DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
You sure like to use a lot of "OBJECTION: FALLACY!" when you argue a point. With two posts per interjection, I feel like this is getting woefully unfocused, so I'm going to circle back around and try to wrangle in my key arguments here, for the sake of those trying to follow along and for my own sanity.
To the principle point: I think the OSR label is non-essential. Some people think otherwise; that point has been hammered into my head a hundred times, so I get it. I don't agree, but I see where you all are coming from - you find it handy as an umbrella term for the type of module that people are sometimes looking for. OK, fine. There's plenty of success stories on both sides, OSR badged or unbadged (I don't recall seeing the OSR badge on a few smash-hits, like Guy Fullerton's or Patrick Stuart's stuff, maybe it's on the inside, I don't recall offhand...). Personally I find that if the module is designed with a specific system in mind, then labelling that system is enough to not further require an OSR label as well. Some people have stated that they find it handy in filtering searches and whatnot - OK, again I say that specific system labels do just as much in a more useful way, but I'm one guy, and I recognize that other guys will find it more useful than I do; far be it from me to decide to rob anyone of that.
On that note though, I think OSR as a movement is dead, or at least on life support. Publishing old-school modules is not dead, but I find the "Renaissance" to be an outdated term. The market is flooded. There is little in the way of paradigm-shifting works. There are good works, to be sure, but they all check the same boxes as to what is considered "good design": user-friendly, whimsical, evocative, non-traditional (ironically a term I'd consider literally the opposite of "old-school, but whatevs), book-item averse, looping dungeons, and all that other stuff on Bryce's Review Standards page. But good works do not a Renaissance make. Groundbreaking ideas are few and far between - LotFP came out a decade ago, and the last great innovation IMO was maybe Anomalous Subsurface Environment, which came out 8 years ago. [Sidenote: If you can name a more recent innovative work that wasn't just another way to write a dungeon, I'm open to being contradicted - even what I'd consider maybe in that category is Slumbering Ursine Dunes from 5 years ago - but I'd be impressed if someone came up with an example that was considered widespread].
For that reason, I say the OSR is a finished movement; what we have now are a handful of guys who make good/excellent products, and many, many more guys who make shit products, and none of it interacts with the rest of it, so IMO the OSR was not so much a movement as it was a brief period of high activity in adventure/system design. That's all. I don't think it can be called a "revolution", especially not as it is today.
Secondary point: System compatibility and the feasibility of System Agnostic Adventures... I don't even remember how we got on this tangent, and frankly I don't see what it has to do with anything anymore other than to serve as a few nitpicky points to shout "YOU'RE WRONG" at some stranger on the internet, so I'll leave my opinion (i.e. not objective fact) as this: Some systems don't convert well into other systems. There's no universal formula to it, and frankly I blame this glut of systems the OSR left in its wake. There are so many god-damned ways of playing the game now, it's getting silly. "Roll the dice, use the dice to figure out if the action succeeds or fails" - that's essentially the gist of any retro-clone system right there, padded out to 100 pages because nobody's going to make a name for themselves (let alone a profit) selling a paragraph-long booklet.
Some systems have different ways to do hitpoints or magic or skills or XP, some use SpaceBux instead of gold pieces, and others are set in Medieval Poland... whatever, in the end it all amounts to describing a situation, having the players decide what they want a character to be able to do in the situation, and then letting them do it by considering options and rolling dice; whether that thing be "not dying" or "casting a spell" or "jumping across a gap" or "getting stronger".
I'm looking at systems through the big-picture lens, and as a result, I believe that System Agnostic adventure design is possible. Case-in-point: One-Page Dungeons. 95% are mechanically neutral. No stats used, no skills referenced, not a Difficulty Class or hit point in sight. If you stick a bunch together, you've got yourself a System Agnostic adventure. You can run it with nearly any type of system, so long as one is familiar enough with that system to assign the relevant mechanics to the declared actions of the players in overcoming the obstacles of the adventure. You may call this "a framework" and not "an adventure"... I don't want to get bogged down in more semantics, so I'll just agree to disagree with you on that one.
Tertiary Point: Mechanics available dictate player actions. Again, unsure where this crept into the conversation or how it's relevant to "is OSR still a thing, or are we at a post-OSR point right now?". All I know is I stopped caring about two days ago. This is a chicken-egg question. I'll concede that yes, in some groups players use the mechanics at their disposal to dictate what actions their characters are most likely to take in a situation. But I firmly maintain that an imaginative group will decide what they want to do, and then the DM will work out which mechanics to take into consideration to make it happen. I maintain this stance because it is literally what happens in the games that I've been running twice a week for over a decade now. It's hard for me to sit here and listen to "YOU'RE WRONG" when I'm literally doing what you say people aren't doing.
