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What we’re about

This meetup is for people who are interested in "tabletop roleplaying games" (TTRPGs), both complete beginners looking to start with an easy-to-learn ruleset and for experienced players who have become a bit bored with the most common games like D&D 5th edition and Pathfinder (an off-shoot of D&D 3rd edition). Instead, we'll be playing indie games associated with the "Old-School Renaissance/Revival" (OSR) that try to recapture the looser play-style from the first generation of RPGs in the 1970s-80s while streamlining and altering the rules a bit (or a lot) to make the game easier to play & more fun.

FYI, fans of these old-school RPGs are called "grognards", so that's the official term for our group's members. The term comes from the wargaming world, which in turn borrowed it from the real-world term Napoleon used for his veteran troops - grognard means "grumbler" in French.

For a quick overview of what the "Old-School Renaissance/Revival" (OSR) games are like, check out this 11-minute video from Ben Milton's Questing Beast Youtube channel. If you want to learn a bit more, read Matthew Finch's "Quick Primer for Old-School Gaming" or Ben Milton, Steve Pumpkin & David Perry's more in-depth discussion of OSR game design principles in the "Principia Apocrypha" .

There's several core principals that set the OSR games apart from more modern TTRPGs:

  1. Rulings not Rules: OSR games tend to be "rules light" as opposed to "crunchy", i.e. they have simple rules that don't require much math to determine the success or failure of an action rather than complex rules that require lots of number crunching. This makes them easier to learn for beginners and quicker to run for experienced players. Character's explicit skills & abilities are also simpler and this is why OSR gamers often say "the answer isn't on your character sheet" and instead promote the idea of "tactical infinity", i.e. characters can attempt any tactic to solve a problem, subject to the adjudication of the GM. Since there's not an exhaustive list of your character's skills & abilities, on-the-spot rulings from the Game Master (GM) based on his/her intuitive understanding of how the game world works are favored for resolving situations not specifically covered in the rule books.
  2. Roleplaying not Roll-playing: The OSR's focus on roleplaying over dice rolling is meant to preserve the players' sense of immersion by forcing them to interact with aspects of the game's simulated world directly rather than through the abstraction of special abilities defined by the rules of a specific RPG. In this context, "roleplaying" means instead of merely saying "I check for traps" or "I try to bluff my way past the guard" and then rolling dice to see if your Find/Remove Traps or Bluff ability succeeds, the player must describe HOW they check for traps or WHAT they say to the guard. This is why OSR gamers often say "play the world not the rules", and it also explains why many OSR gamers will talk about the importance of "player skill over character skill", i.e. with enough ingenuity on the player's part, you may be able to boost your character's base chance of success or even get an automatic success. It's important to note that while OSR games may give characters a "background" that gives them advantage on skill checks related to their former profession, they tend to lack detailed skill systems and just assume PCs have general competence in a wide range of adventuring-related activities.
  3. Heroic not Superheroic: Success in OSR games typically means surviving and gradually becoming more skilled, so OSR games consciously avoid the "power creep" and optimized "character builds" that's plagued later editions of D&D. While OSR characters are "heroic" in the sense of being able to perform a wide variety of adventuring-related tasks (as noted in Point #2 above), they aren't invulnerable since heroism requires taking real risks. Stats are often generated by rolling 3d6 down the line which often results in a mediocre character with only one above average ability and at least one stat that's pitifully low. Hit points in OSR games are often lower (and sometimes capped), resting only slowly restores hit points, magic healing potions are often rare or non-existent, and characters in OSR games typically die when they hit zero hit points rather than merely falling unconscious as in later editions of D&D. Lastly, OSR games often emphasize the importance of mundane equipment (e.g. torches/lanterns, flint & steel, rope & grappling hook, ten foot pole, hammer & spikes, crowbar, etc.) and "encumberance" rules only allow PCs to carry a fixed amount of gear which forces tradeoffs & resource management. These limitations are unlike later editions of D&D where characters often have a plethora of magic weapons, wands, rings, cloaks, etc, as well as magic items like a "bag of holding" that allow a virtually unlimited amount of gear. The tendency to have more average stats, lower hit points, and limited equipment means OSR characters tend to be "everyman heroes" who gradually rise from obscurity rather than "chosen one" heroes who were destined for greatness.
