Saturday, 3 May 2014

Are OSR gamers conservative?

There's a general feeling in some of the larger RPG community that OSR and retro D&D gamers are "conservatives", stuck in the past. (And I should clarify that I don't mean conservative in a political sense, I've met OSR gamers that are conservatives, libertarians, progressives, anarchists and socialists)

However, using the entirely unscientific method of looking at my own blog and what posts get the most +'s on Google, I am not so sure that's the case.
Both the "EXTREME OSR" post and the Spell Stealer class did very well in that regard.

I think one of the driving factors of OSR gaming is less a desire to do the same thing over and over, and more a desire to do new things without starting from scratch every time.

One of the benefits of OSR style gaming is that almost anyone that sits down to play has some basic idea of how it all works. D20 high to hit and save, hit points when you level up and so forth.

You can usually run down the differences in a pretty short time. "okay, so only fighters improve attack rolls, wizards roll on this table to cast spells, and the halflings are nazi's" and you're pretty much set to go.
What really matters is the adventure.

So I am curious: What is the most extreme and "radical" OSR game out there, in terms of new ideas and drastically different assumptions? How far can the style be pushed? How far do you want it to be pushed?

Is a game about space marines transported back in time more interesting than yet another dungeon crawl?

Let me know.