
If you spend any amount of time in the fantasy/D&D on-line community you've no doubt heard of the "Old School Renaissance". I don't know that I can describe it properly (mainly because people are so anal about categorizing their niches these days), but it essentially consists of people who want to recreate the gaming experience of the early days of D&D and RPGs, generally when people were playing
"Original D&D". Often it entails recreating rules-light clones ("retroclones") of old games with an eye towards modern sensibilities. Of course, the definition of "old school" varies; most seem to agree that OD&D is "old school" while many apply the label to 1st Edition AD&D as well. Some people even consider 2nd Edition to be "old school" (I don't, but to each his own). Some games that are considered "retroclones" include
Swords & Wizardry,
Labyrinth Lord, and
OSRIC. Links at
this post may explain it better.
I look at the Old School Renaissance with a mixture of interest and bemusement. The latter mainly due to, again, the anal nature of how some of its participants want to categorize and validate the various aspects of their hobby (not that this is new or restricted to the gaming community). One example that stands out is how upset some of the old schoolers are that Monte Cook's
Dungeon-a-Day is billed as a "megadungeon", since he apparently doesn't have enough old school cred to use such a term or it can't be applied to something d20/3E, or whatever (I'm not sure of the specifics, and frankly I don't care; the argument is silly regardless of its reasons).
Snarkiness aside, as I said it bears a certain amount of interest for me. Part it is nostalgia, which I think is the subconscious appeal for a lot of folks: OD&D and the clones remind many people of a time in their lives when gaming was their only care in the world; they didn't have to worry about obligations to their spouses (well, wives, since most of these people are dudes), kids, lawn care, the economy, their health, etc. Nostalgia makes the crappy, amateurish rules systems they used as kids seem "better" than modern systems, since it's more of an association with what their lives were like back then rather than how "good" the rules systems were. I'm sure many of them would take offense to that and argue about why I'm wrong, though I'll wager the more enraged they are, the more right I am.
But nostalgia is certainly not the
only draw. I think there was a different overall "feel" to the games of that time. It was a feeling more of mystery, of exploration, of discovery... I may not be describing it properly, but I would say it was more about the experience of immersing yourself in another world. The focus wasn't on "character builds" like it tends to be today (and has been since the "Complete" handbooks of 2nd Edition, if not earlier) but on interacting with the world - seeing what lies within that cave or what's over the next hill. Again, I may not be describing it well; I suspect people who cut their teeth on d20 or Warcraft might not get what I'm saying. Many who entered the hobby prior to that probably will.
Of course, it's easy to look at the past through rose-tinted glasses. Were all campaigns about "immersion in worlds of imagination"? We all know the answer to that is "no". Hack-and-slash, min-maxing, and munchkinism have been a part of the game since the beginning and have always been the dominant play style. That's why games like WoW are and always will be more popular, and "true" RPGs (or mass market RPGs played the "right" way) will always be a niche. The difference, I think, is that these days there's a lot more support material for the style that emphasizes character "builds" (powers, feats, prestige classes, magic items, etc.). I wouldn't say there's LESS material for other aspects of the game, but the class-oriented splatbooks we've gotten for every version since 2E (specifically thinking of D&D/AD&D) imply otherwise. That's not a bad thing - it just is what it is. It's the evolution of how gamers approach the game coupled with the business models that WotC and other companies have found to be the most profitable.
Now does this mean I'm abandoning 4E and starting up a "Swords & Wizardry" campaign? Not at all. Besides the fact that I think my players would hate that (if we dropped 4E I doubt they'd want to go any farther back than 3.5), I don't have any desire to go back, other than as an occasional one-off shot of nostalgia. Mechanics may vary, but I believe that "feeling" is more a product of the presentation of a campaign than what ruleset you're using (though for me, I think achieving a particular feel is easier with 4E than 3.x or even 2nd Edition).
Labels: 4E, d20, DnD