Just kidding: actually, I just wanted to write Yet Another Bloody Retroclone (YABR).
What's the point? Well, in the larger sense, none, which is to say that I have no illusions that what I'm doing is markedly original or really "needed" by the already well-serviced Old-School Renaissance fanbase. However, this isn't a blog designed to shill a new game. Rather, my real interest here is in the process of design itself.
The thing that makes the OSR community stand out compared to most others is the degree to which its participants love to tinker with the rules. Even if the vast majority of what is being done is focused on re-iterating the core B/X design, there's still a lot of playing around with mechanics and rules philosophy when the community is taken as a whole.
And that's what really draws me to it. I've been designing or altering games for as long as I've played them. In some cases, I felt that the originals weren't doing the job right. In other cases, I wanted to add to an already excellent base. I wrote an add-on for the Battleforce mass combat rules for Battletech on a 286's BASIC editor (which did not at all like being treated as a word processor) when it was clear that there would never be a proper expansion. When one supplement for Palladium's Teenage Mutant Ninja Turtles RPG listed a pile of superpowers that could be adapted from their superhero RPG, but told you to go get that book for the full details (impossible for a poor kid in a small town in the pre-internet days), I wrote a new powers chapter instead. It was undoubtedly horrifically broken, but that's beside the point. I wrote a pen and paper Master of Orion adaptation and ran a dozen players through it for a year.
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| Oh man, this book. |
That brings us to the OSR, particularly the need to define it. If not as bad as Potter Stewart's legendary definition of pornography, there's a lot of discord over defining just what makes a game OSR, and what "proper" OSR play looks like
Do we really need to do this? I think so. I'm going to try and define my game as OSR after all, and if I can't say what that is then it doesn't speak well of my efforts. Beyond that, if you don't define what you're going for in your project from the start, you can be in for all sorts of problems. Scope creep. Rules at odds with one another. Missed opportunities. A disjointed feel to the book as a whole. So in my next post I'll make a quick overview of OSR and, more importantly, what it means to my attempt to write my OSR Simulacrum.

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