The OSR Wikipedia page lists
OSR as standing for either Old-School Revival or Old-School Renaissance. I’m
not sure if a preference exists within the OSR community or if a consensus on
what OSR “stands for” could ever be achieved. And it may not matter – the difference
between “revival” and “renaissance” may simply be a matter of semantics or
personal preference. However, it occurred to me the other day that the
distinction between these two initialisms could perhaps speak to a greater distinction
in the OSR community.
First, a discussion of what these two terms mean to me.
“Revival” conjures images of a dead thing come back to
life. In other words, reanimating a (previously) dead corpse, like Lazarus up
and walking about. For all intents and purposes, the “revived” thing is the
same as it was before it died, unchanged.
Pictured at right: The rules of early D&D, reconstructed. Pictured at left: revivalist OSR players, eager to play. |
“Renaissance,” however, conjures images of the Italian
Renaissance. During this period, artists gave “rebirth” to Greco-Roman artistic
influences. However, the artwork created during this time did not perfectly re-create
ancient Greco-Roman artwork. Instead, Renaissance art distinctly comes from the
15th and 16th century. You can tell the difference
between ancient Greco-Roman art and Renaissance art if you know what to look
for. Renaissance art drew inspiration from ancient Greece and Rome but did not
emulate it with perfect fidelity.
The ancient Greeks and Romans never did anything like this. |
To me, this speaks to a greater division in the OSR
community between faithfully re-creating the rulesets of early D&D and
adding innovation to make something new.
Of course, when I say “conflict,” I do not mean an open
debate or “opinion war” actively being waged. I think the OSR community is the
OSR community, and many more things divide it than the conflict I present here.
However, a person or product can identify themselves as “OSR”
if they seek to emulate or integrate something from early D&D into
the games they presently play. And, once that person seeks to emulate something
from early D&D, the question arises: to what extent do they want to
re-create (what they perceive as) early D&D? Do they see an element or two
they wish to capture, or do they wish to recreate the entire play experience?
To me, Old School “Renaissance” speaks to the former. A
member of the “Renaissance” finds some value in early D&D and scraps the
rest in favor of crafting their own ideal, personalized play experience. On the
other hand, Old School “Revival” speaks to the latter. A member of the Old
School Revival seeks to emulate early D&D as closely as possible, because
emulating early D&D is their ideal play experience.
Again, this distinction is purely arbitrary and not
grounded in actual divisions of the OSR community. I don’t believe people go
around labelling themselves as “Renaissance” or “Revival” based on their gaming
preferences. However, this spectrum helps me better visualize the content and
products I see coming out of the OSR scene.
For a moment, let’s imagine a caricature of someone on
the extreme end of the “revival” movement. This person would seek to emulate
the play experience of early D&D as much as possible because that is the
play experience they desire. They would study the notes of Dave Arneson and
Gary Gygax to determine how they ran the game and try to mimic them in their
own. They would use only notebook paper for character sheets, and perhaps buy
sets of dice on which the numbers need to be colored-in with crayon.
Of course, this individual would need to choose exactly
which game to emulate. First edition or B/X? Greyhawk or Blackmoor? Published
modules or homebrew? This decision rests on the play experience they desire.
However, for this hypothetical person, their desired play experience rests in
their conception of the past.
Contrast this with a hypothetical member of the “Renaissance,”
who instead studies early D&D and looks for elements of it to bring into a
game firmly rooted in the present. They would pull more from modern “innovations”
in gaming and take from early D&D only what they find value in. Theirs
would be a game that captures the“feel” they want from early D&D, but
the actual game they play may be substantially different.
This distinction is helpful for thinking about the gaming
systems from the OSR scene. For example, I would place rules systems like
Dungeon Crawl Classics, Castles & Crusades, and Knave firmly in the “Renaissance”
category. They capture certain elements of early D&D while injecting
significant elements of change to create a different play experience (which, in
the minds of their creators, improves the game in some way). These publishers would not make their games if they didn't think there was a reason someone, somewhere would want to play their game instead of the 1st edition or B/X ruleset.