In terms of my accusation that you didn't give 5e a fair shake, I'm sure you had your reasons and of course know what does and doesn't work for you. You made the right call by ditching a system that you felt you couldn't enjoy. But I wouldn't call doing half an adventure "giving it a fair shake". How can you know for certain your mind wouldn't be changed with a different adventure, or a different DM, or by seeing a campaign through to completion? If you want me to provide an example of a fair way of writing off a game, well, if you tried the above and still didn't like the game, I'd consider that to be giving it a proper fair chance.
Last Point: Please stop using Bryce as the gospel word of what is or isn't "the right way" to do adventures. The man knows his stuff, I have mad respect for him, but honestly, he is human and he is fallible (his spelling can attest to that; sorry Bryce). His credentials are solely prolific reading, not constant playing. If I had to venture a guess, he releases maybe five reviews a week... only he can confirm how much he actually plays, but if he goes by a twice-a-week gaming schedule, he'd be lucky to get through one of those each week. That means of the material Bryce has reviewed, we can realistically assume he's only ever actually played 20% of it, at the absolute most (my realistic guess though is probably 5%, accounting for megadungeons and whatnot that take months to play through).
If Bryce shits on most 5e stuff he reviews, that doesn't automatically qualify as factual reality that 5e is always doing things the wrong way. He hasn't read the majority of what's out there, I guarantee it. Likewise, if Bryce says dungeons need more than one entrance and should replace all humanoids with humans, that doesn't make it a universal case. Reviews are opinions, by definition. They cannot be objective, by the literal definition of the word. Please stop treating anyone who says otherwise as if they are heretics to be burned at the stake.
I listen to Bryce's opinions. I read everything he writes (literally, I've read every single review going all the way back to the start). I do not always agree with Bryce, because I believe that Bryce is wrong sometimes. We agree on much and we disagree on a few points. And that's OK. But we need to stop using him to back up our points as if he were some infallible authority.
Ok, I've spoken my mind enough, I think. If there's points buried in the landslides of text around here, then I'm sorry but I didn't catch them. Considering how few people there are around here trying especially hard to see things from my perspective, I doubt it'll matter much anyway.
To the principle point: I think the OSR label is non-essential. Some people think otherwise; that point has been hammered into my head a hundred times, so I get it. I don't agree, but I see where you all are coming from - you find it handy as an umbrella term for the type of module that people are sometimes looking for. OK, fine. There's plenty of success stories on both sides, OSR badged or unbadged (I don't recall seeing the OSR badge on a few smash-hits, like Guy Fullerton's or Patrick Stuart's stuff, maybe it's on the inside, I don't recall offhand...). Personally I find that if the module is designed with a specific system in mind, then labelling that system is enough to not further require an OSR label as well. Some people have stated that they find it handy in filtering searches and whatnot - OK, again I say that specific system labels do just as much in a more useful way, but I'm one guy, and I recognize that other guys will find it more useful than I do; far be it from me to decide to rob anyone of that.
On that note though, I think OSR as a movement is dead, or at least on life support. Publishing old-school modules is not dead, but I find the "Renaissance" to be an outdated term. The market is flooded. There is little in the way of paradigm-shifting works. There are good works, to be sure, but they all check the same boxes as to what is considered "good design": user-friendly, whimsical, evocative, non-traditional (ironically a term I'd consider literally the opposite of "old-school, but whatevs), book-item averse, looping dungeons, and all that other stuff on Bryce's Review Standards page. But good works do not a Renaissance make. Groundbreaking ideas are few and far between - LotFP came out a decade ago, and the last great innovation IMO was maybe Anomalous Subsurface Environment, which came out 8 years ago. [Sidenote: If you can name a more recent innovative work that wasn't just another way to write a dungeon, I'm open to being contradicted - even what I'd consider maybe in that category is Slumbering Ursine Dunes from 5 years ago - but I'd be impressed if someone came up with an example that was considered widespread].
For that reason, I say the OSR is a finished movement; what we have now are a handful of guys who make good/excellent products, and many, many more guys who make shit products, and none of it interacts with the rest of it, so IMO the OSR was not so much a movement as it was a brief period of high activity in adventure/system design. That's all. I don't think it can be called a "revolution", especially not as it is today.
