Monday, July 20, 2020

Short vs. Long Form Adventures

One of the great things about the market today is that there is no shortage of material for your favorite D&Dish game. Whether you're playing D&D 5E, Pathfinder 2nd Edition, Labyrinth Lord, Swords &Wizardry, Old School Essentials or literally dozens of other variants, retroclones and heartbreakers there's both a system to suit your needs and a mess of scenarios to make prep easier.

While perusing a variety of recent finds I have been enjoying, for their own purposes, a range of modules....but these modules are not all created equal. For example, Trilemma Adventures is arguably a huge bang for its buck, with dozens of scenarios wrapped in a setting and bestiary suitable for adaptation to your preferred system. Age of Extinction, by contrast, is a pricey six book series for Pathfinder 2nd which will get you close to level 20 albeit through a process of reading an elaborate campaign in Golarian which is exceedingly difficult to adapt to your own setting (and likely not worth adapting to other rules systems).

Still...taken as a whole the typical Pathfinder adventure path may look huge, but they are designed to be digested in six discreet pieces. Not so with most WotC modules, which are monstrous incarnations of mega campaigns. When you buy one of these you are getting everything including the kitchen sink in one gigantic purchase.

In many ways it seems like the conventional wisdom for D&D and Pathfinder in their contemporary editions, the pinnacle of achievement over the last two decades, has been the extensive long form adventure campaign. Most of 5th edition's published modules amount to lengthy campaigns, designed to provide structured frameworks for leveling up to 10th level or greater. Only a few adaptations of older works such as Tales from the Yawning Portal focus on smaller scenarios (and even then providing a framework to interconnect it all together). The only one of these I've run was the early release of Siege at Dragonspear, a level 1-10 romp in four parts.

I don't really understand this style of long-form adventure design. I am much better with (and can appreciate) a good setting book such as the Guildmaster's Guide to Ravnica (well, as long as the book is engaging and fun to read, which most sourcebooks are not). I get more out of the content in Volo's Guide to Monsters than I do out of the latest 300 page super module. I suspect I am not alone in this; for many who GM, the creative process is more rewarding and may be the key reason to play; but there are many who enjoy reading and puzzling out these giant modules to provide much needed direction to their group and games.

Products like Trilemma Adventures, of which there are lots and lots of examples (from Dungeon Full of Monsters which flirts with being both mini and mega to AAW's Mini-Dungeons series on down to Dyson Logos' amazing collections) are designed to provide tools to a different kind of GM, the kind who likes improv and needs only a seed to grow a mountain. Plus, if you like campaigns that are deliberately less structured or more focused on hexcrawling then mini dungeons and short-form scenarios provide plenty of content for populating your wilderness without also committing to memorizing hundreds of pages of content.

The fact that the market is so well served on all fronts right now is a good sign. Most short-form and mini adventures are coming from the indie, OSR and small press side of the equation, but an argument can be made that even Paizo and WotC know there's a market (just not one worth chasing beyond a limited set), and their respective Pathfinder Society and Adventurer's League modules may actually cater to some degree to this market (and not just organized play).

That said....once again I'll toot the horn for Goodman Games, which has built an entire business structure on short-form modules (with an occasional long-form gem like The Chained Coffin) and of course putting an emphasis on making them eminently readable and fun. Like with my prior article, the notion of readability and the even more important factor of being Fun to Read is extremely important to modules, and if someone were able to collect more than anecdotal evidence I sincerely believe we would find that the modules most played are, on average, going to correspond the modules that were the most fun to read (and well-designed too, no doubt).

Ironically, Goodman Games is also responsible for one of the most interesting cases of short to long form design you can find: the Original Adventures Reincarnated Series literally take the classic modules of yore and, under license, adapt these short form gems into modern long form designs. Yes, they can take a 32 page module like The Isle of Dread and turned it into a 200+ page adaptation (while somehow still being the original module, a feat in and of itself). If ever there was a better example of how the short form module contrasts with the long form, this is it.





