Thursday, July 31, 2025

On the Advantage and Disadvantage of Nostalgia

There’s a familiar refrain I hear often, particularly online, when someone expresses admiration for the early years of the roleplaying hobby. Such admirers are “blinded by nostalgia,” they say. They're clinging to a past that never really existed, refusing to acknowledge the supposedly self-evident truth that “things are just better now.” It's a common accusation, one that I've been hearing since the dawn of the Old School Renaissance almost twenty(!) years ago. Frequently, the accusation comes with the smug certainty of progress, for surely only a fool would prefer the clunky rulebooks, crude illustrations, and amateur layout of the 1970s to the sleek, professional products of today?

Let me be clear: I am nostalgic – proudly so – but I am also not blind.

Nostalgia, like memory itself, is selective. It remembers what it values, sometimes to the exclusion of what it should not forget. That is both its virtue and its danger. If I may be permitted to indulge briefly in my academic training, I'm reminded of Friedrich Nietzsche's 1874 work On the Advantage and Disadvantage of History for Life, in which he cautioned against what he called “antiquarian” history. Antiquarian history, according to Nietzsche, is the kind that reveres the past so much it embalms it, turning it into a shrine rather than a source of life. At the same time, Nietzsche also warned against what we might now call presentism, which is to say, the uncritical acceptance of the Now as inherently superior, merely because it is newer.

In the context of RPGs, nostalgia often gets a bad rap. It’s treated as a distortion field, a kind of mental defect that prevents one from recognizing “how far we’ve come.” This perspective assumes that progress is inevitable, uniform, and always desirable. I simply don't buy that. I don't think it's true in art or the wider culture more generally, so why should it be true in the case of roleplaying games?

When properly tempered, what nostalgia offers is a connection to formative experiences, the kind that shaped our imaginations and ways of thinking. When I return to In Search of the Unknown or the three little black books of Traveller, I don’t do so out of some longing for childhood simplicities. I return because those works still mean something to me. They still inspire. Their limitations are part of their magic. The blank spaces, unspoken assumptions, and rough edges still invite interpretation and invention today as they did when I first read them decades ago.

Of course, nostalgia can deceive. It can sand off the roughness, forget the arguments over rules, and the unexamined biases of early texts. It can create a false Golden Age that never really existed. That is its disadvantage and it’s a very real one. No less real is the disadvantage of neophilia, the mindless embrace of the new for its own sake, which too often confuses polish with depth and complexity with quality.

We must also be honest about the social dynamics of the early hobby. It could be insular and off-putting to some. Though this was not my own experience, I know from talking to others that some of those early communities were not especially welcoming. Consequently, some of the changes in the contemporary RPG scene may be for the better. To the extent that the hobby today is more accessible than it might have been in the past, that's worth celebrating. At the same time, we must take care that, in acknowledging these improvements, we do not simply condemn the past as unworthy of our continued affection.

The truth is, the early hobby, the one I entered as a kid, didn’t just introduce me to games. It cultivated in me a lifelong love of history, philosophy, languages, art, and literature. It did this not in spite of its amateurishness, but often because of it. Those early games were demanding. Their rules were opaque. Their references were obscure. However, rather than alienating me, their opacity invited me to learn more – to dig deeper, to grow. That’s not something to be dismissed lightly.

Certainly, there were problems in the past, just as there are different problems today. That’s life. Every era has its strengths and its blind spots. The trick is not to pretend otherwise, but to recognize that nostalgia, when used well, can be a guide to what mattered and what still matters.

There’s nothing inherently virtuous about liking new things, just as there’s nothing inherently foolish about loving old ones. If anything, the true sin is not nostalgia but refusing to examine why we prefer what we prefer, pretending that our tastes are self-evidently superior, whether rooted in the past or in the present. In the end, nostalgia, like history, should be used for life, not against it. It should deepen our appreciation, not ossify our preferences. It should connect us to a tradition we care about, not imprison us within it. I cherish the early years of the hobby not because they were perfect, but because they were alive with possibility – and that possibility remains.

32 comments:

  1. A thoughtful post, thank you. I don't think anyone ever wants to return to THAC0.

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    1. I do! I love it.

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    2. Wrong! I love(d) THAC0 as well!

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    3. Target 20 all the way. They'll have to pull descending AC from my cold dead hands!

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    4. What is wrong with THACO?

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    5. It is counterintuitive to about half of the players, but highly intuitive to the other half. To the "other half" THAC0 makes perfect sense, because you simply subtract AC from THAC0 as the armor class changes. It also gives the player a full "to hit" table in his head for each PC and retainer he runs, from a single metric.

      To those who hate it, it is unnecessarily complex, and if you forget to "add" negative armor class numbers, or have just moved up a level and changed your THAC0, or just have trouble with simple mental subtraction, it is annoying as hell.

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    6. Oh there was also a sense about descending AC as a player - the closer the PC's opponent's AC "counted down", the "tension toward THAC0" built, and the player - or at least I - imagined the corresponding armor without having to be told.

      I vaguely remember a Novice monk "Cadfael Floruntein" or something like that. His THACO was 19 or thereabouts.

      The DM basically said "Gnoll, AC5"... yet I pictured a patchwork of matted hide stripped from fallen prey, stitched with sinew and reinforced with crude iron studs. The shield was a warped wooden disc, rimmed with scavenged bronze, its surface scarred by old battles and fresh kills. The armor was functional, but imperfect—gaps at the shoulder, a loosened strap at the flank, a slight hitch in the gnoll’s gait where the greaves don’t quite align.

      I knew I needed to roll a 14 or about a 1 in 3 chance, but Cadfael "saw" openings and opportunity. Both he and I exhaled. I rolled, but he thrust his fist for the studded armor gap in the hyenaman's ribs.

      I'm pretty sure I have such vivid recollections of games that were played 40 years ago because, in part, of THAC0.

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  2. I have nothing substantial to add, but I do want to say that I really appreciate this perspective: a foolish embrace of every change that claims, without evidence and sometimes even in the face of it, to be "for the better" and a foolish embrace of the past for its own sake, or out of fear that nothing can improve, are equally just that, foolish.

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  3. My thoughts exactly. I couldn't have put it any better. So, when people ask me why I prefer the OSR to 5e, my answer is "I have my reasons."

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  4. I don't disagree with your thoughts on how interesting ideas have been lost in the development of RPGs and the apparent resistance to reviewing them in a fresh light.

    One way to reintroduce concepts that made the "original" fun (whether that's Blackmoor, OD&D, AD&D or something else) could be to present them as 'new, alternative approaches' to be explored in the context of the current milieu rather than as relics of a 'golden age' to be venerated. *

    Keep up the good work, krhysd

    * Interestingly, the 'active umpire rulings' based wargame rules that Dave's group were using at the time originated around a century before the 'passive umpire/no umpire' rules that Gary's group (like most of the wargaming world) were based on.

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  5. Personally, I find the "greater inclusivity" argument to ring hollow. Reddit may more readily allow you to make your personality, lifestyle and (proper and appropriate to the forum) opinions to the forum, but it is far, far less "inclusive" than a BBS circa 1989, to the point that modern redditors might not even recognize the environment.

    In short, D&D 5e is reddit, Oe is BBS/CPM 1978. AD&D is BBS XModem 1989. It is important to note that the term "echo chamber" as referring to online forums did not become commonplace until the early 2000s (whether in search trends or ngram viewer).

    Constructing collective identity is fundamental to "Adventure Path" games that are Narrative-driven. This is not only inherently exclusive, but it necessarily depends on a sort of insularity that appears to be inclusive, when in fact it cannot be so.

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    1. Agreed! That's one of the dialectical ironies of the push for "inclusivity" of today - it can and does often lead to exactly the opposite. Whereas, in days gone by, without a focus on inclusivity, but on gaming, you often achieved greater diversity of perspective, experience, and opinions. Food for thought.

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  6. Jim Hodges---
    "Nostalgia, like memory itself, is selective. It remembers what it values, sometimes to the exclusion of what it should not forget."

    Profound!

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  7. I find nostalgia gets a bad rap, and often at times when we don't dare dwell on the present as much as we should. Generally, nostalgia is remembering the better times of the past. It seldom means purposefully insisting there were no bad times. My parents were Depression Era, and frequently reminisced about the good old days, while more than being honest that the Depression wasn't exactly a fun time. When people do purposefully insist there was no bad or ignore the bad of the past, it's usually not wrapped in nostalgia proper. On the other hand, the ones I’ve seen over the years who have railed against any sense of nostalgia frequently came off as purposefully wanting to ignore or deny any good in the past. Which can be as bad as ignoring the negatives, if you think on it.

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    1. Better said than I could muster. I believe further that our lives necessarily get more complicated with each passing year - we are saving for our (not-yet-born) grandchildren to go to college now? - and there is something pure and simple in our youth that brings a smile. An ice cream cone or a Big Gulp was just plain simple and awesome. A tumble with a local girl for a few ragged minutes on the back of a 1982 LeBaron was simple and awesome. Jumping in the pool with your dog was simple and awesome. Having a smoke/sputter with your stupid buddies when BAM! Your favorite song comes on a tinny old transistor radio was simple and awesome. It was simple. You scratched enough coin together to buy the big Snickers bar - the BIG one, man - and you even had that stupid penny to hand over with the quarter. And that sumbitch tasted great. No small-cap growth funds. No capital gains taxes. No waiting while your dopey son consults YouTube to find out how to lift the hood on his car (a clear parenting failure; I can take it). The original game was great because it was simple. The premise was simple: Rising Smoke somewhere, out there, and there are only a few guys who are going to creep toward it. You're the guy. What lurks beyond that horizon? The rest was imagination and comradeship. You reach a certain age where you return to that grand feeling you get when they hand you a big hot fudge sundae, and all you have to do is decide how to eat it. No kids, no wives, no ad valorem payments, no employees, no boardrooms, no enhanced experience, no politics. Just you and the joy. D&D was made right the first time. It is more appreciation than nostalgia. Guaranteed Forever.

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  8. Very well written! I would add, those who experienced both the past and the present have more references and thus comparison to draw upon than those who have merely experienced the present. There is a wisdom that comes with that.

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  9. I was nostalgic for the past of the hobby from nearly the moment I got into it in the early 80's at the start of the more professional corporate era. All the older stuff was so much less polished and overdeveloped - you never knew what you were going to find there. The OSR has recaptured that era in a lot of ways.

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    1. Outstanding point! My intro to "How to Play" was the brand new ('83?) Mentzer Basic...but my Expert set was Moldvay/Cook, and...that same Christmas I received the AD&D Player's Handbook. My group (rural, and none of us could drive), pieced together everything: I think the first module I ran was The Lost City, but one friend ran Expedition to the Barrier Peaks shortly thereafter. We played module series sets out of order as we collectively gathered them. The game was a cobbled-together wonderland in an (unknown at that time) attempt to play "The Game" in the spirit it was originally intended. A few times we even modified Car Wars rules for vehicular and ship based combat!

      It also helped that almost every book and module in publication had some reference in the preface like: "This module was begun early in 1976..." which was, like, literally before Star Wars, it was that ancient. We hadn't even made half-day kindergarten in those bygone days, so the game was practically designed for instant nostalgia for the Golden Years.

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  10. Nostalgia is a large part of the human experience, something all humans tend to have as they get older. Show me a person who claims to have no nostalgia, and I'll show you a person who does not take the time for self-reflection.

    I would argue that the "blinded by nostalgia" charge is a pejorative from people who are, in the main, fearful and/or ignorant. As with many such pejoratives, it's meant as a way of shutting down conversation, rather than take the chance to explore something that might derail/unhinge their own belief system.

    I pay little mind to it. At best, it's a phrase used humorously (and perhaps self-deprecatingly)...which is harmless.

    Meant pejoratively? Eh. My game system was around before they were born, and will (probably) be around long after they've abandoned their new-fangled hipness. I don't have time to worry about "sticks and stones;" I've got a game to run.

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  11. I feel like the idea that newer is better is pretty well falsified in many artistic fields (literature, painting, music l). Put simply, J.S. Bach has not been excelled although obviously the techniques of music have advanced in many ways. As for game design? I dunno. I think there are old designs that have not surpassed. In video games for instance, MULE or Tetris.

    I am heavily prone to nostalgia but I'm not sure that accounts for how much I have enjoyed old games that I only encountered recently. Maybe being old I have a tolerance for certain things younguns wouldn't put up with. But if we still read Homer after 2800 years, what's so crazy about preferring a 40 year old ruleset?

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    1. Gordon, I agree! It's hard not to laugh at those who automatically assume humanity and all its pursuits are inevitably getting better.

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    2. I mean, technology does get better, steel beats bronze, cars are safer and pollute less (though look less cool), etc. But art? Games?

      Video games get more tools developers can use, I suppose. But Tetris is a great example why this doesn't necessarily mean "better." And for analog games? More people are still playing Chess or Go than the most modern "storygame" RPG or "eurogame" BG by several orders of magnitude.

      Art can be more fitting to the current era. But this doesn't mean better. And this era too shall pass, and the art which fits best right now may look the most dated in the next era.

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    3. Thompkins, good comment! However, I would amend - technology /progresses/ or advances along a path, but that doesn’t make it /better/. As but one example, note the growing number of individuals who, after comparing, come to prefer the older technology of the vinyl record player over the newer digital MP3 music technology.

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    4. And the tech hype surrounding The Metaverse, and how it was going to alter every aspect of our lives, has been completely forgotten. (And thank goodness. Those clunky claustrophobic headsets were going to be really cumbersome.)

      Now AI will soon alter every aspect of our lives. Haha.

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  12. Nice to see someone else considering nostalgia and RPGs. I think "On the Advantage and Disadvantage of History for Life" is good starting point. More recent discussions of nostalgia are also helpful, I'm personally a fan of Svetlana Boyem's "The Future of Nostalgia" and the general issue of heroic/restorative nostalgia that she investigated.

    Nostalgia is more then just liking old things I think, it's a desire to return to an idealized past. The negative form of this has been called "restorative nostalgia", and obviously it's more dangerous outside the context of RPGs, but even within RPGs it's frustrating, as it leads to both calling new things that are influenced by old things the same as those old things (e.g. much of the OSR) and to rejecting new things without consideration while demonizing their champions as the cause of the nostalgic's unhappiness.

    Contrary to this is a sort of "explorative nostalgia", something I think the majority of the OSR is about - that is looking at and investigating the things one fondly remembers and rather insisting that the experience can be restore entirely, trying to find how to enjoy it in the present or adapt it to the present as something new that reflects the past.

    This is the difference between being angry that you aren't being treated as a champion because you very on a championship team in high school 20 years ago, and deciding that maybe you should try taking up sport again because it was fun when you were in high school. The same applies to RPGs I think.

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    1. I think you've summed up the flip sides of nostalgia very well. If you are just remembering the past, or enjoying old shows, movies, games, etc, that's a positive thing.

      It becomes a negative thing when you want to retreat into it, or if you reject anything newer or reject new experiences. A person who likes to listen to their 1980s music is okay, a person who complains nothing is better and all music past that decade sucks is engaging in the negative type of nostalgia.

      When it comes to the RPG side of things, I think the people making retroclones and adventures are the positive side, the negative side comes when you complain about all the new games, or focus on minutia rather than substance. For instance, some people wanted to emulate things like the font and layouts, and while some of the tribute covers are cool, I think trying to do everything in Century Gothic because that's what 1e games did is kind of focusing on packaging rather than the game.

      I remember reading one message board, and when people were excited about a reprint of early TSR books, one guy was upset and wished that WoTC would just scrap everything and go back to making 1e AD&D the game, thinking that forcing it on people would make it the #1 game. That's destructive thinking.

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    2. I work at an eclectic arts center with a lot of younger people — in some cases a few teenagers who are less than 1/3 my age. A couple of years ago one of the teens became obsessed with the 1980s because of — yup, you guessed it — Stranger Things. They had a Spotify playlist on daily repeat over our sound system with The Smiths, The Cure, Kate Bush (some of my all time favorite artists btw), but played it so often it wore out my nostalgia for them.

      One time I found myself blurting out "you know Kate Bush had more hits than just "'Running Up That Hill,' right?" Another time, I queued up the entire album of "Hounds of Love" — and my co-worker was like "what IS this garbage?!"

      "Just the record your favorite song is from. Why? You told me you loved Kate Bush." Guess you don't have to be old to be narrowly selective about the past.

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    3. @JRT It's funny you mention font and layouts. I have been looking at my old AD&D 1e modules like G1-3 (finally unearthed) and was appalled by the font and layout. But I admire the Traveller LBB's, even though I prefer serif fonts in general. Bad and good aren't restricted to any given era.

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    4. You could file this under 'petty', but the main reason I remember rejecting the 2nd edition of D&D was TSRs overuse of cyan as the second (and *only*) color throughout their new rulebooks. It was a common practice back in the day, a cheap and simple solution during a time when 4-color CMYK printing was still pretty expensive — but as an art director for a newspaper and magazine publisher, I recognized it as THE cheapest choice, and recoiled at their decision. Sure, ok, drop a second color in your run to make things 'pop', but pick a sepia tone or some of other earthy color to evoke the tomes of a fantasy world — anything but the "printer's blue" of 100% cyan. Ugh.

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  13. Back in the mid-teen's (not my teens but 2017), I joined a weekly D&D campaign at our local game bar. It was the first time in decades I had played, and the system shock of jumping from OD&D to 5e was real. My friends even took to mocking my jaw drops and exasperated sighs when encountering something different under the same name.

    I was finally able to orient myself when I realized that 5th Edition (along with boardgames like Descent) were what D&D would've been if Gary Gygax and Dave Arneson had grown up playing video games instead of reading pulp fiction and comic books.

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  14. Sadly the tyranny of modern day aggressive inclusivity demands that even your memories must conform to their demands.

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