What's Old is New
The Old School Renaissance (OSR) has supplied me with an
enormous amount of entertaining reading, both in terms of blogs and published
game material. The earliest offerings seem to have been aimed to allow
publication of new material compatible with White Box or another of the early
editions. Many make use of the Open Game License (OGL) concept and the Standard
Resource Document (SRD) and seek to recreate one of the early editions of the
most popular roleplaying game. If they
are very close to one of the early editions, they are termed simulacrum or “clones”.
At this point there are multiple offerings for just about every version of
Original, Basic and Advanced. Each new title brings something new, be it organization,
a small change supposed to be an improvement, or some original art. Perhaps
their greatest appeal is price as the new products cost considerably less than
the collectible originals. The original White Box remains my favorite version
of the game, although there are certainly some impressive new games I have recently
encountered. P&P has that "old" look to it and does a good job of
breaking down the White Box into its "essence" and rebuilding
something very similar to the original experience using new mechanics. Chris
Gonnerman's Iron Falcon stands out among the "clones" as probably the
closest mechanically to the original three LBBs plus Supplement I. Spellcraft
& Swordplay by Jason Vey comes to mind as among the most original of the
"nostalgia" games. Like P&P, Spellcraft & Swordplay attempts
to capture much of the spirit of the White Box era of wargames intersecting
with roleplaying. Using a mechanic based on the Chainmail miniatures rules
rather than the more common "alternate combat system", Mr. Vey
presents an alternative visioning of the game had it continued to develop along
those lines. Whitehack by Christian Mehrstam combines the OSR game feel
with some indie-style narrative elements and a brief, but very original setting
description, in a way that intrigues me. Indie gamers frequently “hack” their
games by modifying published rules for their own use, usually involving an
original setting. Yes, the DIY spirit of the 1970’s is still evident in the
more amateur side of the hobby and that certainly gets my attention.
No comments:
Post a Comment