Kicking It Old School

One of the modern byproducts of getting into tabletop roleplaying games is that you accumulate PDFs. The proliferation of sites like DriveThruRPG and charity bundle sites like Humble Bundle and Bundle of Holding make it very easy to have piles of rulesets to games in electronic format. What used to take up tons of shelf-space now sits in a folder on your hard drive. While I much prefer having physical books to read, this trend makes it easy to expose yourself to a wide variety of game styles. It’s especially easy because many of these games are available in PDF for free or next-to-nothing. One wing of the hobby that has taken advantage of this movement is the Old School Revival.

The Old School Revival is a trend in tabletop roleplaying that could easily take up a whole series of articles by itself, either as a history or a philosophy. I’m too new to the hobby to do write such a retrospective, or even to sum it up. But in short the Old School Revival (normally abbreviated as OSR) encompasses a variety of game systems that are either directly or indirectly inspired by the rules of classic roleplaying games, which often means Dungeons & Dragons. Many OSR games are overt (and it should be noted, legal) recreations of games like the original 1974 D&D, the various Basic sets from the late 70s and early 80s, or the 1st edition of Advanced D&D. Those that aren’t direct copies of the rules (known as retroclones) are often very similar rulesets in new settings, or else are inspired by older games in a more abstract way. The overall goal is not generally to dial back the clock on advancements in game design, though there is certainly some of that. Instead it’s focused more on making sure that a certain type of game stays relevant, one that is much deadlier, much simpler, and more reliant on the players to create interesting moments than on the DM to meticulously create things.

If you’ve been reading my work for any length of time you know that I have a soft spot for old games. As a result the OSR has taken up a huge amount of my spare reading lately. Games like Basic Fantasy Roleplay, Swords & Wizardry, and Labyrinth Lord are meant to evoke very old RPGs, but they do so in a form that is much more readable than the classic versions of the games. I’m also a big believer that any gamemaster in any game needs to at least have a passing understanding of how things are done in other system. It’s a little like understanding another language, which can have the effect of helping you understand your own a little better. Knowing other rulesets can only make you a better gamemaster.

But as I’ve given it more thought I find myself thinking about that “old school” moniker. As I write this I am two weeks away from my 37th birthday, and I feel like I am surrounded by people trying to get me to return to a feeling I had all those years ago. Movies, TV shows, and video games have all leaned hard into the familiar. And the thing is, it absolutely works. We all want to be reminded of how we felt when we were young. Whether it’s comfort food at home, sequels to familiar movies at the theater, or classic RPGs on the table, you’ll never go broke with nostalgia.

Ultima Underworld is actually a very cool game, if you are fine with taking lots of notes. I kind of am not.

However I’m also becoming more aware at how the promise of nostalgia is often more satisfying than the nostalgia itself. Throughout 2019 I have buried myself deep into retro PC gaming. Much of it has been rewarding (I wrote about the first two Monkey Island games a while ago) but far more of it has been an object lesson in why things aren’t done a certain way anymore. It turns out I don’t want to have to take notes during Ultima Underworld, engage with the janky controls of Thief, or look at the ugly polygonal graphics of Jedi Knight. I love the idea of Sid Meier’s Pirates! and Railroad Tycoon, but both games are just too old-fashioned in their interface for me to fuss with. It’s telling that those last two Sid Meier games have had semi-recent remakes in the last 20 years, making them far more approachable. Sometimes progress is just that, and to pretend otherwise is an act of self-delusion.

Even those OSR retroclones tacitly admit this. The mere act of reorganizing old rulesets requires a bit of interpretation on the part of the writer. This is especially true now that all of the old editions of Dungeons & Dragons are available for legal download in PDF form, something that wasn’t true when the OSR began some fifteen years ago. If they were perfect such reimplementations wouldn’t be necessary in the first place. Just go download the original Players Handbook and call it a day. No one would accuse the writing of Gary Gygax or Tom Moldvay to be perfect, of course, but in reading some of the discourse surrounding these retroclones there’s certainly a touch of wistfulness, a desire to go back to things as they used to be. In this nostalgia’s most sanctimonious form, there is just a hint of scorn for “kids these days,” with their desire to have less character death and detailed character abilities.

(Hopefully I don’t need to say this, but I don’t mean this as a criticism of the OSR movement, or of any of these particular systems. It’s more just an observation from someone who still plays a lot of 5e, and has only been roleplaying actively for a couple of years.)

