: 15), Steve Zieser (19), Kesher (23,51,59), Alex Schröder (25,43,54,58,84), Baz Blatt (26), Coffee (27), Brian Isikoff (28), Jerry Stratton (www.godsmonsters.com; 30,31,32,33), Age of Fable (35), Martin “Istarlömé” Gillette (40), Peter Jensen (45,88), Jeff Dee (50), Talzhemir (51), Mikko Torvinen (64), Akrasia (65), Robert S. Conley (66), Ben Robbins (80), James Forest & Larry Whitsel (81), Stefan Poag (84), M.A.R. Barker (85), Joe Wetzel (86), and Eric Bergeron & Rob Kuntz (87).

Leif Ericson

Thanks to the student essays and exams that are piling up on my desk at an alarming rate now that term in winding down, I will not have time to post anything for the next several days. Consequently, I thought that I would post this picture of Leif Ericson as a placeholder. The statue of Leif is a few blocks south of my flat in Milwaukee, on a bluff that overlooks Lake Michigan.

08 December 2009

Ah, the Majestic Wilderlands!

Robert Conley (author of the Points of Light setting books for Goodman Games) has just made available his version of the classic Wilderlands setting in his The Majestic Wilderlands (cover displayed above).

It is designed for Swords & Wizardry, although easily useable with any pre-3e version of D&D (0e, Basic, 1e, etc.). Approximately half of the book is devoted to new 'Wilderlands-based' rules for S&W (including new classes like 'Myrmidons of Set' and 'Rune-casters of Thor', new magic items, and so forth), with the other half providing an overview of the setting.

If you're a fan of both S&W and the Wilderlands (I am!), this is a product well worth checking out. More information can be found here.

(Okay, back to grading papers...)

29 November 2009

What is the OSR, part deux: The Pundit Replies

The RPG Pundit has replied to my post on ‘What is the Old School Renaissance’ at his own blog here. The whole rant is rather entertaining, and highly recommended for a good chuckle.

It seems that the poor Pundit is frustrated by the lack of a clear definition for the OSR. Of course, that was the entire point of my post. It simply is impossible to provide a precise definition for such an amorphous, diffuse, cantankerous group of people. If the OSR is a ‘movement,’ it is one in which the participants disagree with each other about what truly constitutes ‘old school’ (aside, perhaps from a few ‘core cases,’ such as 1974 0e D&D and, perhaps, Holmes Basic D&D; even 1e AD&D is probably considered too ‘new school’ by some participants). I consider the D&D Rules Cyclopedia and Chaosium’s Call of Cthulhu to be ‘old school.’ Some other folks would not. Amazingly, there is not ‘authority’ in the OSR to tell us who is right and who is wrong.

What’s puzzling to me is why the Pundit has such animus towards the OSR. Perhaps he is bitter over the relative lack of success of his own ‘old school’ game, ‘Forward to Adventure!’? Or perhaps he simply likes to construct new ‘enemies’ to be the targets of his rants?

In any case, I found this remark rather sad: “I, as someone who defines Old School as an aesthetic and not a mechanic, already feel like I ended up in the wrong side of the fence…”

Well, Pundit, nobody put you on “the wrong side of the fence” (whatever that means) except yourself. It’s only because you decided to construct an ‘enemy’ out of the OSR, and infuse that ‘enemy’ with a fictional consciousness and ‘ideology,’ that you are on the wrong side of some imagined fence. You could have been a participant in the OSR, Pundit, and you still can, if you like. Heck, I believe that Calithena even invited you to write an article on FtA! for Fight On! a year ago (I know that Jeff Rients positively reviewed FtA! in Fight On!).

Destroy that fence that you’ve built in your mind, Pundit. Join the OSR, if you like. Nobody is stopping you except yourself.

28 November 2009

What is the Old School Renaissance?

Over at the RPGsite I’ve become involved in a rather irritating debate with the ‘RPG Pundit’ over what constitutes the ‘Old School Renaissance’ (commonly abbreviated ‘OSR’). (Also participating that debate, among others, is estar of the ‘Bat in the Attic’ blog.)

My view is that the OSR consists simply of the following folks:

a. those gamers who like to play ‘old school’ RPGs (typically ‘Original,’ ‘Basic/Expert’ D&D, and pre-3e versions of AD&D, but other games as well);

b. those gamers who play (and sometimes produce) the retro-clones of those ‘old school’ RPGs (Swords & Wizardry, Labyrinth Lord, OSRIC, BFRP, and others);

c. those gamers who play (and sometimes produce) ‘old school flavoured’ games (e.g., Castles & Crusades, Spellcraft & Swordplay, Mutant Future, Mazes & Minotaurs, etc.; ironically, I would include the RPG Pundit’s game Forward to Adventure! In this category – the Pundit is part of the OSR whether he likes it or not!);

d. those gamers who play (and sometimes produce) ‘old school’ modules or settings (which can range from classic-feeling settings, e.g. Robert Conley’s Points of Light books, to modules with a ‘classic-with-a-twist’ quality, e.g., Matt Finch’s Spire or Iron & Crystal, to entirely ‘different-from-the-past’ fantasy settings, e.g., the ‘steampunk’ fantasy setting of John Higgins’s Engines & Empires);

e. those gamers who contribute to ‘old school’ fanzines like Knockspell, Fight On!, and Footprints, produce ‘old school supplements (like Jeff Rients’s excellent Miscellaneum of Cinder) or who simply put their ‘old school’ ideas up on the internet (typically on blogs) for others to look at and use.

In short, the OSR consists of people who like certain kinds of games (‘old school games’) and sometimes product things (modules, rules books, settings, fanzines, etc.) for those games.

That is it.

Really, that is it.

There is no ‘ideology’ or ‘party platform’ for the OSR. A fondness for older games and older play styles simply does not comprise an ‘ideology.’ While there is the ‘Old School Primer,’ it is not a ‘manifesto’ in the traditional sense, and I know many members of the OSR who reject parts or all of the advice and views presented in it (myself, I agree with about two-thirds of it).

If the OSR ever evolves into a movement with ‘leaders’ and ‘spokespersons,’ with views that are dogmatic or reactionary, then I’ll be the first one out the door. But I just can’t see that happening. The alignment of the members of the OSR is ‘Chaotic Creative.’

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).