Thursday, July 16, 2020

Making RPGs Fun to Read

I've been perusing a lot of Dungeon Crawl Classics content lately, and one commonality in the DCC community is a reverence...nay, borderline obsession with Appendix N. This is obviously relevant to DCC, which is a game which has staked its success on depicting fantasy gaming as one might imagine it would look in the 70's based on the fiction at hand for the time. When you read Mutant Crawl Classics and notice it's own Appendix "M" references a movie like Zardoz and a seminal work like Hothouse, you know they're not kidding! MCC drips Zardoz and Hothouse from its pores.

In the course of this, however, it becomes incredibly clear that Goodman Games' two amazing OSR works have something in common: they are really damn readable, filled with interesting content, discussions on their respective genres and play styles, loaded with rules that somehow aren't a slog to process, and have a ton of general and specific flavor.

You would think this sort of approach to game books...making them fun to read....would make sense, right? But not every game can accomplish this, for a variety of reasons. Even my own personal favorite system these days, Pathfinder 2nd edition, is at best described as a true utility/resource. I read it to execute the game I want, but I don't sit down and read for--you know--fun. Ugh! I've yet to find a single Pathfinder tome from Paizo (sorry Paizo!) that was actually a pleasure to read. They all feel a bit like work, even when I am digging in the details of their mechanical systems. Pathfinder 2nd Edition's only really fun to read tomes so far are the Bestiaries* and the Gamemastery Guide, which do have some engaging content; but try reading them against the evocative and gripping narrative in Dungeon Crawl Classics, and you will see a difference. PF2 is interesting to read, yes, but the other (DCC) is fascinating to read. Every game book should hope to be the latter.

I recall distinctly that the very first time I encountered this sort of evocative, fascinating writing was actually Gary Gygax's own musings and ramblings in the 1E Dungeon Master's Guide. Despite how much content and how exotic and interesting it was the DMG was never a particularly easy read, nor was it so much fascinating as exotic and esoteric, a thing apart for being the first of it's kind, but it definitely set a bar for future game designers to achieve.

It would be pretty much a decade+ later when I snagged Cyberpunk 2020 that I found a book which outdid the DMG in terms of sheer nerve in its writing, presentation, attitude and sheer efficiency at describing its own mechanics seamlessly with its setting. Mike Pondsmith made a book which I feel has not to date been toppled by any other work, and I eagerly wait to see if the upcoming Cyberpunk Red can actually pull this off a second time.

There are other games out there that thrive thanks to their evocative writing, but far more lean toward the utility as their key value. Even literary works such as Call of Cthulhu work better as a resource for gaming than as a tome to read for pure enjoyment (baring any fiction segments). Some exceptions to this norm include most everything ever published first by White Wolf and then Onyx Publishing. Say what you will about White Wolf, but their books are (mostly) indisputably readable if you're into the stuff they write about. But...even then....most of what makes White Wolf and Onyx distinct has been the fiction elements, and the actual rules are often quite dry.

Anyway.....just some musings I thought I'd put to blog since I have neglected this poor thing for the better part of a month now. Family just moved recently and things are finally settling down, we have a nice house with plenty of room to enjoy social isolation!


*For an example of a well-written, evocative and arguably fascinating Bestiary, look no further than 13th Age. Pathfinder's Bestiaries are resources; 13th Age's Bestiaries are art.

Monday, June 29, 2020

Invisible Sun on Bundle of Holding


The contentious Black Cube and all books are on Bundle of Holding now: $25 for the cube, and currently about $42 total to get the whole set plus expansions. Considering that the retail for the Black Cube is $99, this is a very nice price point to get digital editions of four rulebooks plus something like a thousand cards and bits and bobs for the main game.....I'll just state that while the Black Cube in physical form is an expensive beast at roughly $252 it's well worth the purchase if you are in to surrealism and modern magic themed universes or a fan of the Cypher System (of which Invisible Sun is not exactly like but definitely adjacent to in design).

Anyway, check it out!

Saturday, June 27, 2020

The Last of Us Part 2 - The Grand Finale of the PS4

Despite thinking I wouldn't get it a few days ago, I did indeed decide that nope, I could not go long without picking up The Last of Us Part 2.