Secondary point: System compatibility and the feasibility of System Agnostic Adventures... I don't even remember how we got on this tangent, and frankly I don't see what it has to do with anything anymore other than to serve as a few nitpicky points to shout "YOU'RE WRONG" at some stranger on the internet, so I'll leave my opinion (i.e. not objective fact) as this: Some systems don't convert well into other systems. There's no universal formula to it, and frankly I blame this glut of systems the OSR left in its wake. There are so many god-damned ways of playing the game now, it's getting silly. "Roll the dice, use the dice to figure out if the action succeeds or fails" - that's essentially the gist of any retro-clone system right there, padded out to 100 pages because nobody's going to make a name for themselves (let alone a profit) selling a paragraph-long booklet.
Some systems have different ways to do hitpoints or magic or skills or XP, some use SpaceBux instead of gold pieces, and others are set in Medieval Poland... whatever, in the end it all amounts to describing a situation, having the players decide what they want a character to be able to do in the situation, and then letting them do it by considering options and rolling dice; whether that thing be "not dying" or "casting a spell" or "jumping across a gap" or "getting stronger".
I'm looking at systems through the big-picture lens, and as a result, I believe that System Agnostic adventure design is possible. Case-in-point: One-Page Dungeons. 95% are mechanically neutral. No stats used, no skills referenced, not a Difficulty Class or hit point in sight. If you stick a bunch together, you've got yourself a System Agnostic adventure. You can run it with nearly any type of system, so long as one is familiar enough with that system to assign the relevant mechanics to the declared actions of the players in overcoming the obstacles of the adventure. You may call this "a framework" and not "an adventure"... I don't want to get bogged down in more semantics, so I'll just agree to disagree with you on that one.
Tertiary Point: Mechanics available dictate player actions. Again, unsure where this crept into the conversation or how it's relevant to "is OSR still a thing, or are we at a post-OSR point right now?". All I know is I stopped caring about two days ago. This is a chicken-egg question. I'll concede that yes, in some groups players use the mechanics at their disposal to dictate what actions their characters are most likely to take in a situation. But I firmly maintain that an imaginative group will decide what they want to do, and then the DM will work out which mechanics to take into consideration to make it happen. I maintain this stance because it is literally what happens in the games that I've been running twice a week for over a decade now. It's hard for me to sit here and listen to "YOU'RE WRONG" when I'm literally doing what you say people aren't doing.
In terms of my accusation that you didn't give 5e a fair shake, I'm sure you had your reasons and of course know what does and doesn't work for you. You made the right call by ditching a system that you felt you couldn't enjoy. But I wouldn't call doing half an adventure "giving it a fair shake". How can you know for certain your mind wouldn't be changed with a different adventure, or a different DM, or by seeing a campaign through to completion? If you want me to provide an example of a fair way of writing off a game, well, if you tried the above and still didn't like the game, I'd consider that to be giving it a proper fair chance.
Last Point: Please stop using Bryce as the gospel word of what is or isn't "the right way" to do adventures. The man knows his stuff, I have mad respect for him, but honestly, he is human and he is fallible (his spelling can attest to that; sorry Bryce). His credentials are solely prolific reading, not constant playing. If I had to venture a guess, he releases maybe five reviews a week... only he can confirm how much he actually plays, but if he goes by a twice-a-week gaming schedule, he'd be lucky to get through one of those each week. That means of the material Bryce has reviewed, we can realistically assume he's only ever actually played 20% of it, at the absolute most (my realistic guess though is probably 5%, accounting for megadungeons and whatnot that take months to play through).
If Bryce shits on most 5e stuff he reviews, that doesn't automatically qualify as factual reality that 5e is always doing things the wrong way. He hasn't read the majority of what's out there, I guarantee it. Likewise, if Bryce says dungeons need more than one entrance and should replace all humanoids with humans, that doesn't make it a universal case. Reviews are opinions, by definition. They cannot be objective, by the literal definition of the word. Please stop treating anyone who says otherwise as if they are heretics to be burned at the stake.
I listen to Bryce's opinions. I read everything he writes (literally, I've read every single review going all the way back to the start). I do not always agree with Bryce, because I believe that Bryce is wrong sometimes. We agree on much and we disagree on a few points. And that's OK. But we need to stop using him to back up our points as if he were some infallible authority.
Ok, I've spoken my mind enough, I think. If there's points buried in the landslides of text around here, then I'm sorry but I didn't catch them. Considering how few people there are around here trying especially hard to see things from my perspective, I doubt it'll matter much anyway.
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