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Saturday, July 18

What OSR Means to Me


I have had a hard time finding a definition which works for me and my sensibilities. I get the logic behind Old School Rules and Old School Renaissance as terms and definitions, but it feels hidebound, locked in to a Dungeons & Dragons starting point, and maybe, on a bet, someone will define OSR as the early games which developed the hobby or a certain period of time ending in like December 30th, 1979. Like the way comic books are broken up into particular ages. These definitions are too limiting. They don't capture the essentials of the art or reduce the art to entertainment only. That the form of play should emulate the gospel, RAW.

I approach my role-play gaming the same way I immerse myself in any of my art projects. You will hear me talk about ttrpg's as an art, or refer to an artist's approach, alot. Let us clear up one thing right away; I have no schooling, training, track record or anything else to point to that my artistic education and experience is valid. I'm a dilettante, whatever catches my interest I dive in, deep. Obsessively until I burn out. So I have a valid process which rests on exploration, getting lost, and scaring myself. My artist process is basically an exploration of fear. Or working through fear to find the undiscovered country on the other side. So this puts me in conflict with rules. My thought currently on ttrpg game rules is that they are for the players, not the GM. Therefore I guide my efforts by an Old School Rational. A rational is flexible, looking for only a "truth" of a thing. Another way I put it is "Fantasy is the playground of the inappropriate." This popped into my mind during the current discussion on imaginary content disproportionally insulting people of color. I consider these positions rubbish and a lack of developed artistic and honest thought. 

So what is this Old School Rational then? The GM must have the freedom to explore and depict regardless of rules and players must accept the rules as a tool to force them to "not make shit up". I mean you can make shit up, we do it media res, but rules work for a player like choosing the size of canvas works for an artist. Every choice in an artistic project is a restriction of focus. Merely by choosing what rules to run a game begins the process of choosing canvas size. So the here and now can be experienced in its truest sense (as much as possible for puny humans). That which is cut away leaves only the essence of something, or should be the goal. Put another way, for the GM the choice of canvas size cuts away all that is possible and begins a reduction to a "what am I doing?" place. What will develop. This is counter-intuitive to me, but I believe each choice leads to the next choice, and the next. The more I reduce the closer I get to an answer.

My Old School Rational is rules don't matter, the intent of everyone at the table matters. My OSR is most of everything in the game is undescribed, does not exist yet and the participants need to start slicing away at everything to get to something. Not so much to describe surroundings to play in, but bring new things into being in which to own. The sum total of our experience My OSR is players challenged to expand their ideas on a rapidly shrinking iceberg to find a means to not drown. The GM is challenged to be drowned in the endless possibilities of "what if, what about" at the moment and land on the right response. Or make that response "right", and then pull something new out of that, again and again in response to the player's challenge of thinking in new ways to overcome abstract problems with no obvious way to solve. To reduce, comprehend, make useful knowledge and cultivate a juicy experience of fear. First impressions, initial reactions to visual and oral art, capturing what that means to you, how it informs your interpretation and belief and make your next choice as this new being. These experiences happen in an instance, but sometimes these experiences give you something to chew on for years. 

That is my OSR. And my definition is as meandering as a willful stream and as urgent as the violent waterfall coming up. 

Just so there is no misunderstanding, this is a post of subject matter I invite discussion on and there are no rules. You are going to have to take chances around here. I don't yet know which way is the right way to discuss the art of ttrpg's, but this is my opening cut.

PS: Just came across the band Tyranny of Imagination. That is another useful term for me in the artistic language I try to use when describing ttrpg's effect on me.

2 comments:

  1. I think your definition is valid. It jibes with Rulings not Rules.

    The way I see the OSR came as a response to 4E which made the game much more rule oriented because it was more of a single-unit wargame than a role playing game. When 5E showed up the role playing returned and the wind was taken out of the OSR sails to some extent and now DIY D&D is actually a better name.

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    Replies
    1. IT is a better name, but I believe "OSR" will come to define a period of time roughly 2009 to now? As what DIY D&D came to be known during this time.

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