If you somehow own a PS4 and don't know what's the deal, here's the trailer:



The original game was the penultimate title worth picking up on the Playstation 3...indeed, I caved toward the end of the PS3's life cycle just so I could at last catch up on Naughty Dog games, which include The Last of Us and the entire Uncharted series. I replayed TLOU when it was remastered on PS4, and so naturally it was inevitable I would grab Part 2.

There's apparently been some controvery around this title. I've only seen a couple reviews that were at all disparaging, and those were from Youtubers who sometime seem to have an agenda behind their veiled dislike for certain games. As an example, the criticism I watched involved critiquing TLOU2's sotryline as having some plot issues, while suggesting it's play mechanics were not sufficiently new and innovative. Weird critiques, I thought, given Naught Dog's mechanics in their games are very well established and a key selling point....as is their amazing attention to story and plot. So....could it be this was the seven year design cycle that finally fell flat somehow?

Not really. Without offering spoilers (and if you played to the end of the first game, you ought to have some ideas of just where the sequel could go without much wild guessing at all), then you know this is a terrible world filled with all sorts of loss. A sequel diving deep into that makes sense. If you played the DLC for the first game, you know it was established that Ellie, the lead character in Part 2, is not your normal videogame hero stereotype. Joel is closer, sure.....and if you felt that the original game was principally about Joel himself, then you might be expecting more of the same in TLOU2.

Instead, you get an even bolder, darker and more poignant story. It's not really a political story, or driven by any agenda; trust me, it really isn't. But if a reviewer were to see some politics buried in it, that says a lot more about the reviewer at this point than the game itself. The game tells a very, very good story. It is not pulling punches and it is sticking to the dark world it portrays. But if some of their story and character choices bother you....well, maybe you weren't paying close attention in the last game, and maybe this is a chance to learn not to let it bother you and accept that you can leave that baggage behind.

I'll end the article here without spoilers by saying: The Last of Us Part 2 is an amazing game, I an glad I decided not to wait. Now....for those who care not about spoilers....

Here's the spoiler version (SPOILER WARNING!) for those interested in what I am talking around:

Did the spoiler free crowd leave?

Waiting....

Waiting....

Okay!

So Joel, the protagonist of the first game, dies. No one should have not suspected this would happen; at minimum all promos for Ellie strongly implied he would be out of the picture. Whether it was quietly due to heart attack or because a clicker ate him was the real question here. As it turns out, it was even more grisly: remember the end of the first game? The bloodbath Joel engaged to free Ellie from those who were going to sacrifice her life to make a vaccine against the cordyceps infection? Well, what goes around comes around, and Joel made many enemies. Worse yet, Ellie does not know what happened; she was unconscious for most of that. This was very nicely foreshadowed at the end of the first game, and I recall when playing it, "nothing good will come of this in Part 2," and I was totally right.

The secondary issue is that Ellie is not only our lead protagonist, but her being a gay character central to the plot is leaned in to, albeit in a natural and not "preachy" way. This world has too many other wrongs, too much other misery, for the game to obsess about the fact that the survivors of this future apocalyptic setting don't have much time to worry about who's sleeping with who. The story engages naturally; literally the only issue that Joe Gamer could take with the characters as this story unfolds is that Ellie isn't male (and straight). The guys who've done reviews bitching about game elements seem to step around this very carefully (because they don't want to admit it bothers them); it's a common issue with certain gamers out there, especially those who liked the first because they need to play a "relatable (male) character" like Joel in order to feel engaged with the story, and the loss of Joel mixed with Ellie's rise to prominence is probably a serious shock to this certain subset of gamers.

It shouldn't be, but it is.

Anyway....if you like single player experiences that are full of compelling plots, characters, graphics and gameplay then you owe it to yourself to grab The Last of Us Part 2 (and the first one as well if you haven't played that, either). Just be warned! It's an amazing game, but also a very depressing story and easily portrays one of the most miserable post-apocalyptic settings in gaming history.

