Welcome
to Traveling Spellbook, a new blog focusing on OSR
Gaming. What is OSR Gaming? Well, if you don't know you probably
stumbled on to this blog by accident, but let's assume you're still
reading.
OSR
stands for Old School Renaissance or Old School Revival and generally
refers to a movement among table-top role-playing game enthusiasts to
return to a the style of gaming from the early days of fantasy
gaming. Rules are light and fast, with lots of room for
interpretation by the game master or referee. The most famous of
these games is Dungeons
and Dragons
and the values of OSR gaming are reflected in versions of D&D
that existed before the release of the game's 3rd
edition.
Often
drawing on the themes of pulp fantasy like that authored by Robert E.
Howard, Jack Vance and Fritz Leiber, early fantasy game had the
stereotype of being a game that was little more than “kick in the
door, kill the monster, take the treasure.” But there is a whole
lot more there if the gamer bothers to scratch a little bit beneath
the surface of this over-simplified mentality.
Often
early fantasy games told you what your character could
do,
not what they couldn't
do. If you wanted to do something that wasn't specified on your sheet
and hadn't been specifically denied to you based on the confines of
the game, then the player told the referee exactly how they were
attempting to accomplish the task at hand and the referee made a
ruling.
Simple
as that. No complex rules, no endless feats, no extensive rules. The
players had faith in the referee to be fair in their ruling and the
game moved forward.
Another
“hallmark” of OSR gaming is a high rate of lethality. I've always
found this convention to be a bit disingenuous. It implied that old
school fantasy games were built around the mentality of “Player vs.
Referee” or that it was the referee's job to try to kill the player
characters.
To
me the truth of the matter is that deciding you're going to go into
the dark dungeons and deep caverns of the world where horrible
monsters live is, by its very natrue, very
dangerous.
Players, and their characters, will need to be cautious, aware,
prepared, and a bit lucky. But even then, sometimes things go poorly.
It's
a high-risk/high-reward situation and sometimes people die. That's
why not everyone is an adventurer and whether the characters are
risking their lives for a great and noble cause or for fun and
profit, what really matters is that they're choosing to embark on a
very dangerous, very rarely chosen path to greatness – a path
fraught with peril.
As
for the player characters themselves, they are exceptional, but not
necessarily extraordinary. In OSR gaming typically the roles taken up
by the players are that of characters who are slightly
better than the average villager or idle noble. That being said, if
they manage to make their way to 2nd
level or beyond, they may indeed rise to great heights of heroism.
That being said, it has to be earned. In OSR, no one starts out a
fireball slinging arch mage or a master swordsman. That's all part of
the genre convention. Heroism and glory are often sought after and
rarely achieved – again, it's a high-risk/high-reward situation.
As
for Traveling
Spellbook
itself, his blog will discuss OSR gaming in general and review
products designed for OSR gaming. To that end, the first product
recommended by TS
is Matthew Finch's A Quick Primer for Old School Gaming.
This product is available as a free PDF download from Lulu.com. At 13
pages, it's a quick read – but no words are wasted. Finch cuts a
brisk pace, describing what exactly old school gaming is and why it
can be so darned fun.
Finch
breaks this down for both players and referees alike. For the players
he provides what he calls four “Zen Moments” that highlight how
playing in an OSR game is different from its modern counterparts and
why its awesome. His examples are detailed, but never long-winded.
The author's energy and passion for OSR gaming is evident. For
referees he presents the “Tao of the GM.” The insights here
showcase the subtle (or not-so-subtle) responsibilities a referee has
when running an OSR game when compared to the more modern style of
running a game. Again, Finch's enthusiasm just jumps off the page and
it feels almost infectious. By Orcus, OSR gaming is just too damned
fun!
In
closing, Matthew Finch recommends that those interested in OSR gaming
pick up a copy of Swords & Wizardry – and while this feels like
a plug for his own product at first, he goes out of his way to tell
the reader that the recommended products are available free of
charge. He's clearly in it for a love of the game.
There's
a reason that A Quick Primer
for Old School Gaming
is the first product I'm reviewing on Traveling
Spellbook:
Because it opened my eyes up to the magnificent simplicity of OSR
gaming. Personally, I came into fantasy gaming in the late 1980s and
early 1990s, and have fond memories of the 1991 Rules
Cylopedia compiled
by the late, great Aaron Allston. But, having quickly moved on to 2nd
edition AD&D and 3rd
edition soon after, I never quite “got” old-school gaming. But
with Finch's Primer,
I truly had moments of zen and knew the tao that could not be
described.
Whether
you're a grizzled old gamer whose lost interest in the hobby with the
advent of ascending AC or if you're of the newer generation who
enjoys 4th
edition's streamlined, modular approach to table-top gaming, Matthew
Finch makes understanding, and more importantly appreciating, old
school gaming an easy thing.
Matthew
Finch's A Quick Primer
for Old School Gaming
is available as a free PDF on lulu.com. Give it a read, roll up a
character, trust your DM, and get ready to have a helluva good time.
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