In
this series of posts I am going to discuss, as I see it, the current state of
the OSR – the Old School Renaissance. If that term offends you – and it both
amuses and saddens me that there are still people using the phrase “the so-called
OSR” – feel free to translate the acronym as Old School Rules or something
similar, if it makes you feel better.
Without
a doubt the OSR has changed somewhat over the last 18 months or so. This is
unsurprising as it has been evolving since its foundations. As such, I think
any essay on the current state of affairs would read better if prefaced with an
explanation of the what, when, where and how of the OSR.
The
OSR doesn’t attract the same level of ire and criticism from some corners of
our online community that it did only a few short years ago, although the
sentiment can still be found popping up on various blogs and forums. Most of
these folk tend to have a very limited view of what the OSR is and isn’t. Most
of them over-simplify the origins of our scene and clearly seem to lack an
understanding of the various ingredients that went into the mix that resulted
in the OSR.
Firstly, here’s
what the OSR isn’t...
The
OSR isn’t about people who never stopped playing D&D. Now and then you’ll
come across someone who says the OSR is crap because there can’t be a
renaissance if they themselves never stopped playing the game. These folks are so insular
that they have little idea of what has actually been happening in the online
old school scene over the last decade or so. Don’t take them seriously.
Neither
is the OSR purely made up of people new to old school gaming or coming back
to it after falling out of love with WotC D&D. Sure, some of us fit this description,
but others have been playing the original game right from the start and have never stopped doing so.
The
OSR isn’t just about bloggers, although to hear some people talk on a couple of
the forums you would think that was the case. Blogging has been and is a big
part of it, but simply that – a part of it.
Nor
is the OSR solely about people on forums. Quite hilariously I’ve read posts by
a handful of disgruntled types on a particular old school forum who regularly pour
scorn and hatred upon “The OSR” on the one hand, while claiming to be the “true OSR” on
the other. Amusing stuff. Of course it’s hard to know what’s happening around you when
your head is lodged firmly up your own arse.
The
OSR isn’t just about D&D, but it mostly is. If that chokes you, get over
it, it’s just how it is. It’s not a criticism of your favourite game. It’s
simply what the focus of the OSR thing has largely been.
The
OSR isn’t all about making money through publishing, but neither is it only
about giving stuff away for free. Some people get hung up on one or the other, especially
those who prefer the “revolution” label over revival or renaissance. The OSR is
a bag of mixed nuts I’m afraid.
So what is it
then? A quick history of the OSR...
The
OSR is primarily about hobby publishing and the community that surrounds it.
And it’s mostly based in the online old school scene, although some manage to
identify with it while maintaining minimal online presence. The online old
school community is of course much bigger than the OSR. The latter is simply a
part of the former.
Wizards
of the Coast purchased TSR in 1997 and released 3e D&D in 2000. The era of
TSR D&D ended and the new school WotC D&D began. Ignoring pointless
arguments over whether 2e AD&D is or isn’t old school, the core rules of
official D&D changed and a large section of the D&D fan base dumped the
company and went it alone – the beginnings of the old school community.
Many of these
people found a home at the Dragonsfoot forum, with its 1e AD&D focus.
Various other old school forums hived off DF, but the only notable remaining one
is the Knights & Knaves Alehouse, home of those who consider themselves
truly hardcore, I believe.
In
2004, Troll Lord Games took the OGL and SRD of what was now 3.5e D&D and
produced Castles & Crusades. While not a retro-clone as such, it was
intended to be a game that had a TSR D&D
feel, but with some WotC D&D modern sensibilities. While some old school
gamers were won over by the mix, a great deal many others wanted something more
pure in a newly published game. What Troll Lords did give us, however, was the
understanding that the OGL could be used to reverse engineer TSR D&D from
WotC’s SRD.
Blogging
had become a popular activity, but the old school scene was slow to adopt it.
It really started to take off in 2005. Few old school blogs date back any
earlier than this, but once the strengths and uses of this new tool became
obvious, old school blogs began popping up like crazy. While not impacting the
forum scene hugely, a large number of old school gamers moved their online
presence from the forums to this new medium, for a variety of reasons. Blogging
certainly began to dominate the old school scene, to the bitterness
of some.
It
was in 2005 too that, according to Rob Conley I believe, the first traceable
use of the phrase “old school renaissance” can be found. It was used on a DF
forum thread by an anonymous poster. This wasn’t when the scene was born, but
it was certainly the beginning of our self awareness.
Finally,
around this time Print on Demand publishing – that is, cheap and easy
professional publishing for amateurs – became widely available and used, and on a global
scale, most notably Lulu, which had begun its life in 2002. Throw into this mix the easy to use tools of desktop publishing, with plenty of free "Open" variations available, and suddenly any bugger could publish and if they did it right, to a standard equal to much of what was being produced by professional gaming companies.
Of
great excitement to many was the publishing of OSRIC in 2006. Said to be the
first “true” retro-clone, it was in reality an expanded Player’s Handbook,
rather than a clone of the complete Core rules of 1e AD&D. It was, however, a gamble
that paid off. A bitter feud arose during its development between the
supporters of OSRIC and some of the C&C crew, with the latter predicting
that WotC would rain down legal fire and brimstone on the old school scene, consequently
spoiling it for those who did the “right thing”. That didn’t
happen of course and we know from the last few years that many who are
currently employed by WotC are very interested, in a positive way, in
the developments within the OSR over the last several years.
So, the
retro-clones were born, a sub-section of the OSR it’s true, albeit a rather
large and dominant part of it. The first complete, true clone was published in
2007, Labyrinth Lord, followed in 2008 by the “near-clone” of Swords &
Wizardry. And of course we’ve seen a multitude of variations published since
then.
Over
the next few years the major events and trends within the OSR included the nomination
into mainstream gaming awards of various OSR products, with some even winning such
awards, despite being in competition with big companies such as WotC. The magnitude and
impact of this shouldn’t be underestimated. And then there was the exploration
of the various elements that made a game “old school”, ideas such as
megadungeons, sandbox play, etc. Much of this investigation was carried out on the blogs.
And
now that brings us up to the recent past of the last couple of years. In the next post I will
explore those things that have occurred and affected the OSR over the last year
or so. Hopefully the above will provide good context to what will follow,
making it easier to understand where we are at and why.