I’m no better of course. I have a lot of thoughts about what current game design trends are good and which are bad. I find myself increasingly out of step with how board gaming in particular has evolved. I just don’t want games that are trying to recreate experiences from other kinds of games. That means no board games trying to be RPGs or tactical minis or CCGs. No more multi-faction conflict games where everyone has a new win condition, alright? And while we’re at it, let’s stop crowdfunding everything! Let’s slow down the rate of release so that old reviewers like myself can keep up! Oh, and there are too many video reviews. Why don’t people write things anymore?

Maybe you find yourself nodding in agreement with some of those things, or maybe you think I’m going off the deep end. Mayne some of those trends really are unsustainable and will end. But the point is that when they end they won’t go back to how they were before. Everything has changed, because everything is always changing. That’s why so many attempts to recapture nostalgia and how things used to be fall totally flat. It can never be truly recaptured, because we aren’t the same as we were back then. I can’t go back and experience my favorite games for the first time, even if I had a perfect set of circumstances. The game didn’t change, I did.

I’ll probably go to my grave saying Cosmic Encounter is the greatest game ever. (Image courtesy of user killroy_locke on Boardgamegeek.com.)

And that’s a very good thing. So many of my first experiences with games were deeply underwhelming, and it was only after constant exposure that I understood their brilliance. There is real pleasure to be found in those games that keep on evolving as I do. That’s why I have such a deep love for Cosmic Encounter, a game so multifaceted that I am still discovering new elements. That’s why roleplaying has become such a huge part of my life, because I always have the freedom to adapt the game to wherever I am at the time. And some games, like Power Grid, have served as a little island in a sea of transition. This is its own kind of nostalgia, but one that is driven more by long term relationships with pieces of culture than by a misguided attempt to go back to the way things used to be. One embraces the changes of life, while the other wants to deny their existence.

Then of course there is the need to always be in conversation about our past. We understand our future much better when we can look at the things that came before. This is where I think OSR games have shown their greatest value to me. It’s very hard to read, for example, the 1st edition Monster Manual, and figure out what roleplaying must have been like in the early days. But thanks to a lot of these OSR games, it’s not a hard thing to imagine. And it has also served as a sort of Rosetta Stone for board games I’ve loved for many years like Dungeonquest and Talisman. While to modern players they feel random and deadly, to players in the early 1980s they truly were the most accurate representation of roleplaying in board game form.

Hopefully this hasn’t come off as either a plea for old-school gamers to shut up and quit whining, nor as a wistful look into the days of yore. In truth we all tend toward either one of those extremes now and then, because everything in our lives is changing at different times and in different ways. As gaming moves in whatever direction it’s headed, it’s so valuable to have one eye on what came before, not because we want to go back there, but because those things are still with us now.

The Advantages of Lifestyle Games

look out for dragons

There was a time when I could give an educated opinion on almost every new board game release. I made a point of playing them all, and ultimately writing a review. But last week I watched from afar as my friends attended BGG.Con, and I realized that I didn’t recognize most of the games. It wasn’t that I hadn’t played them. I wasn’t even aware of their existence. At no point in my “gamer” years have I ever felt so distant from the hobby that once meant so much to me.

But a couple of days later something else occurred to me. I was in a bookstore in Manila and was perusing their display of Dungeons & Dragons books. To my surprise, they already had numerous copies of Eberron: Rising From The Last War, the new 5e version of the old campaign setting. I had my eyes on this release, but I hadn’t expected it to make it to this side of the Pacific Ocean so quickly. Needless to say I nabbed that right away. That’s when it occurred to me: I’m no longer a board gamer who dabbles in D&D. I’m now a D&D player who plays board games on the side.

This is not an unusual situation. A lot of people play one game to the exclusion of others. I just didn’t think I would end up as someone with a “lifestyle game.” If I am perfectly honest, I generally looked down on people who played a single game to the exclusion of all others. They were missing out! They weren’t interested in experiencing the full breadth of the hobby! But as I’ve become one of those “lifestyle” gamers, I have seen some big advantages to focusing time and energy on a single game system.

Magic: The Gathering
I haven’t played Magic in a long time, so help me out: is this a good card?