On the other hand, rules systems like the OSRIC,
Labyrinth Lord, and (most recently) Old School Essentials take comparatively less liberties with
their source material– and this is a point of advertising for them. These rules
systems are geared towards members of the “Revival,” who seek to emulate early
D&D for its own sake.
A game like the Basic Fantasy RPG perhaps rests somewhere
in-between, re-creating many elements of the early D&D rules while
simultaneously touting itself as its “own game.” Arguably, D&D 5th
edition may edge in on the far end of the “Renaissance” side. Compared to fourth
edition, it includes many more “old-school” elements than its predecessor. Wizards of the Coast, at least in part, published 5th
edition in an appeal to bring wayward OSR players back into the fold.
Interestingly, even “revival” rules systems do not (and
cannot) perfectly reproduce the play experience of early D&D, even by
keeping the text of the rules, as early D&D is full of contradictions,
inconsistencies, and differing interpretations. On his blog, Jason Alexander called
early D&D the “Ur-Game” because it was a primordial soup of rules and
rulings played in so many different ways. Every table – in fact, every session –
was unique.
Furthermore, even those relatively “revivalist” rules
systems include changes made by the authors/publishers. For example, Labyrinth
Lord adds first-level spells for clerics. Old School Essentials “balances” the
classes in the Advanced Genre rules. So, even those rulesets intended to
faithfully reproduce early D&D include value judgments made by their
authors/publishers. Even with these changes, however, they still more closely recreate the rules systems of early D&D than those that only take it as inspiration.
In sum, when thinking of the OSR scene, I imagine it on a
spectrum with “revivalist” culture on one side and “renaissance” culture on the
other. “Revivalist” artists attempt to re-create the play experience of early
D&D as much as possible (though it is a Sisyphean task), while “Renaissance”
creators take inspiration from early D&D and “run with it.”
To be clear, I’m not inherently in favor of one or the
other. I see value in both. However, I think identifying this distinction helps
me see and articulate what I see happening in the OSR scene more clearly.
A Few Closing Thoughts
So, what have the last thousand words brought me?
First, it helps me recognize the OSR movement as an artistically
reactionary one. In response to the changes that arose from third (and especially
fourth) editions, the OSR movement began to look for value in past versions of
the game and capitalize on that value in the present.
This division between “renaissance” and “revival” also
helps me think about my own gaming attitudes and preferences. I recognize that
a lot of the value I find in “old-school” gaming is pragmatic (ex. more streamlined
gameplay, greater reliance on player creativity, etc.). However, I also
recognize that at least part of the value I see in old-school gaming is
nostalgic. I admit that, when I see the squad on Stranger Things playing
D&D in their basement, there’s part of me that longs for that experience
myself. And faithfully recreating the play experience of early D&D, aside
from its pragmatic benefits, taps into that emotional desire to re-create a
past experience I never personally shared.
Stranger Things is pretty masterful in the way it taps into a viewer's nostalgia for the past. What D&D player sees a scene like this and doesn't want to join in? |
Furthermore, I think I’ve recognized that early D&D’s
“do-it-yourself” attitude means that “cleaving closely as possible to early
D&D,” by definition, means deviating from the established rules - which is
an impossible conflict to navigate.
How can you simultaneously emulate early D&D and
ad-lib from it? You can’t. And I think that contradiction– its malleability – is
what allows D&D to be so many things to so many people. This helps explain
its widespread popularity, but also the inherently fractious nature of its
gaming community. From the very start – due to the creative, spontaneous, and
imaginative nature of the game - D&D was destined to have its gaming base
doing a host of different things and calling it all “D&D.”
I realize how this post might come across as a rambling
exercise in navel-gazing, a debate about semantics, or – in general – just a
fruitless and futile discussion. For myself, however, I find it personally
helpful to see this distinction and articulate it. And hopefully, you have found
it at least somewhat helpful (or interesting), too.
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