  4. Lethality not Game Balance:  Unlike later editions of D&D, in old-school play the random encounter tables aren't adjusted so that the "Challenge Rating" (CR) of monsters the PCs encounter are what they have a decent shot at beating. At best, in OSR games, some GMs will have encounters get more dangerous the further you go from a settlement or the deeper you go in a dungeon, or they will telegraph the level of danger by allowing players to hear rumors from locals who warn them about certain areas or have players encounter tracks of a powerful monster or stumble across the remains of its victims. This offers the players a chance to avoid high-level threats they probably couldn't survive or come up with a clever plan to ambush a monster or set a trap for it rather than fight it head on. This is what OSR gamers mean when they talk about "combat as war" vs "combat as sport" and it's why they often say "combat is a fail state" - i.e. when faced with a high-level threat, the party may often need to hide, negotiate, or run away instead of fighting. If/when your character dies, you'll be expected to laugh it off and create a new character or take over an NPC nearby. The higher lethality of OSR games also helps avert "main character syndrome" (i.e. pretending the story revolves around your character & hogging the spotlight), and it also means players don't typically make as much upfront investment in their character's backstory, since it's viewed as a waste of time if they die in their 1st or 2nd adventure.
  5. Sandboxes not Railroads: There is less emphasis on character arcs & predefined endings, and a greater emphasis on generating "emergent narratives" from a mix of interesting maps, setting guides filled with lore, random encounter tables, treasure tables, rumor tables, random dungeon & town generators, as well as player choices & suggestions. Blogger Justin Alexander has summarized the advice for GMs running sandbox adventures as "Don't prep plots, prep situations" by seeding rumors in town that can lead to quests and having goal-directed villains who act on their own schedule regardless of the players. The lack of a pre-existing adventure plot in OSR games is a reversal of the trend that began with 2nd edition AD&D where boxed adventures were designed to fit player actions into an exciting narrative that required railroading. It's worth noting that D&D's early designers hit upon the idea of underground "dungeons" as a way to provide environments where the PC's option were more limited & manageable for GMs than wilderness exploration which allows movement in any direction. However, to avoid turning dungeons into "railroaded" adventures, most OSR gamers favor non-linear dungeons with multiple entrances/exits, looping/branching paths, secret passages, trapdoors, and different levels like those of legendary game designer Jennell Jacquays.
  6. Dynamic not Static Worlds: OSR games tend to put a heavy emphasis on resource management, and one of the most important resources is time. Thus, OSR games tend to emphasize the importance of GM timekeeping for the PC's actions both while they're adventuring and while they're engaged in various downtime activities. During an adventure, the GM must keep track of the number of turns that have passed because certain items like torches, water & rations only last so long, active spells have limited durations, and checks for wandering monsters must be periodically made. These factors put time pressure on every action the PCs make and create a tradeoff between moving quickly and being careful. Outside of an adventure, when some PCs are taking downtime (usually at a safe location like a town or stronghold), they can heal, train a new mount, research a spell, craft an item, carouse at the taverns, etc, but all of this takes a certain amount of time. If they're not done by the next game session, the player will have to use another PC for that session's adventure. Most quests are time-sensitive, since villains are enacting whatever plans they have if the PCs don't stop them, and thus quest-giving NPCs will eventually find someone else to complete their quests if the PCs are too busy with something else. The passage of time is also important for higher-level PCs with strongholds, since they face periodic upkeep costs, as well as wages for their servants & retainers. And the world itself is changing, with the day/night cycle affecting the chance of random encounters, and the shifting of the seasons affecting the weather and presenting different environmental challenges for overland travel and war plans. Tracking all of these temporal factors would be cumbersome, but including some of them gives a fictional setting the feeling of a real place where lots of things are happening at different times, and it's the reason that Gary Gygax famously proclaimed in all caps in the 1st Edition Dungeon Master's Guide that "YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.”
  7. Pick-Up Games not Epic Campaigns: Rather than expecting a small group of regular players to commit to multiple sessions that are part of an overarching campaign, tabletop RPGs in the 1970s-80s often assumed a large group of irregular players and several DMs (often in high school & college gaming clubs) who'd drop in whenever they had some free time. The 1st edition D&D rulebook famously said that "four to fifty players can be handled in any single campaign", but this assumed all the players wouldn't show up on the same day. As OSR game designer Ben Milton has explained, interlinked groups of players explored the same world in different sessions in a way that resembled a tabletop version of MMOs (massively multiplayer online games) like "World of Warcraft" that would come several decades later. To facilitate this style of play, old-school D&D often used an "open table" format where anyone who wanted to play was welcome. You didn't have to commit to a campaign that would span several sessions and required regular attendance. Instead, each session was a self-contained adventure (usually a dungeon crawl) with the players starting & ending the session at a nearby "safe" town where they could rest, heal & resupply.