Many of those upsides revolve around the removal of choice. This seems like a strange thing to say, but humans actually don’t care much for extensive choices. We like choosing from three things, rather than 150. There’s a reason why some of the most successful board game designs have offered players a narrow range of choices, because for the average person choice is an easy thing to overdo. At any rate I have seen this played out in my own life. We’ve all stared at our game shelves, vainly trying to decide what to play. I no longer have to worry about what games to bring to game night, because most game nights will actually just be D&D.

It also removes that little hassling voice telling me what I should and should not play. This was especially bad when I was in the thick of the review treadmill. Invariably there would be some mediocre new release that needed to get played, even though I would generally rather play Cosmic Encounter or Argent again. So the things I really enjoyed about the hobby were being deferred, which is not a way to engage with a hobby at all.

This has especially become a challenge in the last few years as the rate of board game releases has ramped up. My inability to recognize new releases says as much about the growth of board gaming as it does about my own disconnection from it. Focusing on the releases from a single product line has been a huge corrective for me. Wizards of the Coast releases 2-3 new D&D books every year, and for a game that has as huge a scope as D&D that is more than enough content to last any group. I can’t follow the tide of every new board game release, but I can offer insight into why I’m excited for the newest published D&D adventure.

As a result I think I’m actually spending less on gaming than I have for most of the past ten years, while still enjoying the things I buy much more. I want to be careful here because one pastime among gamers is to prove that our hobby really isn’t as much of a money-sink as it is. And to be perfectly fair, my ability to spend less on D&D now is predicated on larger purchases I made a few years ago, like buying all of the core rulebooks with birthday money. But we also live in a time where it’s common for board games to cost over $80 at full retail, at which point a $50 sourcebook seems less extravagant. While that’s a ridiculous amount for a hardcover book, the age of the $50 board game is rapidly fading. Once you start adding in expansions, some games can creep over the $100 price tag. It’s always expensive to be a gamer, but walking away from keeping up with new board game releases has relieved some of the financial demands for me.

D&D cover
Come on now, this dragon wasn’t bothering anyone. Just let him sleep!

Don’t misread me, lifestyle games can be expensive. Magic: The Gathering and Warhammer 40K are living proof of that, and because they have robust organized play scenes some people will always have the desire to stay abreast of the current meta. That says nothing of all of the side purchases that supplement your favorite game. Whether it’s sleeves for Magic, paints for Warhammer, or minis for D&D, there’s no end of stuff on which you can spend your money. And there will always be a need to stay current with releases when you follow a particular product line. It’s not a coincidence that the most successful lifestyle games come from large companies like Wizards of the Coast and Games Workshop. Those companies have the money to keep their games alive with well-paced new releases and robust organized play.

But following a game from a large corporation has its advantages too. Chief among them is that it’s easy to find a way to play. If you live in a major city, your odds of being able to find a game of Dungeons & Dragons or Warhammer are quite good. At the very least, you will likely be able to find the products nearby. That structure of organized play is a boon here too, because even if you aren’t an organized play person, most game stores will run some version of what you like to play. This unity extends to the online community for these games, if only because board game discussions are so much more fractured. Say what you will about edition wars, but at least you are discussing the merits of the same game.

And the built-in community is really where I’ve found the strength of a lifestyle game the most. Games of all kinds are a great source of connection, and a lifestyle game can be a little spot of common ground between people from different places. It’s not unlike two cultures that at least share a common language. Finding like-minded people with whom you can enjoy something you already love is one of life’s great pleasures. Focusing on a single game has been the best way for me to facilitate that human connection, which is why we do this hobby in the first place.

How Lost Made Me Better At Running Roleplaying Games

lost cast

Everyone who runs tabletop roleplaying games brings a certain set of influences with them, particularly when we act as the gamemaster. My own influences pull from common ones like Tolkien and Star Wars, but I pull from other properties like Doctor Who and Tintin. Of course we all have our favorite TV shows that influence us, like Breaking Bad, or even the new Dark Crystal TV show. (Seriously, watch it. It’s so good.) But I think the single biggest single influence in my understanding of roleplaying and how to structure adventures comes from my favorite dramatic TV show, Lost.