Friday, June 26, 2020

A Nice, Clean, Traditional Pathfinder 2E Character Sheet

While looking for a character sheet that didn't contain a vomitous level of burgundies and blues, I stumbled across this redditor post from viemexis which offers up a very clean, traditional looking four page Pathfinder 2E sheet that is not an eyesore and is easy to use. Sure, it's still four pages long.....but at least it's easy to look at!

Character sheet here.

Wednesday, June 24, 2020

The Virtual Subtraction

I don't know how many of you are craving a real table with real dice, real paper and real books right now. Oh yeah...and real players! Gotta have that.

I'm four months in to Roll20 and as I've mentioned before, online gaming has perks. But it has a huge level of detachment, too. I game with friends I've been meeting for RPGs now for many, many years....in some cases we've been gaming together for 15+ years now. It's good we all have a way to keep meeting, even if the COVID-19 risk tends to be higher for us as we're all in older and sometimes higher health risk demographics.

Stuff I miss....such as hand drawn maps.....I've worked around by doing the maps as I wish then scanning them in (heck, even a good photo works these days).

I guess you could roll dice remotely if you really wanted. Or keep a character sheet on paper (I keep most of my gaming notes and stats on paper even with Roll20 anyway).

But just....sitting around a table with other humans? Yes, I miss that. Roll20 is absolutely better than nothing, but I find myself more and more wondering what people who are "heavily virtual" are getting out of it (and more to the point what is it they they have which differs from my experience. Despite being at heart a closet introvert, I've always considered direct human interaction more relevant and "real" to me; online gaming works, but just isn't the same. It's really a personal deal, and not a statement about others' experiences.....YMMV with this an all, obviously. But for me? Yeah, I can do Roll20, but it's just not quite the same as having a gang sitting around the table and playing games.

Monday, June 22, 2020

This Right Here (The Last of Us Part 2)

Just a comment that today's Penny Arcade precisely encapsulates why I haven't picked up The Last of Us Part 2 yet:


I feel bad for Naughty Dog. I bet it's an amazing game, but The Last of Us Part 2 was delayed several times, and I am sure they need to get it released before the next console generation comes crashing in, but this is precisely the kind of game I don't really want to play right now. It's not even a "horror" thing....it's the fact that this is a sequel to one of the most emotionally intense, depressing and miserable games of the last console generation, and the state of the nation (and world) right now just doesn't lend much room to voluntary misery.

Also, it probably doesn't help that we should all suspect a "TLOU2" remaster next year on the PS5. Just saying!

Tuesday, June 16, 2020

Pathfinder 2nd edition at Level 17; Advanced Labyrinth Lord; and other musings

Used as a pivotal scene in the current PF2 campaign
At last another post! After a prolonged absence I have returned. Our big event for the last four weeks has been moving. Not far...we're still in Albuquerque, but in  a nice house in a better neighborhood with a decent commute.

Anyway, my weekly Pathfinder campaign that has been running since PF2 came out is now hitting level 17. I thought I'd make a few comments about life with Pathfinder at very high levels of play. This all with the caveat that we've been doing our gaming on Roll20 for the last three months, so keep that in mind.

First and foremost: combat in most cases feels as quick and smooth as as lower levels, although with some minor hitches. There are monsters, for example, that I think are a pain in the ass to run. This is less about the mechanical side of things and more about design; when you have a species of rats with adamantine bone and teeth, for example, that soak most physical damage then yeah, they're going to be a tougher (read: longer) fight. With the way things work Pathfinder you as GM will see a bit of the cogs behind the curtain and realize that giving something 15 resistance against physical attacks is a bit like giving something 15 extra hit points for every hit it takes of that type. There are probably easier ways to do this that make the book-keeping or math simpler, while still retaining the flavor of "made of adamantine metal" and all that connotates without the extra layer of tracking....but it's hardly a significant complaint considering how much easier everything else is to run at high level.

