Someone was asking me about OSR random tables that were all the rage in the 2010s. Reminded me of this blog, which has some incredible content (eating dungeon monsters table is my fave and a must for any fantasy campaign).
Happy reading!
Someone was asking me about OSR random tables that were all the rage in the 2010s. Reminded me of this blog, which has some incredible content (eating dungeon monsters table is my fave and a must for any fantasy campaign).
Happy reading!
Ben from Questing Beast just did a deep dive with This video about OSR style gaming. I think one of the reasons Stormbringer has lasted as long as it has with minimal changes is because it meets lots of the requirements he outlines.
First, he notes the characteristics of an OSR style game:
1) The System Needs to be Incomplete
(As I've noted, original Stormbringer is almost rules lite in its lack of rule minutae)
2) System Supports Rulings via Disconnected Rules
(Elementals, Elan, Demons, all pretty disconnected and again rules lite)
3) System Has A Way To Resolve situations
(skill system)
Ben also notes that 'crunchy' systems don't allow OSR style gaming, but what do we mean by crunchy? Crunch, in my estimation, implies two things:
1 - There is a number or stat for everything
(Contrast the statted out Arioch of D&D's Deities and Demigods, who is a 10th level Bard for some reason, versus the paucity of stats for any god in Stormbringer)
2 - All effects have been laid out, leaving no room for interpretation (ie rulings)
(In D&D, all Arioch's attacks and abilities are clearly spelled out, conversely making him more limited in power. In Stormbringer, summoning an avatar of any Chaos lord makes them have all attributes at 10 x that of the summoner, with SIZ and shape at will, and as we are told, "Lords of Chaos may accomplish anything up to the destruction of the world... by fiat." This means power is effectively unlimited, as a god should be.)
Deities and Demigods shows up the difference in the D&D and Stormbringer / OSR mindset. In the Melnibonean Mythos section, all gods are given stats. This means they are killable.
"To a hammer, everything looks like a nail." Hit points imply combat, and feats & powers limit action to what is on the character sheet.
By this metric, Stormbringer 1E Elemental rules are very OSR, while demon rules become less so from 1E to 4E and its laundry list of powers, which is a very 90's thing.
Stormbringer has accumulated some crunch as it aged, witness the jump from 1E rules lite demons to 4E catalogue of powers demons, and Elric! spells. But this still pales in comparison to modern D&D.
Next, Ben asks, "How do you support the rulings not rules principle at the adventure level? You give players problems that can only be solved with innovation." He also notes, "I've noticed that fairytale and mythology frequently contain great examples of these types of problems."
What Ben has hit on is the narrative aspect of old school gaming. This is the influence of the source fiction, where triumphing comes from being inventive, not just the game of whittling down hit points of enemies. Moorcock's stories are very mythic, witness the golem Aubec defeats by showing it its own reflection, or how Elric uses elementals to escape the Sack of Imrryr, which is emulated in the Elemental rules' lack of heavy simulationist crunch. In game design, I think we forget the source fiction to our detriment. Part of the reason D&D went down the crunch for crunch's sake road is that it made its own (to me) lukewarm settings that I never got into, and that had no guiding narrative constraints for its designers. Thus D&D became its own game-narrative genre unto itself, an ouroboros eating its own tail.
This may be why Dragonlords of Melnibone failed - it is hard to have Moorcockean mythic stories in a game of preset feats and spells.
Ben then resumes OSR style problems according to the venerable Goblin Punch blog:
1 No easy solution
2 Many difficult solutions
3 Requires no special tools
4 Can be solved with common sense
5 Isn't solvable by ability on character sheet
Here is where Stormbringer falls down a bit. As I have noted, original Stormbringer is schizophrenic. It has stats and skills for characters, but none for Elementals. Some of its published scenarios are nothing more than reskinned D&D dungeon crawls, but even the starter adventure, Tower of Yrkath Florn, has hints of the mythic OSR style in it. The demon trapped in the tower can be bypassed, fought, or bound, depending on what the players feel they could or should do. This is a stark difference from the norm of monster = combat from other games.
Another way to express this dialectic is "Is the GM a computer, or is he a philosopher? Are the players bean counters, or fellow storytellers?" Stormbringer's inherent mode of combat = avoidable, emulated in the lethality of rules and inspired by the source material, pushes this question to the fore.
Ben calls the principle "Create Problems Without Solutions" and notes that it is the players' job to find solutions, with or without GM help. Readers may remember I touched on this in my Moorcock bestiary, in which I changed the Kay from boring Kobold stand ins to mobs of psychic crabs, and wrote:
"How can the PCs defeat an innumerable enemy? I don't know. That is their job to figure out. Maybe their sorceror-noble can call on the Lord of Crabs, or use flaming oil, or start a Cajun crab cook up."
I agree with Ben when he notes, "For me as a game master, I just love seeing players find a way to bypass these OSR style problems." In my Laughing Tower playtest, young players unfamiliar with Moorcock / Stormbringer tried to emulate skills by rubbing mud on their face for camoflauge, while older Moorcock-loving players interacted with NPCs in unforeseeable ways to get what they wanted.