Keep in mind that not all OSR games adhere to all 7 principles, aside from the first one (i.e. rules-light), but as long as they adhere to most of these principles most of the time, they're still reasonably classified as OSR games.

Another common feature of OSR games is that they tend to have more focus on old-school "dungeon crawls" -- i.e. exploring a maze-like environment while battling monsters, avoiding traps, and looting treasure -- which was deemphasized in most adventures from D&D's 2nd & later editions. The strategies necessary to survive the dangers of old-school dungeons are almost a "lost art" among modern role-players and requires a bit of a learning curve.

There's a variety of other aspects of old-school D&D that faded from prominence over time that have been featured in many OSR games, for example: lightly-sketched or "anti-canon" settings, rules for wilderness survival & "hexcrawl" exploration, the use of battlemaps & miniatures to make movement & positioning more tactical (as opposed to the more abstract "theater of the mind" approach), designating one player as a "caller" to speak for the entire group and one as a "mapper" to draw their own dungeon maps, a focus on mundane adventuring gear, encumbrance rules & resource tracking, the use of hirelings & henchmen, player strongholds & domain play at higher levels, mass combat rules derived from wargaming, XP for treasure, training to level up, racial classes & level caps for demi-humans, different XP requirements for leveling & different rates of power/skill increase for each class when they level up (leading to "linear fighters, quadratic wizards"), greater importance of character alignment, lawful & chaotic factions locked in a cosmic struggle, more focus on learning languages to communicate with NPCs, and reaction rolls & morale rolls that determined NPC behavior. OSR games have also popularized things like "carousing rules", "0-level funnel/gauntlet sessions" and "death & dismemberment tables" that only existed in some early D&D groups as interesting house rules.

Note that rather than sticking with one particular OSR ruleset, we'll play-test several of them so our members can get a sense of their advantages and shortcomings. OSR-related games can be loosely categorized into 5 categories:

  • (1) "Classic" OSR Games (a.k.a. "Retro-clones" or "First-Wave OSR") repackage & streamline the rules of early editions of D&D like the White Box, Holmes' Basic, Moldvay & Cook's B/X, Mentzer's BECMI, the Basic D&D Rules Cyclopedia, or 1st Edition AD&D without changing much (e.g. OSRIC, Old School Essentials, Basic Fantasy, Labyrinth Lord, Swords & Wizardry, Dark Dungeons).
    (2) "OSR-Adjacent" Games (a.k.a. "Near-Clones" or "Second-Wave OSR") mix original D&D rules with some modern game mechanics you wouldn't see in old-school D&D like universal d20 mechanics, ascending armor classes & difficulty classes, simplified saving throws, rules for spell failure, slot-based inventory, advantage/ disadvantage on die rolls, feats that can be used 1-3 times a day, and action/ luck points that can modify die rolls (e.g. Castles & Crusades, Dungeon Crawl Classics, Whitehack, The Black Hack, GLOG, Macchiato Monsters, Adventurer Conqueror King System, Beyond the Wall). Newer games that combine OSR principles with innovations from D&D 5th Edition (e.g. Shadowdark, Five Torches Deep, Low Fantasy Gaming, Into the Unknown, Deathbringer) are sometimes referred to as "O5R". While most of these near-clones emulate either standard "high fantasy" or grittier "swords & sorcery" fantasy, Lamentations of the Flame Princess stands out as a near-clone based on B/X D&D with a 17th-century Earth setting (and supplements with some weirder settings), adventures that combined aspects of fantasy with cosmic horror, and eye-catching artwork that presaged the NSR/Artpunk games that came later.
    (3) "New School Revolution" (NSR/NuSR), a.k.a. Third-Wave OSR, "Artpunk", or "Old School Baroque" (OSB) games often combine rules-light OSR design principles with some unique game mechanics that are fairly different from original D&D. Some of them stick with a traditional fantasy setting (e.g. Cairn, Knave, Errant, Forbidden Lands), while other NSR games include elements of gothic horror, steampunk, sword & planet, space opera, post-apocalyptic survival, etc, in a way that alters or abandons the standard fantasy tropes (e.g. Into the Odd, Troika, Mork Borg, Stars Without Number,Worlds Without Number, Ultraviolet Grasslands, Mothership, Mausritter). The tendency for some NSR game books to use unique fonts & layouts and surreal artwork to help convey the game's mood has led to the moniker "Artpunk".
  • (4) Rules-Light Story Games: Story Games, a.k.a. Storytelling or Narrative-Driven RPGs, have very different game mechanics than D&D and are often considered an RPG genre distinct from OSR/D&D "adventure games" because of several conflicts in their design principles. Notable examples of story games include Ars Magica, World of Darkness, FATE, Apocalypse World, Numenera, Burning Wheel, and Blades in the Dark. However, some newer RPGs have taken the mechanics from one of those story-game systems and incorporated OSR design principles so they could now be considered a subtype or offshoot of the "third-wave" of OSR/NSR games (e.g. Barbarians of Lemuria, World of Dungeons, Torchbearer, Vagabonds of Dyfed, Beyond the Wall, Nightmares Underneath, Vampyre Hack, Freebooters on the Frontier, Into the Dark).
  • (5) "Ultralight"/"Free Kriegsspiel Revival" (FKR): Ultralight games take the OSR minimalist principles of "rulings not rules" and "roleplaying not roll-playing" to the extreme and keep the mechanics very simple (e.g. Tiny Dungeon, Flexspiel, Risus, Freeform Universal, FUDGE Lite, Primeval2D6, Mydwandr). FKR games go a step further and typically dispense with die rolls & rely entirely on GM fiat to adjudicate the outcome of player actions (e.g. Barons of Braunstein, Any Planet Is Earth, Messerspiel, Revenant's Hack, Shadows in Eriador, Running With Swords, Landshut Rules, Old Freestyle Revival). The FKR method got some interest recently due to the 2019 documentary film "Secrets of Blackmoor", although a few diceless RPGs like the Amber Diceless RPG, Active Exploits and Nobilis existed in the 1990s & early 2000s.
  • OSR Settings: In addition to these different OSR game systems, there's a variety of OSR settings, most of which are system-agnostic while others are system-specific but fairly easy to convert. Some people play in older fantasy settings like Edward Rice Burroughs' Barsoom, Robert E. Howard's Hyborian Age, Fritz Leiber's Nehwon, Jack Vance's Dying Earth, or Michael Moorcock's Young Kingdoms. Those nostalgic for B/X, BECMI & 1st Edition AD&D often use settings from early D&D adventures like Blackmoor, Greyhawk, Mystara, The Wilderlands of High Fantasy, and - for the sci-fi fans - Gamma World. NSR fans sometimes play in the weird 2nd edition AD&D settings like Ravenloft, Dark Sun, Spelljammer, and Planescape which have adventures that are easy to convert to most OSR systems. Some newer settings created specifically for OSR-style games include notable examples like Dolmenwood, The Midderlands, Wulfwald, The Lastlands, Dwimmermount, B'reshit, Yoon-Suin, Qelong, The Gardens of Ynn, The Stygian Library, Vornheim, the Red & Pleasant Land, and the Great Virginia Disastrum. For a longer list of settings, see the blog posts at Uncanny Ramblings and Blessings of the Dice Gods.
  • => After checking out several of these game systems & settings, we can figure out how to combine the best parts with our own house rules. Luckily, unlike many TTRPGs, the OSR-ish games tend to have a small set of core rules that can fit on a one-page "cheat sheet", so it's easy to learn a different system and start playing 5-10 minutes later. Many games offer a "quick-start" version of their core rulebook for free online, so startup cost isn't a barrier. (Note: Click on the name of the OSR games above and you can download their rules for free.)

Since OSR games are a niche hobby and it's often hard to find players, we'll be playing online via Zoom which enables us to tap into a much larger pool of potential players. I'm opening this group up to interested people anywhere & everywhere!

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