The second item is the one that is tripping me up a tad: as many of you know, when you get to high level things get wonky. GMs who plan for serious overland journeys, for example, may be disappointed at the wasted effort when the players simply teleport or planewalk to their destination. In PF2, there are still some "fast track" options at high level, but they are considerably more restrained and prohibitive in their use, such that my players are less likely to attempt them unless they really need to....or are backtracking. As a result, some of my campaign assumptions that they would be fantasy-jet-setting around have been stymied, and I've made up for it with NPCs providing a teleportational lift here and there to keep things moving at the expected pace. That said, it also means I need to spend more time familiarizing myself with the possible realities of travel and  high level play in PF2, and specifically how it is more tempered than in other editions.

Third, and this is an odd one: I swear that as you creep up to 20,  the power balance of +/-4 levels as the ideal safe range for encounter design has narrowed. Encounters 3 or more levels lower may take some time, but they are ultimately mostly trivial threats. Meanwhile levels of equivalent challenge to the party level are even or greater matches, and +2 levels feels about the highest level of difficulty I can throw without too much risk of death. As a note: I am keeping to the rules on pacing magic items to roughly PC level (and in some cases higher). This is an interesting contrast from prior editions, where often by level 15 or greater risk of high level PC death was mostly a conceptual space, but not a thing that anyone took seriously. Could it happen? Sure, but the hapless PC will likely get resurrected, sure. In PF2 this is different.....the risk of a TPK still feels like it exists if the PCs bite off more than they can chew, and these really high challenge level encounters in PF2 leave me wondering just how a level 20 group will take on, say, the Jabberwok which looks to me like it has a nontrivial chance of mopping the floor with half of them. 

Still....all things considered, the next time you talk to someone who complains that PF2 is swingy, just note that you are talking to someone who didn't take the time to understand the game on its own design terms. PF2 is possibly the least swingy of all iterations of D&D I've played to date, and the easiest to predict how combats will go by relative challenge level. I can very consistently identify that a fight will go a certain way by simply dropping it 2-3 CLs or increasing it 2-3 CLs, and a big part of the reason for this has entirely to do with the +/-10 degree of critical success and failure baked into the resolution system. When you are fighting inferior opponents, for example, you know their likelihood of failure with each additional attack goes up more than if they were equivalent level. Likewise, a foe of greater strength against the PCs means the PCs proportionately have greater risk of failure on iterative attacks and are wiser not to use them....meaning the tougher opponent takes even longer.

All things considered I like the fact that I can design encounters with a strong sense of how it will work out, but there are variables. My next campaign will, rather than strive to rush to level 20, focus on level 1-10 play for as long as possible. There are a metric ton of monsters and interesting things at this level of play I haven't has as much time with for the last seven levels on Saturday.

Last week my son expressed more interest in playing D&D, but told me he wants to play "your game," which I realized was Pathfinder. I've been reluctant....it's a bit more complex, but my son appears to be on the path of becoming a budding hipster,* so he wants to play that cool game, not the one the other more plebian D&D gamers are all playing (my summary of the conversation! His statement was more along the lines of "I want to play the cool game, not D&D, that's what the boring guys play." Sigh.....barely nine and he's already edition warring. 

I have tried deflecting, though, by proposing Advanced Labyrinth Lord. I feel like it's at the right level of complexity for him, probably because ALL is at the precise level of complexity that I discovered around his same age with B/X D&D and AD&D, minus the Gygaxian writing. He seems keen on it....after all, it's not "just D&D" (whatever that means to him and his generation). Either way I win as the gamer dad!

In all honesty part of me would like to run a campaign in Advanced Labyrinth Lord just as a contrasting experience, or maybe a palette cleanser to the last twenty years of D&D mechanical design. AD&D never quite frustrated with its power escalation in the ways that contemporary editions of the game (from 3rd edition on) have been capable of, and I'd love to re-explore why that might be. Could you have grossly overpowered PCs back in the day? Yes, but the etymology of how they came to be that way was often easy to decipher, and the GM's power to rectify the matter was ever present. Pathfinder 2nd edition (and D&D 5E) both feel like strong answers to a legacy of questions that started with 3rd edition in 1999-2000, but both answer this issue in ways that draw upon, at least spiritually, the 1st and 2nd editions (and B/X) of D&D. 

Anyway....we'll see. Too much to do and not enough time to game!



*Not just D&D. He lectured me at length on why he won't buy ordinary Hasbro Beyblades, only wants to save his chore money for Japanese imported Beyblades, and the risk of Chinese knockoffs. If your first question is, "What's a Beyblade?" then welcome to my club.

Sunday, May 24, 2020

Gamma World: Anomalies (also Cypher System)

I've been prepping a lot of Gamma World, and in the process have found plenty of new ideas in art and other sources for new Gamma Worlds beasts. Here then is the first of them, for GW 1E:

Anomaly
AC 4
Move 12
Hit Dice 15 (75 hit points)
Power Source: broadcast; solar powered; internal fusion core (112 year life) (pick any two)
Sensors: standard, infrared, ultraviolet, radio, maser
Control: cracked (removed controls); still responds to voice commands from PSH (35% chance)
Construction: the first sighted Anomalies were distinguished as "raw" android forms, missing humanoid imitative flesh and reflecting only the raw chassis. Later models show a great deal of modification due likely to necessary repairs with junk on hand.
   Anomalies are rogue artificial intelligences using robot or modified android bodies. They are inimical to humanoid life though they may irrationally protect pure strain humans. The stories speak of the earliest anomalies appearing near installations of the ancients known for lethal zones and other violent robot forms. Scholars of the ancients think these may be "drones" with the intelligence of the AI hive mind, sent out to serve as scouts and scavengers, but over time they became increasingly dangerous, attacking mutants on sight.

   Anomalies do not seem to be built with weapons and instead rely on scavenged goods. As such, they typically have access to what is available, though that is often (initially) a battle axe (1D8, +2 due to strength) and a laser pistol (5D6). After a while, the anomaly often loses or recycles these weapons and ends up relying on cruder weaponry it salvages. 


Cypher System:

Anomalies are Level 4 (Health 16; Armor 3), armed usually with laser pistols (4 points) or crude melee weaponry forged from scrap (6 points). Anomalies are highly resistant to intellect-based attacks (level 6 intellect defense) and immune to effects such as poison and gas unless it would directly affect the metallic body.

Thursday, May 21, 2020

Weird OSR Quirks

I've been revisiting various OSR titles from the last fifteen or so years. OSR as a corner of the gaming industry is an interesting duck; it has a certain defined size and it's own specialized corners of what is arguably a cottage industry of gaming in general, and those quirks are often quite strange or unique. Here are a few of the oddities I have noticed or questions raised when I review the OSR titles I am familiar with or own in some form....noting of course that I used to be much, much more involved in the OSR games on this blog and have run campaigns in S&W Complete, C&C, OSRIC, Labyrinth Lord, SWN and White Star, so those tend to be the ones I am most familiar with. For my purposes enjoyment of the OSR movement stems more from appreciation for these rules on their own merits; starting as a gamer in 1981 left me with nostalgia more for the campaigns, people and general fun, but even from day one I was heavily modifying the rules to include skill systems, class freedom for demihumans, and other things some OSR circles consider sacred to the concept.

Anyway....the list! More musings than anything else:

1. What's the deal with Devils in OSR?

Devils appear in the AD&D Monster Manual, and are tied to the nine-point alignment system. As a result, a preponderance of contemporary OSR titles do not touch on devils because they often seek to emulate OD&D or B/X D&D, neither of which traditionally had complex alignments, therefore did not have need for lawful evil devils. In B/X they simply avoided demons and devils entirely. As a result of this you can only really find devils on OSRIC, and they tend not to show in games using only law/neutrality/chaos as the axis of alignment.

This has led to some oddities. For example: Frog God Games has adapted large tomes of monsters across multiple systems, leading to stats for devils which make sense in Pathfinder or D&D adaptations, but also leading to their appearance in Swords & Wizardry which otherwise is missing the parade of devils traditional to AD&D.

2. Weapon Proficiencies - Hassle or Mission Critical???

OSRIC is very faithful in catching the key salient rules of AD&D 1st edition while also making it a clear, comprehensive modern explanation of the rules. It is, so far as I can tell, the only version of the game to also faithfully adapt weapon proficiencies. Other games emulating later editions (such as For Gold & Glory) also do this, but aimed at AD&D 2nd edition sensibilities. Otherwise? You really don't see weapon proficiencies come in to play at all. B/X and OD&D variants need not worry, but for example even "inspired" ruleset like Castles & Crusades avoid these mechanics or bake them in to the fighter only.

