Erik Tenkar has been writing guides to the OSR games out there. For his trouble, he's being accused of historical revisionism by the "RPG Pundit," a person who you may remember from "consultant-gate." Erik's post about it is here. I won't link to the Pundit's site but you can find the post by Googling his pseudonym.
The attack on Tenkar is based on the idea that the early / close retro-clones weren't really the font from which the old school renaissance came. Which is malarkey. The OSR became a single thing in 2009, when Dan Proctor made it one.
A history of the OSR can start in dozens of places. You can start in Dragonsfoot, with gamers who never really stopped playing AD&D or B/X D&D getting together to talk shop. Or you can start with Hackmaster, which put 1e back into print (albeit in a strangely modified form). Or with Castles & Crusades, which created a lot of the pressure for these games. Or you could look at Necromancer Games with its "First Edition Feel" and 3e reprints of Judges Guild products, or Goodman Games's Dungeon Crawl Classics series. Or you could look at WotC's early PDF releases, which included OD&D for a hot minute.
There were literally dozens of things contributing to an old school explosion in the mid-2000s. The RPG Pundit bizarrely chooses to look at two oddball projects. One, Mazes & Minotaurs, was an attempt to imagine what D&D might have been like with an ancient Greek flavor. The other, Encounter Critical, was an attempt to pawn off a fake late '70s RPG. EC has had some influence on the OSR, because Jeff Rients loves the thing. But I've never detected any real influence coming from M&M, and as someone who minored in ancient Greek and Roman history in college, I would be able to tell.
The problem with looking at it from the influences is that events like the OSR are not unitary things. No single event happened and then the OSR was on; it was more that several things were happening in parallel, and they only happened to be grouped together later. The old school buildup wasn't a single powder keg; it was several smaller fires that later merged, and later still drifted apart in ways.
But the most important events were the publication of BFRPG and OSRIC, because they changed things fundamentally. Once BFRPG and AA#1 Pod-Caverns of the Sinister Shroom were in print, there were now rules and adventures resembling those of the late 1970s and early 1980s, with no apologies, no parody elements, no conversion to 3e or a "modernized" system. RPG products that were old school as a badge of pride.
OSRIC and BFRPG were fundamentally different. OSRIC was something of a fig-leaf, a system designed to be indistinguishable from AD&D so that you could use modules for OSRIC with your AD&D books with no conversion. There was no assuption that people would play OSRIC; in fact, there were at least 20 modules released before it was available in print. BFRPG, by contrast, was a community project meant to be played, B/X with a light clean-up to a few rules.
What was important was that the barrier was breached in the summer of 2006, and that's when the flood of material that we can now identify as part of the OSR started to happen. The Hoard & Horde spreadsheet by Guy Fullerton makes it abundantly clear that things changed significantly at that exact point in time. Any history that doesn't frankly say that before BFRPG and OSRIC there wasn't what we identify today as OSR publication, and afterward there is, is being revisionist.
The derisive mentions of "clone-mania" and "Talmudic" interpretation of rules and Gygaxian minutiae make it quite clear what the Pundit's revisionist agenda is. He doesn't like the wing of the OSR represented by that play style, that sticks close to the old games instead of remixing them and re-imagining them. Ironically this misses a big chunk of the point of OSRIC and BFRPG, which has always been to get adventures and support material out there for these older systems. There are three hardback collections on my shelf of Advanced Adventures collections; each contains 10 complete OSRIC modules. BFRPG just released a book of adventures in print. Neither gives much of a damn about history or precise accuracy.
BFRPG wanted to get people playing old school B/X style games again, and it succeeded. OSRIC wanted to get new support material for original AD&D, and it succeeded. These are admirable goals, rooted in actual play and the continuity of a gaming community that are worthwhile in themselves. The OSR should be proud to say these games are where our prehistory ends and our history begins.
Saturday, September 27, 2014
Tuesday, September 23, 2014
On the Buying and Selling of Magic
(A small note: Apologies about my prolonged dearth of posts. I simply haven't had a mix of time and blog-worthy posts in a while. I'm gearing up for some things and hopefully that changes in the not too distant future.)
I wrote briefly in the past about dungeon markets. Erik Tenkar today asked about magic shops and I think that the question deserves a bit of exploration.
On a gut-check level, the idea of a magic item store is revolting to me. The thought that you can walk into a store, lay down gold, and buy a magical sword that fits exactly what you need goes against everything I actually like about fantasy gaming. Magic items ought to be rare, treasure, hoarded and not given up lightly. And that really governs the question for me. But the proliferation of items in D&D modules does raise a need for some economy of the things.
As I've mulled it over, I think my objection to magic item shops is really an objection to making procuring magic items something that is simple, safe and reliable. You should not be able to walk into a store, lay down your money, and walk out with a Sword +3, Frost Brand as easily as buying a pair of boots. I'd say at minimum, two of the three elements of safe, simple and reliable should be removed from the equation.
