My Final Stance on the OSR Debate
As many might well remember, this whole recent debate started with me distancing myself in a public statement from the OSR Movement, here.
No less than 30 minutes later, James Raggi posted this here.
The interrelated issue was this. It is an honor issue with some of us TSR alumni, meaning, we stand by defending to the core our traditions which we are steeped in from being swept away, or minimalized, or compared to others with such broad categorizations. Jim Raggi's reactions are here and here to Tim Kask's rebuttal and my supporting views.
For the record, here are my final thoughts on what I believe I have experienced about the OSR, its publications and its present and future. And I say this not as the very first publisher to have released a product in 2006 to start this whole ball rolling, but as one who just continued rolling the ball that had been started so long ago, and in that matter, once again with the help of myself in 1973/74. That is to say, that my observations are based on inforned inquiry that no other can equal by comparison as the inquiry starts at two milestone points and has contined to this very moment.
I am not part of the OSR, I never was and will never be. For that natter, when OSRIC was first to be released the fellows in charge of that came to me and wanted me to participate with that. I cordially delcined. The whole issue of OSRIC's potential and merits were discussed in many threads on Dragonsfoot; some saw it as a good thing, others saw it as not needed. I was among those who saw it as not needed. And do note, if there was anyone best positioned to produce a D&D clone then it was myself. But further note: I have not done so to date. Many asked why, and even more wanted me to do so, but I wouldn't. I have explained my reasons to Allan Grohe and to others, and they are not as simple as "Well, we have the books already," as many might assume. But here are the reasons as I know them and as they have grown and come better into focus through watching the "Clone Wars" (joke intended) rise over a short space of 4 years.
Very simply the reasons are: I did not want to relive the past and I do not want to relive the past now. I am a professional game designer. I want to design new things; and I have gone on record more than once in stating that here and elsewhere. This has perhaps to do with my exposure to so many games and designs in my life, including RPGs. Within that context I want these designs to reach out as examples for all as to what they can aspire to, just as Empire of the Petal Throne or D&D did through their publication. This is my aspiration and no other. I feel that if one strives for the best that the money will come, so one need not worry about that. Setting such examples also raises the bar of the industry and brings in new players and in the case of RPGs, new DMs as well. Bringing them in, again, and as I've stated so many times here and elsewhere, does not mean keeping them engrossed and participating--only good product and a sustained comittment to grow those who enter into to the hobby accomplishes that.
I do not feel that the OSR overall and as a group of companies is striving for that in whole. And here is my main reason for that: There are too many clones of the rules. IMO as a designer on one hand, as a publisher on the other, and as a player on yet another, there are puzzles, consequences and obstacles galore with this now real development. I could make a long list of the salient ones, but I am not here to lambast or to consult, but here's a big one out of the bunch from my "designer's" side: all of the time spent with designing these iterations could have instead been given to producing a really rock-hard innovative product that captured the attention of the industry at large (like D&D and EPT did) or even could have earned a CRA at Origins, perhaps; it might have produced such a resulting wave of exposure to have grown the industry in a proportion it had never seen to date. Instead, time and effort was given over to various iterations which are fine as is, but really accomplish the same thing while directing attetion over and over again to a circluar motion. This is a great disappointment to me, but when I thought about it, not unforseen. Some of us got the idea, but unfortunately most did not. Up and coming designers were empowered to create afresh, but instead imitated time and again. This is fine if that is what you want to do, but even D&D finally had its weaknesses and they began to show when compared to many other product lines (such as Chaosium's). Its strength was in the overall bones of the matter, but its life is, and has always been, what you add to those bones. And independant companies and designers cannot nurture that strength to life without products which innovate and at the same time set examples for new waves of people to come who will be in part our indsutry's future game designers.
IMO, most everyone is playing it safe. Was D&D safe when first projected as a product idea? Heavans no. It was out there. People lambasted it, marginalized it and said it would never for too long occupy a serious gamer's shelf. We heard it all. Reduplicating it ad infinitum is a fine send up, but what really is telling is how much innovative flesh is added to it and through that how much punch such products deliver in a market now becoming saturated with sameness. IOW, is this a short term "Can I do the same"? proposition or a long term, "I see what I have to do"? Unfortunately, my gut feeeling says the former, though time will tell.
As for the rest, it has taken its course. It is not about US and THEM, it is as I said at JtL's Blog: it is about the ideology of "I". As for being (in or part or with or through) the OSR by default, I reject that for creative and philosophical reasons.
(inserted transcript edited at request of original poster)
As a further step to point to the ridiculousness of this postulate, I recently phoned an old group of gamers I have been geographically removed from for years. They still play AD&D with some house rules like many do. After chit-chatting about old times, I got down to the crux of the matter: In his estimation, I asked my friend, over the years how many players were still playing and how many had they brought into their games (and board games as well, as they are gamers, not just RPGers). The groups varied from 4-7 over the years with 5 being a good average. They estimated that in their years of play (and this is an isolated area of Wisconsin) that they had had as many as ten new players exposed to the game and out of those 2 still represented new full time players and some inactive and/or part time, possible players. I asked him (I will call him B.) if they had ever heard of the OSR? My friend said exactly this: "What?" I explained; and he admitted that they had been doing just fine without it, but wished it luck.
And that's what I'm doing...
Showing posts with label From the Desktop. Show all posts
Showing posts with label From the Desktop. Show all posts
Tuesday, July 13, 2010
Wednesday, February 24, 2010
From The Desk Top: Hither, Tither and Yon
From the Desktop: Hither, Tither & Yon
Just a smattering of things, updates, thoughts, links and think...