3. Taboo Skill Systems

There's a compelling case made in Matt Finch's treatment on what Old School Gaming is that OSR treats the play experience not merely as a simulation letting you live vicariously through wizards, rogues and fighters but as a challenge to the player. There's an equally compelling argument going back to before 1981 when I first started gaming that says that having characters with a way to guage skill sets that may not be possible in the player allows for a better simulation. I once gamed with an avid GM in the early nineties, as an example, who argued that if you did not tell him in details HOW you saddled and rode your horse then you were doomed to failure. He allowed no room for players who were less proficient or knowledgeable in such matters than their characters might be; it was a sort of Villains & Vigilantes style thought process on gaming, the notion that your character was very much YOU in every sense of the word, just with a sword or superpowers or magic added on....but somehow not skills reflecting knowledge that a fantasy character might have but a modern gamer might not.

Back in the 70's and 80's when you decided you wanted agame system with a robust skill mechanic you wrote your own game. In AD&D land you waited until the Wilderness Survival Guide came out, a book which I distinctly recall I hated with a passion by then because I had already been exposed to smarter skill mechanics in Runequest, Palladium Fantasy and even GURPS (also the then late-great TFT). Today, in the OSR movement, you avoid skills like the plague, or maybe provide a simple mechanic such as a "skill" save or something....unless you're trying to replicate AD&D 2nd edition or BECMI, in which case go for it. SF retogames have skills....but see next!

4. It's always "Like Traveller, but OD&D"

Barring the Cepheus Engine which has lite versions of Traveller by Mongoose, few SF retroclones actually do retrocloning for the SF games of the 70's and early 80's, but they all have a habit instead of doing, "OD&D, if it were scifi" instead. Why is this? Stars Without Number is OD&D inspired with a loose Travelleresque skill system attached. Other SF games tend to be "retro inspired" rather than actual retroclones; I have seen nothing that even tries to actually emulate Classic Traveller, Space Opera, Universe or Star Frontiers, to name the Big Four I recall back in the day.

Some of this could be limits of the OGL, but the truth is the OGL has been applied very creatively to emulate mechanics of all types, so it should be possible. This unfortunate tendency to make the OSR all about OD&D and later iterations leaves a large hole, I feel, in the power of modern rewrites to bring back older systems as close to the spirit of intent while being legal as possible. For now, though, we instead have a field filled with games that evoke some of that, but maybe fill a niche of "this would have been an awesome game to have back then, but at least we have it now" type systems. Just imagine, for example, if White Star had been released in 1980....that would have clobbered Star Frontiers (IMO)!

5. OSR Is Weird and Sometimes Lurid but Also It Really Wasn't Like That

Okay, for some groups out there it may have felt this way, and maybe for some golden period in the early seventies there very likely were some groups that felt like Dungeon Crawl Classics as the genre is re-re-envisioned today. But the truth is: all the deliberately kitschy retro games out there from DCC, Venger Satanis, Lamentations of the Flame Princess and so forth, the original market was not predominantly about this. It's a better notion that there were definitely tables where such gaming went on, but the level of R-Rated content, X-Rated content, or just plain trippy hippy "too much LSD before the game session" content was not so common. The stuff we see today in the OSR movement which contains wild recreations of over-the-top madness is good now because it reflects a modern environment which lets people do really crazy stuff with their old buddies, but when I was a teenager the craziest thing we got up to was timid by comparison, totally PG stuff for its day and age.

Ultimately, the really crazy content out there today is great fun (if you're in to it; I admit I only like the DCC stuff of what I listed above) but its highly specific to tastes and tolerances of a subset of this cottage industry, a bit like how Heavy Metal is out there, but most comics are a lot more timid. Still, the prevalance of this content in the OSR probably gives the young'uns an interesting (and false) impression about the Wild West of the old days of gaming!


Anyway.....just random musings....