The Troll Market approach I outlined previously is a good way to take away the safe element. Magic items are not necessarily being bought and sold in the safe parts of a well-off town. They are being sold by disreputable humans, or even by monsters straight-up. (This is a good excuse for why so many monsters in modules have magic items that they're not actually using – can't damage the goods.) PCs are not necessarily safe, or require certain difficult conditions to avoid violence. This can also remove the simple element, since the market will not always be there at the PCs' leisure. It could move, and require new challenges to find again. I really like the idea of some of this taking on a sort of "black market" vibe.
Reliability is trivially easy to fix: with magic, there are no guarantees. Sure, the sword shows up as magical when you cast detect magic, but how do you know whether it has the purported properties? It could be cursed, or it could be substantially different. Unless you're willing to blow a charge, how are you certain that the item is a Wand of Fireballs? And it's a very dangerous proposition to test even if you are willing.
Simplicity can be adjusted by making it very difficult to find a specific type of item. Sure, you can grab a Potion of Healing from a high-end alchemist/wizard, and you might be able to track down Arrows +1 if you know where to look, but it should be a lot more of a pain to find a Sword +1, +3 against Dragons. Even if you buy into the magic item economy idea, that doesn't mean that absolutely anything is available easily. And like anything a PC is trying to find, specific items make for terrific adventure seeds.
Another factor to consider in all of this is how magic items react to each other. Having a lot of magic items in one place might not be a completely safe proposition. Too much magic could mean that a magic-item bazaar might create a wild magic area, where spell effects happen entirely at random, and it's dangerous to Detect Magic or Identify, causing havoc with reliability. A store that had every type of magical sword and potion available might run into reasons to roll, say, on the 1e DMG's potion miscibility table, or problems when two intelligent swords decide they don't like each other.
Of course, you can solve all of that by just saying "no" when players want to do buying and selling of magic items. But if you decide to run with it, I think all kinds of interesting problems can be created. Just don't make it simple, safe and reliable.
I wrote briefly in the past about dungeon markets. Erik Tenkar today asked about magic shops and I think that the question deserves a bit of exploration.
On a gut-check level, the idea of a magic item store is revolting to me. The thought that you can walk into a store, lay down gold, and buy a magical sword that fits exactly what you need goes against everything I actually like about fantasy gaming. Magic items ought to be rare, treasure, hoarded and not given up lightly. And that really governs the question for me. But the proliferation of items in D&D modules does raise a need for some economy of the things.
As I've mulled it over, I think my objection to magic item shops is really an objection to making procuring magic items something that is simple, safe and reliable. You should not be able to walk into a store, lay down your money, and walk out with a Sword +3, Frost Brand as easily as buying a pair of boots. I'd say at minimum, two of the three elements of safe, simple and reliable should be removed from the equation.
The Troll Market approach I outlined previously is a good way to take away the safe element. Magic items are not necessarily being bought and sold in the safe parts of a well-off town. They are being sold by disreputable humans, or even by monsters straight-up. (This is a good excuse for why so many monsters in modules have magic items that they're not actually using – can't damage the goods.) PCs are not necessarily safe, or require certain difficult conditions to avoid violence. This can also remove the simple element, since the market will not always be there at the PCs' leisure. It could move, and require new challenges to find again. I really like the idea of some of this taking on a sort of "black market" vibe.
Reliability is trivially easy to fix: with magic, there are no guarantees. Sure, the sword shows up as magical when you cast detect magic, but how do you know whether it has the purported properties? It could be cursed, or it could be substantially different. Unless you're willing to blow a charge, how are you certain that the item is a Wand of Fireballs? And it's a very dangerous proposition to test even if you are willing.
Simplicity can be adjusted by making it very difficult to find a specific type of item. Sure, you can grab a Potion of Healing from a high-end alchemist/wizard, and you might be able to track down Arrows +1 if you know where to look, but it should be a lot more of a pain to find a Sword +1, +3 against Dragons. Even if you buy into the magic item economy idea, that doesn't mean that absolutely anything is available easily. And like anything a PC is trying to find, specific items make for terrific adventure seeds.
Another factor to consider in all of this is how magic items react to each other. Having a lot of magic items in one place might not be a completely safe proposition. Too much magic could mean that a magic-item bazaar might create a wild magic area, where spell effects happen entirely at random, and it's dangerous to Detect Magic or Identify, causing havoc with reliability. A store that had every type of magical sword and potion available might run into reasons to roll, say, on the 1e DMG's potion miscibility table, or problems when two intelligent swords decide they don't like each other.
Of course, you can solve all of that by just saying "no" when players want to do buying and selling of magic items. But if you decide to run with it, I think all kinds of interesting problems can be created. Just don't make it simple, safe and reliable.
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