I can hear a lot of people groaning about this. It’s been almost a decade since Lost took its final bow, and the ending has soured some people on the show permanently. But more than most shows, Lost is actually structured in much the same way GMs build adventures for their groups. There’s a mythology that is often somewhat sketchy in its details, even as it seems to go forever down the rabbit hole. There are the shifting character motivations that turn the plot on a dime, sometimes in ways that serve the needs of the show more than anything else. Even the structure of the show, where characters frequently need to trek around the island to find this or that gewgaw, reflects how many roleplaying games like Dungeons & Dragons play out.

Of course the ending has made it hard to talk about Lost without people getting upset. I’m not here to defend the ending (not many people want to listen to me anyway), but I do think the show has given me numerous lessons for how to run games more effectively as a GM, particularly from the narrative and character perspective. So here are some valuable GM lessons I learned from Lost.

Note: Lost ended in 2010, which I think is well past the statute of limitations on spoilers. Nevertheless, if you haven’t seen Lost and want to go in totally cold, I do have a couple of small image spoilers here, as well as some other very light plot points. Nothing earth-shattering, but I’d hate for people to feel like I spoiled a show that was so fun because of how unexpected it was.

Make sure your single session is strong.

As TV shows have become more serialized, the emphasis on the individual episode has been diminished. Consider any show that comes on Netlfix. They know they’ll get at least a full season, so they can chop up a single story into different pieces. But like many older TV dramas, Lost was not guaranteed a full run. Each individual episode had to be compelling and exciting in its own right, and even those who were ultimately frustrated by Lost can name some episodes that were so good they hurt. Episodes like “Pilot,” “Walkabout,” “Flashes Before Your Eyes,” “Ab Aeterno,” and of course, “The Constant” told memorable contained stories, even as they advanced the overall arc of the show.

the constant
Desmond makes an important phone call.

GMs can learn a lot from this. It’s easy to worry about the great sweeping narrative of the show, but the bulk of our time really needs to go into making sure THIS session will be fun. That means we don’t overemphasize any one component too much, like having endless combat dominate the session. It also means we need to begin with a strong punch, and find an ending that will make the players want to come back for the next session. I try to end every session on some kind of cliffhanger, or at least on some kind of major development. Maybe the players are about the enter combat with a crowd of bugbears, or maybe they’ve finally reached the dwarven stronghold. Either way, they’ll be excited for how everything picks up again next time.

Like old network TV shows, we can never be sure that we’ll get to the end of our proposed narrative. We may not have ratings to worry about, but every group has scheduling conflicts, players who move away, and other distractions. Hopefully everything works out, but maximize the time you have, because your only guaranteed session is the one you’re about the play. Make it count.

Let characters interpret their surroundings.

Lost set itself apart with a mythology that was not only dense, but at times was inexplicable. It stretched across millennia, and the characters in the show only ever got to interact with little bits of it at a time. This sometimes resulted in a show where no one seemed able to explain what was going on. Instead they could only ever offer interpretations. Characters like John Locke or Benjamin Linus acted like they understood the mysteries of the island, but as the show went on their understanding was shown to be misguided or outright wrong. Some characters, like the mysterious Jacob, were shown to similarly be in the dark about what was happening. The reality of all of that mythology wasn’t something any one character could know. They could only express it as best they knew how and respond accordingly.

This is a terrific way to add richness to the world of your roleplaying game. You as the GM have the only full knowledge of what is happening in your world, and so it’s tempting to use NPCs as vessels for that knowledge. Maybe it’s a wizard who explains the whole thing to the characters, or an ancient book the players discover that fills in the details. But what if instead of imparting that wisdom to the NPCs, we instead thought about how they feel about the reality they face? If an ancient lich is marshalling an army of the undead, maybe there are some villages that treat that lich like a god rather than a menace. Every NPC in your game will have a certain point of view on the world you’ve created, and we can lean into that as GMs.

Fans may recall Richard’s own interpretation of the nature of the island. Everyone sees things differently.

Now this may seem like a lot of work, and it could be. You also don’t want the different interpretations to be so varied that it hampers the ability of the players to engage with clues and secrets. But it doesn’t have to be really overwrought. While you can decide the specific perspective of major NPCs, think in terms of communities to simplify it. How would a specific village view the reality of your world? Little touches like this can give great texture to a game world, and it can provide space for the players to interpret the game world as well. They’ll do it anyway, so you might as well build it into the fabric of your game.

Geography is fluid.

If you watch Lost long enough, you will eventually notice that even though the show is set almost entirely on a single island, the actual geography of that island is highly malleable. Think about the stretches where the characters are frequently hiking between their camp, the caves, the hatch, New Otherton, and all manner of ruins in service of some kind of plot device. There never seems to be much consistent distance between any two points. Maybe there was a map in the writer’s room that helped them keep it straight, but in truth it never mattered very much. If the show needed Jack and Kate to be hiking through the jungle for a couple of days, well, then that’s what they would do.

Dungeons & Dragons, long the trendsetter in tabletop roleplaying, has its roots in tactical wargaming. That particular hobby favors precision and structure, which is one reason that D&D from its earliest days asked the GM to create a map for their campaign. Even today, in the fifth edition of the game, the Dungeon Master’s Guide tells DMs to start by making a map of their world, preferably on a hex-grid. Other RPGs have had a much softer understanding of geography, but there is almost always a component of physical space to every game. I do think a map with some key points of interest is valuable, and if you are the type to make a detailed world map, I salute you. But as GMs we have the ability to create a softer geography. No place is a set distance from anywhere else at the outset. Instead, you can look to the needs of your game, and decide that the gnollish camp is, say, three days from the village where the characters are.

That interesting element in your world, like a mysterious wrecked plane, can be wherever you need it to be.

In my experience as a GM I’ve run published adventures almost exclusively. However, I’m working on some homebrew stuff as well. My method has been to think about where the characters will start, then to make a list of a ton of interesting locations they could discover. The plan then is to slot those locations into the game when a new one is needed, based on what would be interesting to the players and where they are now. If you need to fill it in on a map that’s fine, but don’t consider any of those places set in stone until you actually need to set them. Not only that, but think of all the interesting stuff they could encounter on their way there. Instead of rolling random encounters, you could formulate a couple good ones for any different kind of terrain, and then insert them when things need a kick. I have always found it more constructive to come up with ideas independent of an actual structure, and allow the players to dictate the structure as the game goes on. We see this most at work when we use a soft geography.

(I feel differently about smaller-scale locations, like the interiors of dungeons. Those benefit enormously from concrete maps, although even then the specific contents are more up in the air until the players are in a room. In that case I make a list of different monsters that I can use, and then I put them in as needed in different encounters. The point is to leave yourself with flexibility, not with a set level that can’t respond to your players.)

Know the expectations of your players.

Lost’s legacy as a TV show will forever be tied to its finale. Instead of unpacking all of the dense mythology, the final season of the show mostly set up a final conflict, and then had the characters resolve that. Along the way there were lots of great character moments, but those who wanted the show to actually explain itself were left frustrated. I have always been one who found the ending moving and exciting, but then I liked Lost more for its ambiguity than for its details. Or to put it another way, the details were interesting to me BECAUSE of their ambiguity, not in spite of it. To explain those elements would be a classic instance of telling instead of showing. But a lot of fans were disappointed because for them the mysteries existed to be solved. Everyone brought different expectations to the show, and from that standpoint disappointment is totally understandable.

TV shows can subvert expectations more easily that games can, because games bear the additional burden of being fun.

Whatever your feelings on the finale, GMs can learn a lot from this. Unlike a TV show, I think GMs are putting together their story purely for the enjoyment of the players. We can’t make big meditations on life and existence if we cannot fulfill the basic need to entertain the people who play our games. This is one place where the difference between games and other narrative mediums needs to be pronounced. You absolutely CAN tell a nuanced powerful story in a tabletop RPG, but as a GM you aren’t doing this for you, or at least not just for you. You’re doing it for your players, and their expectations need to be met on some level, even if you do so by defying those very expectations. As you move toward the endgame of your adventure or campaign, think about the loose threads that are still out there. Is it best to subvert them, or will it be more satisfying to lean into an expected ending? Can they be resolved before you are done? Or will they have to wait until a sequel adventure? If the latter, make sure you let your players know there is always more to be discovered, even if the group can’t continue to play together.

None of these ideas are gospel laws that everyone must embrace if they want to GM effectively. Instead they are specific lessons I learned from one of my favorite TV shows. Maybe they are useful to you as an aspiring or experienced GM. But even if these don’t work for you, all of the stories we experience have the potential to give us lots of tools to create great RPG adventures. Whatever stories you love, you love them because they speak to you. If you can create roleplaying experiences that speak to you as well, that enthusiasm will bleed through for your players.