Friday, November 20, 2009

Thoughts on OSR and Agile game design

I love browsing blogs, although I bet some bloggers wish I didn't. Found this article today on Troll and Flame and I must comment.

The basic idea is an old one, debated back and forth I'm sure since the first days of the hobby. I saw it in endless detail first back on rec.games.frp.advocacy in the 90s, and in my own groups since the release of original D&D.

r.g.f.a called it design in play vs design at start. But who really cares at this point.

My point is that for many players, Mr. Harman is completely right. And for at least as many, he's completely wrong.

His OSR 'Agile' method would never have produced JRRT's Lord of the Rings. That was immense detail of setting before the first words of the Ring novels were ever set to page. Instead it would produce something less than the latest Dragonlance novel which at least has some consistent background to be had. An even better comparison would be between LotR and Improv night.

Yes, one may not use 95% of the developed background- but the 5% you do is consistent, and ties in with a much greater whole. The result is immense depth, and bodies of work like Middle Earth can project that depth upon the reader. The same is true of rpg campaigns.

Further such vast amount of detail impacts how the GM runs their campaign. It makes them consistent with the world and the in-game characters, and not the moment to moment desires of themselves or their players which is a hallmark IME of 'agile' campaigns.

More pointedly, I disagree with using software design concepts (a field that I'm well versed in myself) in campaign or game design. Software is very direct, highly specific and highly literal. Those factors keep reusability low.

World backgrounds, history, and people in contrast are not. They are diffused, generalized, and often subject to individual viewpoint.

It would thus be no surprise that tools for software would produce shallow results when applied as a control method for something as wide ranging as fantasy world simulation.

Not everyone is capable of the work involved in creating a complete fantasy world, and not eveyone can is capable of handling a detailed ruleset in play. Others must change their character and world at whim in order to enjoy themselves.

That's fine, but I wish they'd realize that their limits or methods don't apply to everyone.

Oh, one more thing. I'm getting real tired of the OSR label. Their 'Old School' has nothing to do with the 1970 gaming scene as I live it. Or any scene other than the Internet for that matter.

1 comment:

Norman J. Harman Jr. said...

I agree with this part the most.

> That's fine, but I wish they'd realize that their limits or methods don't apply to everyone.