I agree with Ben when he notes, "Anything that gives you a numerical bonus is not an OSR style tool. What you want are tools that allow innovative problem solving, that stretch the brain." Stormbringer has tons of such tools in its Exotic Treasures section, all ripped directly from Moorcock. But its Elementals, though lacking hit points and other crunch, provide very flavorful yet unpredictable ways to solve problems.
As Ben says, "If OSR problems are problems without solutions, then OSR tools are solutions without problems." And this is a lot easier to do in Stormbringer than other games, due to both its system and source fiction.
For this reason, in my next Stormbringer post, I will be looking closely at how the game mixes a minimum of stats with a modicum of narrative options in its Virtues vs 1E Demon rules, a dichotomy of power I have unfairly overlooked for decades.
Last week, I got offered a spot in an OSR game an old friend was running for his nephews & nieces.
When I stated my preference of 3D6 down the line, I was laughed at and told to roll 4D6, drop the lowest, and arrange to my liking.
I walked away.
What even is the point of playing a broadly competent but unremarkable character?
Why don't you just play 4E, grab your 18, 18, 17, 17, 16, 16 array, and pretend to roleplay when you're just doing an analog simulation of a CRPG?
Am I out to lunch?
Here, let's compare two characters to see which is more compelling to play.
4D6 Drop Lowest
2, 3, 3, 2 = 8
2, 2, 4, 6 = 12
2, 6, 2, 2 = 10
6, 2, 6, 5 = 17
3, 5, 6, 5 = 16
2, 5, 6, 1 = 13
So, you'll either put the 17 in STR for a Fighter or INT for a Mage, 16 in CON for HP or DEX for an AR boost, dump 8 in CHA and call it a day. Other stats go wherever. Ho hum, another Murderhobo. And everyone else in the party will have the same cookie cutter stats, unless they got super unlucky and become the object of derision / scorn, or so high they are envied and reviled. Because we don't play for the individual in OSR / NSR, we play AS A PARTY.
3D6 Down The Line
STR 3, 6, 4 = 13
CON 5, 6, 1 = 12
DEX 4, 3, 5 = 12
INT 6, 5, 1 = 12
WIS 5, 2, 6 = 13
CHA 6, 3, 5 = 14
Wow, got super lucky! No really 'hopeless' stats (a moniker I hate, as I just consider a low stat a roleplaying hook), but that 14 CHA tips me towards taking a Bard, which I LOVE doing in older editions. This gets my juices flowing to see how this character will interact with others with similarly evocative stats.
And that is why I said no thanks.
A friend sent me a huuuuge osr bloglist.
This is how they described my humble tomb:
Just stumbled on THIS great OSR resource site.
Lots of great stuff I ran into years ago but lost when I changed PCs.
Cheers!
I don't think this blog is OSR any more. That's because I don't think the OSR is OSR anymore.
Let me explain...
To me, the OSR was three things:
First, it was a response to what many saw as a step away from the games we love, through both the churning out of over-priced and increasingly complex new editions, as well as the unavailability of many out of print games people still loved, but were no longer supported.
WotC ironically ushered in the era of retroclones and tinkering with old systems with its Open Gaming License. I suppose they didn't see the harm in losing a few old neckbeards to older editions, and thought like a D&D fanatic friend of mine, who said about anything pre-3e "Who'd wanna play that old garbage?"
It was ironic that OSR consulting would lead to 5e, which has now become a corporation juggernaut whose marketing and production puts the splatbook excess of 2e and small press explosion of diminishing returns that was the d20 glut to shame.
The result of this corporate media 5e saturation is the rise of anti-5e Facebook groups and gradual disenchantment with 5e and profiling of other, new indie games by D&D Youtubers and RPG podcasters.
In the Halcyon days of the movement, OSR meant high quality passion projects. Look at the Society of Torch, Pole, and Rope, Telecanter's Receding Rules, and Chogwiz just to name a few. They churned out content of amazing quality, and showed what motivated bloggers could do. Few of those old craftsmen OSR blogs are still around, with exceptions like Tao of D&D, and modern blogs offer mostly 5e reviews and mods (How to build X character from a movie / anime in 5e).
Even EN World has started musing about the drop in quality of 'D&D articles.' This is what happens when corporate media takes over coverage of a hobby and begins churning out soulless listicles to lure in young customers who don't know other games.
The early OSR was very diverse in its tastes, and if half of OSR blogs focused on older editions of D&D, the remainder looked at other TSR games (Top Secret, Star Frontiers), IP like 007, or cult hits like Unknown Armies. One of my favorites was the sadly gone Mesmerized by Sirens, which made a point of ferreting out old and obscure games.
The early OSR was also diverse, and featured women bloggers like Akrasia, and bonafide porn starlets throwing off stigmas and chucking dice. There was very little politics and polemics, but gradually these increased to be the deafening rumble of misogyny and attacks on leftist strawmen that we sadly see too much of today. When a blogger writes pages and pages insulting and belittling others instead of writing about games, it is time to head for the door.
I'm not the only one who is thinking this. Although I've had this post in mind for a while, the venerable Alex Schroeder has beaten me to the punch and also gave up the OSR moniker.
So does this mean I am shuttering this blog? Far from it. I'll keep chuggin away at my tinkering with old games, weird musings, and introdcutions of the newer games that now beckon to me from my shelf. I suppose changing the O to N won't make much of difference...
... but it'll feel right. And that is all that matters.
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