I will be moving very soon, so PPP is not committing to any new release because of that until after I am settled in the new homestead. I am working on getting most projects into publishable form up and until then. This includes:
*Castle El Raja Key: Levels 1-3 (@11,000 words)
*Dungeon Trappings #1 (editing/layout)
*Drystaff the Wizard: Four Fabulous Tales (proofing/layout)
*Citadel of the Fire Lord (outlined with maps finished and intro written)
*The Boreal Level (Map finished, Intro written, extensive outline and appendix designs complete)
LOTGD blog will probably see less posting during the move time, so I encourage all authors here to take their stab at posting something of creative interest. If not, then please enjoy the sound of silence until I get back online and situated. If you wish to become an author here, please email me with what you have in mind: rjk@pied-piper-publishing.com I will be announcing the exact move time in the next two weeks.
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GaryCon2: I will be running Castle El Raja Key during the Con, March 19-21. I am looking forward to reconnecting with the Gygax family, Flint Dille,Tom Wham, Mike Carr and a host of peers, fans and gamers. I will be acting as an airport shuttle for my friend Allan Grohe, and no doubt he and I will have a great discussion during the ride to the con in Lake Geneva.
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NTRPGCon Event: I am designing a 4th-6th level dungeon based on Ramsey Dow's Dungeon Sets maps for North Texas RPGCon in June, entitled, "DUNGEON of DEATH". Yeah. Happy times ahead for adventurers in that... ;)
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OUT OF THE BOX: I will be doing some supplementary design work for Kyrinn's upcoming Urutsk World of Mystery RPG, specifically adventure material related to that as well as some editing and consulting work. More on that as it develops. The main idea is to provide some extra polish if and when needed to what Kyrinn has already accomplished through her hard work and devotion to this highly creative project, her baby. It is an honor to do so. Kyrinn's moniker here & there is Timeshadows, and this die-hard designer has been working hard and long to do justice to the idea of not only a new world constructed from top to bottom like my own World of Kalibruhn, but she has made solid strides in fashioning game rules which mesh with that world in a cohesive way, thus, and in my estimation, furthering such holistic design bases as revealed in predecessors like Empire of the Petal Throne. I will also be posting updates here on my participation within such projects and have invited Timeshadows to author here on this or other related subjects when she has time to do so.
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Dan of Goblinoid Games furnished me with review copies of LABYRINTH LORD, ADVANCED EDITION COMPANION and MUTANT FUTURE. I was most excited about seeing Mutant Future, as it takes a step towards something else besides another OD&D clone and associated adventures, which IMO are beyond their saturation point. Now, having read major portions of it, I give it a thumbs up, particularly for that reason--it's different, just like MA was different to D&D back in 1976 when we play-tested it (my PC sawed itself in half with a vibro-blade, and I still don't like those flow-charts that Ward invented and would never use them myself, but it was funny in a grim sort of way...). Honestly, though, and as I have stressed time and time again here, at PPP's forums, and elsewhere, I feel that more innovation is needed with these types of products. What I mean by this is "uniqueness." Whereas MF shows some of this I will single out the monsters, not all of them, but some; and of course the monsters/critters are sculptable by adding in the mutations, I really feel that there's a lack when a black pudding comes at us again. Now some of us may love black puddings, and of course I was exposed to my first back in 1972--but isn't this just a way bit beyond being passe? My nicely put challenge to GG and anyone else stuck in coming up with this stuff is to wait rather than fill in designs with concepts that have already been done. If the author gets stuck, hey, contact some imaginative whiz like E. G. Palmer, or someone else. E.G. creates these things for a living at his blog. I think he does it in his dreams and then wakes up and writes them down. Anyway... Make use of the creative talent out there and bring some imagination to bear on the concept of endless fantasy. My two cents. I like the quality of GG's products, btw, and appreciate Dan's overall great attitude and above-board communication standards. There are sparks in MF, and I hope that these sparks lead to a great roaring fire of imaginative products for it in the future. Quite honestly, attitude has everything to do with proper direction, so GG already has a step up in that category. It feels good because it is presented with no pretense, and as I noted, it is of very good physical quality and has some good to superb interior art. Given some extra creative design flourishes, heck, I might even be tempted to add a gaggle of creative mutations myself, such as an assemblage of interesting spider-like creatures that I have in mind.
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Behind-the-Scenes Cooperative Project: I can finally hint at this... This has been in the works for the last 6 months and is finally coming forward. It went from my desktop, to Andy Taylor, back to me, and then on to Journalizer (Lauren Hawkins). I cannot say much about it for now other than this is being worked on in concert with NTRPGCon's host and co-founder, Douglas Rhea and with further involvement at the primary level by a prominent ex-TSR artist. There will be an official announcement on this soon. I will tell you that it does involve a dragon and some castles... Much more in a couple of months.
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Black Festival & Drystaff: The Cimmerian nicely noted our recent fiction release of Black Festival in an encouraging article which also mentioned my intentions for publishing the Drystaff cycle of fiction. I am very appreciative for this exposure and will not disappoint. Their website is professionally at the TOP, by the way. Great content.
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A New Wolfar Story in the Works: After an email exchange with Timeshadows I was encouraged to start outlining a new Wolfar story, "A Blight of Wolves." Thanks for the inspiration TS! It's funny where one can derive inspiration from if you remain open to it. I have proceeded to write it, as one must strike when the iron is hot!
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Two friends/fans (an artist and a major businessman) have recently encouraged me to consider publishing my Supplement V (see original MS here). As well, in an email discussion with another designer, the subject of my SAVING THROW system outlined in that supplement came up. My question to the fans, followers and designers here: would there be any interest in this?
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Back to packing and cleaning and other. I will be silent posting for the next 2-4 days unless it is to answer posts/emails. Ciao!
RJK
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