OSRIC is a game of adventure, and the primary activity in adventures is exploration. Even though the rules for combat take up more space in this rulebook, play tends to focus more on exploration than combat. Whether the party is investigating an old ruined shrine, delving into an abandoned dwarfish mine, traversing an unknown wilderness, sailing uncharted waters, or venturing beyond the physical world into the planes of existence, exploration is central to adventure and thus to the game.That right there is probably one of the most spot-on descriptions of what Dungeons & Dragons is about that I have ever read. I think the degree to which that description resonates with you is probably a good gauge of your sympathy for the Old Ways.
Thursday, October 15, 2009
Though I tend to speak more these days about OD&D and its retro-clones. I should state upfront that I am a big fan of OSRIC. I own a hardcover version of its rules and remain in awe of its magnificence. What it lacks in High Gygaxian charm, it more than makes up for in clarity and keen insight. A good case in point is the following passage I read just the other day: