Showing posts with label ogl. Show all posts
Showing posts with label ogl. Show all posts

Wednesday, March 22, 2023

Basic Roleplaying: The Universal Game Engine

Over at their official blog, Chaosium recently announced that a new edition of Basic Role-Playing – or should I say Basic Roleplaying, since the old school hyphenation is no more? – is on the way, with a PDF version appearing next month and a hardcover release sometime later this year. This edition represents not only an updating of the popular and successful BRP rules, but also the first time that these rules have been released as royalty-free open content. 

After the brouhaha earlier this year about the status of the Open Game License, I'm not at all surprised that Basic Roleplaying is being released under the terms of the Open RPG Creative License (ORC) created by Paizo. As I recall, Chaosium was an early supporter of this alternate license and it appears their commitment to it has not wavered. I'll admit I haven't been following the development of ORC at all since its initial announcement, so I can't say for certain if BRP is the first significant RPG to be released under its terms or not. Regardless, the publication of an open version of this venerable and respected ruleset is significant.

As an admirer of the original, I'm happy to see BRP continue to thrive well into the 21st century, though I still hold out hopes that Chaosium might one day publish a slimmer version of it more akin to the one included in my 1st edition Call of Cthulhu boxed set way back in 1981. In any case, I'll be keeping an eye on this and hope it might lead to a wider appreciation of these classic roleplaying game rules.

Friday, January 20, 2023

The Latest

While I don't want this blog to become dominated by posts relating to the Open Game License, the truth is that it's a very important topic for those of us in the OSR, because most of our foundational texts (OSRIC, Basic Fantasy, Labyrinth Lord, Swords & Wizardry) were all created through its use. Consequently, any attempt by Wizards of the Coast to "de-authorize" earlier versions of the OGL will have – and already has had – profound repercussions. That's why this stuff is important, even if it's also more than a little confusing at times. 

To that end, I would like to direct your attention toward this post by Rob Conley, in which he quite clearly and intelligibly dissects WotC's proposed v.1.2 of the OGL and what its implementation would mean for our little corner of the larger hobby. Rob does a far better job of laying it all out than I ever could and I'm grateful for his continued posts on this matter. I'll almost certainly have some further thoughts of my own later, but, for the moment, I highly recommend the above link.

Monday, January 16, 2023

Where Things Stand

Over the last few days, there have been a number of developments in the saga of Wizards of the Coast's plans to "de-authorize" version 1.0a of the Open Game License and replace it with a more draconian (i.e. effectively non-open) version 1.1. Perhaps the most significant of these is the announcement by Paizo, publisher of Pathfinder, that it intends to create "a new open, perpetual, and irrevocable Open RPG Creative License (ORC)." At its announcement, Paizo was joined by numerous other RPG companies, including Chaosium. Later, Goodman Games, publisher of Dungeon Crawl Classics, indicated that it too would be adopting ORC

For its part, Wizards of the Coast issued "an update on the Open Game License" that was clearly intended to dampen the outrage through feigned conciliation. While WotC appears to have walked back some of the provisions of v.1.1, their update is notably silent on the matter of whether they still intend to proceed with their attempt to "de-authorize" v.1.0a. I suspect that's a deliberate attempt at obfuscation on their part, in the hope people will somehow forget this crucial part of their plan. I say "crucial," because so many of the OSR's publications made use of the OGL and the d20 SRD. Without it, creators, both large and small, will need to make appropriate adjustments.

At the same time, one of the things that I hope has become clearer to more people is that there is no need to use any kind of open license to create new old school games, let alone products for use with an existing one, provided copyrights and trademarks are respected. The OGL was never necessary, though it was certainly useful, given what was included in the d20 System Reference Document. Certainly, the uncertainty regarding the status of v.1.0a makes things potentially difficult for the creators behind retro-clones like Labyrinth Lord, Swords & Wizardry, and Old School Essentials, but they are not insurmountable. Both Basic Fantasy and Swords & Wizardry have already announced plans to proceed without the OGL in the future and there is no reason why other creators cannot do the same.

The OSR is much too small a portion of the hobby for Wizards of the Coast to care about us. I don't for a minute believe that their proposed changes to the OGL had us in their sights. Why should they? I've now sat out two editions of Dungeons & Dragons in a row. I'm not one of their customers and likely never will be, so my feelings and preferences are none of their concern. Nevertheless, a part of the hobby that matters to me may suffer significant collateral damage due to their shenanigans and that's a shame. I almost wish I had been a customer of WotC so that I could somehow register my disapproval of their intended actions.

Until something of significance happens on this front, this is my last post on the matter for a while.

Thursday, January 12, 2023

Ryan Dancey Speaks

While I'm sure that some readers have already tired of hearing about the Open Game License and Wizards of the Coast's rumored plans to undermine it, it's nevertheless a potentially significant topic for those of us in the old school world, given the role the OGL and the d20 SRD played in the production of OSRIC, Basic Fantasy, Labyrinth Lord, and Swords & Wizardry, among others. That's why I'm especially keen to hear what Ryan Dancey, co-creator of the OGL, has to say on the matter. 

Fortunately for me, the Roll For Combat YouTube channel sat down with Dancey for more than two hours yesterday and he answered numerous questions about the OGL, WotC, and Hasbro that are very illuminating. He even mentions that the advent of retro-clones was something that genuinely surprised him. If you have an interest in this topic and the time to devote to it, I recommend taking a look.

Wednesday, January 11, 2023

Beware the Gifts of Dragons

The Electronic Frontier Foundation, no stranger to the hobby, has posted an article on its blog about the ongoing Open Game License controversy. It's not a formal legal opinion on the matter, though the author, Kit Walsh, is an attorney and clarifies a few points about copyrights, open licenses, and contracts from a legal perspective. 

My main takeaway from the post, aside from the obvious fact that Wizards of the Coast is behaving in a "rude and unfair" way, is that the existing version 1.0a of the OGL is, unfortunately, not written as clearly as one might like, if the goal is for its terms to be legally irrevocable. This is a criticism I've seen of the Open Game License before, but, until now, it's never really mattered, because WotC seemed content to let the situation stand as it had for more than two decades. However, it seems quite possible that the terms presented in the draft of version 1.1 are completely legal, however much that flies in the face of the previously stated intent of the original OGL.

As more and more creators and publishers publicly state that they intend to drop the OGL from their current and future publications, I'm not certain that Wizards of the Coast can say or do anything that will undo the fear, uncertainty, and doubt engendered by the last few days. The cynic in me wants to believe that that was always WotC's intention, but I suspect the truth is that they simply didn't think the consequences of this action through and are quite surprised by the intensity of the public backlash.

Yesterday, Ray Winninger, the former Executive Producer in charge of Dungeons & Dragons at WotC, had this to say in response to a question about the OGL situation:

There's still no response from Wizards of the Coast about this, though they will apparently be "sharing more soon," whatever that means. In any case, this story is far from over and I expect there will be a few more twists and turns before the week is done.

Tuesday, January 10, 2023

Let Chaos Reign

While there has not yet been any official comment from Wizards of the Coast in response to the supposed draft of version 1.1 of the Open Game License, a number of other creators and companies whose publications depend on the continued viability of the existing 1.0a version have made the current state of their plans known. Here are some of those of which I am aware. Please feel free to add more in the comments below.

That may not seem like a long list but consider the titles. Both Basic Fantasy and Castles & Crusades, two games that play important roles in the prehistory of the OSR, are there, which says a lot, I think, about how much this situation has the potential to up end even our little corner of the wider hobby. Equally important on that front is Old School Essentials, an elegant restatement of the Moldavy/Cook/Marsh rules that has deservedly received a lot of praise – and play – over the last few years. I would not be the least bit surprised to see many more creators and companies issue similar statements in the days to come, particularly if WotC continues its silence on the matter.

At this point, I feel that the damage has been done and is irreparable. Even in the event that Wizards of the Coast issues a repentant mea culpa and presents a new draft of version 1.1 of the OGL that does not attempt to "de-authorize" its predecessor, I'm not sure anyone would believe them. And why should they? The reality is that WotC is a subsidiary of a huge, multinational conglomerate; expecting it to behave in a fashion where anything but the bottom line matters has always been a fool's bet. We might somehow dodge this particular bullet, but there's no guarantee that WotC won't try to pull something similar – or worse – in the future. Why take the risk?

I'd originally planned to keep my Secrets of sha-Arthan fairly close to the conventions of Dungeons & Dragons and its clones. Now, though, I'm less inclined to do so, even if that necessitates rewriting portions of my current draft. As it is, I already don't use any of the character classes, races, spells, monsters, or magic items of D&D, so the rewrites might not be unduly onerous. Plus, it'll give me the chance to make the final game much more its own thing, which is probably what I should have done in the first place. 

Looks like 2023 has already started with a bang. I wonder what more will unfold in the days and weeks to come.

Monday, January 9, 2023

Blast from the Past

As many readers of this blog undoubtedly already know, Wizards of the Coast is rumored to have plans to "de-authorize" version 1.0a of the Open Game License. Leaving aside the big questions of whether the rumors are true and whether or not WotC has the legal authority to initiate such a monumental change, I find myself reminded of this:

That's the opening salvo in TSR's "war on the Internet" of the mid-1990s, when the company dubiously claimed that "any software, bet books, modules, tables, stories, or rules modifications which contain elements from our copyrighted properties, including characters, settings, realm names, noted magic items, spells, elements of the gaming system, such as ARMOR CLASS, HIT DICE, and so forth" were "infringements of TSR copyrights" unless they had been produced under license from TSR. Such belligerent and litigious behavior is what earned the company the nicknames T$R and They Sue Regularly. 

Ryan Dancey, the architect of the Open Game License, intended it, in part, to be a "laying down of arms" by Wizards of the Coast, an act of good faith to demonstrate that the then-new custodians of the world's first roleplaying game – this was 2000, remember – would not behave as TSR had done. It was also a way to safeguard the mechanics and ideas of D&D by "freeing" them, echoing Ted Johnstone's cri de coeur that "D&D is too important to leave to Gary Gygax." Dancey felt that D&D was too important to leave even to WotC, the company of which he was vice president at the time. 

People more knowledgeable than I have a better handle on the legal and other ramifications of this possible turn of events. I highly recommend Rob Conley's series of posts on this topic, but many others have likewise written capably about it. Speaking personally, my concern is solely for the possible repercussions on the Old School Renaissance, a lot of whose foundational texts, such as OSRIC, Labyrinth Lord, and Swords & Wizardry, owe their existence to the OGL. If WotC is able to rescind even Version 1.0a of the OGL, despite previous assurances that this was impossible, it would send shockwaves throughout the hobby by overturning a state of affairs that has existed for more than two decades. 

I suppose it's still possible that the leaked Version 1.1 of the OGL is merely a draft or even a trial balloon, but, even if that were true, I think this whole affair undermines the faith publishers have in the safe harbor that the OGL is supposed to provide them. Indeed, I would not be the least bit surprised if more than a few notable publishers decide to decouple their games from both the OGL and the D20 SRD. If so, we might see a return to the situation that existed in the '70s and '80s when publishers hid behind slightly altered terminology, such as Judges Guild's "hits to kill" instead of "hit points," in order to produce material broadly compatible with D&D without the need for a license (and royalty scheme) from TSR.

I will definitely have further thoughts on this matter in the coming days. If nothing else, I'll likely revisit the history of TSR's ham-fisted attempts to put the RPG genie back in the bottle, as well as take a look at just how much of D&D's purported intellectual property is obviously derivative of prior art. Interesting times!

Thursday, June 30, 2011

REVIEW: Blackmarsh

I'm usually down on gaming products that explicitly imitate -- or "ape" in my preferred phrase -- the graphic design of the older products they're meant to recall. That's why, for example, I have little love for the covers of all the adventure modules being produced today that are reminiscent of those produced by TSR in the Golden Age. I've come to accept that my opinion on this score is probably in the minority, but I nevertheless wish that more contemporary old school products broke free of the esthetic choices made by TSR circa 1978-1982 and blazed their own trails. While I don't think "nostalgia" is a dirty word, I do think the old school renaissance would be well served by stepping out of the long shadow cast by TSR, many of whose decisions, even those that bore good fruit, were rooted in a combination of inexperience and expedience far more often than in some coherent "vision." While I think it's great to look at the past for inspiration, the last thing we need is to be forever plowing the same creative fields as our illustrious predecessors.

So, by all rights, I really ought to dislike the cover of Rob Conley's Blackmarsh campaign setting, which obviously reminds one of the cover to the original The World of Greyhawk folio -- but I don't. If anything, the cover makes me even more fond of Blackmarsh than I otherwise would have been (and I already liked it a great deal). That's because Blackmarsh is probably closer in spirit to 1980 The World of Greyhawk gazetteer than any campaign setting product released in the last few years. Yes, there are plenty of differences in content, tone, and presentation, but, like that folio of old, Blackmarsh does a lot with a little, making a surprisingly tasty meal out of nothing but bare bones and leaving one with the impression that many more equally tasty meals could be had with its ingredients.

In that respect, Blackmarsh might more rightly be said to be the child of the original The World of Greyhawk folio and Judges Guild's various Wilderlands products, with some DNA from Blackmoor as well. In the span of 16 pages, Blackmarsh presents an area of 95 by 135 miles in area, called (naturally) Blackmarsh, after the strange swamps that dot the landscape of this region. Those 16 pages provide a basic overview of the setting and its particulars, in addition to maps, rumors, and brief descriptions of noteworthy 5-mile hexes. Those descriptions make up the bulk of Blackmarsh and clearly point to the Judges Guild "hexcrawl" heritage of this product, though there are enough settlements and dungeon locales scattered about the region to support other traditional elements of campaign play.

The region of Blackmarsh is characterized by two things. First is "The Mountain That Fell," an asteroid that struck the area long ago, shattering the landscape and scattering a substance called "viz" that is valuable as a reagent in many magical effects, including spellcasting. The second is its isolation from the centers of civilization, as the region's former rulers, the Bright Empire, retreated to the south several centuries ago, leaving Blackmarsh to fend for itself. If you recognize the name "the Bright Empire," that's because it's from one of Conley's earlier efforts, Points of Light, though there's no necessity that you own that product to use Blackmarsh. Taken together, these two characteristics of the region create a wide-open sandbox environment lacking in a centralized authority and rife with adventuring opportunities -- the perfect place to start a new campaign.

Blackmarsh is largely devoid of game statistics beyond very basic ones (level, class, hit dice, etc.), making it readily usable with almost any fantasy game system, even though it's specifically noted as being compatible with Brave Halfling's soon-to-be-released Delving Deeper. Indeed, a copy of Blackmarsh is included in the boxed set of Delving Deeper as an example of what a campaign setting might look like. I think this is a sound idea and is in many ways worth a great deal more than pages of advice to the referee on how to design a campaign setting, especially in a game geared to beginners. This is doubly true when the advice one is attempting to impart runs counter to so much of what is seen elsewhere in the hobby. A straightforward, unpretentious sandbox setting like Blackmarsh can concretely demonstrate the old school way of campaigning far better than several chapters on the subject.

This isn't to say that Blackmarsh is or should be the last word on the subject. There's still plenty of room for other takes on the old school campaign setting and I sincerely hope we'll see them. Furthermore, Blackmarsh isn't flawless. There are some editorial snafus here and there, like mistaken hex references, that weaken its presentation. Likewise, there seems to be a tension in its hex descriptions between those that present purely factual information -- "The leeward side of this island is choked with groves of thorny bushes and hedges." -- and those that present action in media res -- "A mother black dragon (old, HD 8) and her child (young, HD 7) have slaughtered a herd of deer and are in a meadow consuming the carcasses." I personally prefer the former and find the latter a clumsy way to present an adventure hook.

That said, Blackmarsh is presented as wholly Open Game Content. Anyone who wishes to uses its maps, locations, or background is free to do so for any purpose. In fact, the book includes the following commendable note:
It is the author's intention that the Blackmarsh setting is open content and free to use for commercial and non-commercial projects.
That's frankly the kind of attitude I can't help but applaud. If we see others take up and run with some of what Rob Conley has put on offer here, Blackmarsh will have proven its value above and beyond what you can read in its 16 pages.

Presentation: 7 out of 10
Creativity: 7 out of 10
Utility: 9 out of 10

Buy This If: You're looking for a bare bones sandbox setting to use or to loot for ideas for your fantasy roleplaying game campaign.
Don't Buy This If: You have no interest whatsoever in using a setting of someone else's creation.

Thursday, March 10, 2011

The Tome of Horrors Complete

Looks like the long-awaited updating of Necromancer Games's The Tome of Horrors is almost upon us -- this time with a version converted to Swords & Wizardry. As its title suggests, this update includes material not just from the original The Tome of Horrors, but also from volumes II and III. The whole thing is apparently 1,000 pages long and is available for pre-order for $89.99 until June 1, 2011, after which the price will increase by $10.

I consider The Tome of Horrors one of the best books produced during the 3e era and an invaluable resource to the old school community, since it opens up a large number of classic monsters that weren't included in the D20 SRD. So, it's great that Frog God Games is again going to make these monsters available to gamers who didn't buy it the first time around.

On the other hand, by combining it with the second and third volumes, both of which were good but nowhere near as essential, they've boosted the pagecount -- and sticker price -- to ridiculous heights. I honestly cannot imagine using a 1000-page book, even as a reference. Likewise, paying nearly $100 (more, once shipping is factored in) isn't something I could countenance for almost any RPG-related product, so I'll be giving this one a pass. With luck, there will be a PDF version of The Tome of Horrors available at some point and, if it's priced reasonably, I may pick it up.

Sunday, November 28, 2010

Thank You, Ryan Dancey

I had several people send me links to this post over at the Paizo forums, which I otherwise would never have seen. In it, Ryan Dancey, formerly of Wizards of the Coast, talks about the rationales behind the Open Game License, one of which was:
I also had the goal that the release of the SRD would ensure that D&D in a format that I felt was true to its legacy could never be removed from the market by capricious decisions by its owners.
I can attest to the fact that this particular rationale is not an ex post facto justification on the part of Dancey. I very distinctly recall his having used words very similar to this back in 1999-2000, during the run-up to the release of D&D III (and I'm sure those more Internet savvy than I can dig up the quotes in question). Likewise, the history of the last few years shows that the combination of the SRD and OGL did in fact help to ensure that "D&D in a format ... true to its legacy" would survive "capricious decisions by its owners."

I won't go so far as to say that we'd never have seen retro-clones/simulacra without the SRD and OGL, but, without them, the process of creating them would undoubtedly have been more difficult, both creatively and legally. I've frankly never understood the belief that the SRD and OGL were mistakes on the part of WotC. To my mind, they're probably the company's greatest contribution to the hobby, which is why, despite my disinterest in D&D IV and the burnout I experienced with its predecessor, I still feel indebted to the company -- and to Ryan Dancey, who, in the words of Lisa Stevens, CEO of Paizo, "champion[ed] [them] through the halls of WotC when all of us thought that you were insane."

Thanks, Mr Dancey. The old school renaissance owes you a lot.

Thursday, November 18, 2010

In Praise of D&D III

One of the more absurd bits of misinformation I've seen mentioned in reference to myself is that I hadn't been playing D&D for many years prior to Gary Gygax's death in March 2008, the implication being that my current love affair with OD&D is, at best, a passing fancy or, at worst, a put-on. The truth of the matter is that, as I've explained here numerous times, Dungeons & Dragons is my perennial roleplaying game. Since I first entered the hobby in late 1979, I've gone through several periods during which I dropped D&D for a time, sometimes in disgust at some aspect of it, but I've always returned to it later, often with a better understanding of just why I so strongly enjoy it.

My longest stretch of not playing D&D occurred during the 2e era. Between about 1996 and 2000, I didn't play D&D at all, after having been involved in a long-running campaign since Summer 1992. The end of that campaign was partially due to external factors, but a good part of it was unhappiness with the way TSR was shepherding the game. Even the best D&D products of the 90s have an "autumnal" feel about them -- brightly colored leaves whose beauty signalled the inevitable coming of winter. And the latter half of the 1990s definitely was a "winter" for D&D, at least as far as I am concerned. I gave up playing the game entirely and might well have never returned to it at all had it not been for a wholly unexpected turn of events.

That turn of events occurred in 2000. At the time, I was writing for the now-defunct InQuest magazine and was given the opportunity to produce an article on the then-upcoming Third Edition of Dungeons & Dragons from Wizards of the Coast. As part of my research for the article, WotC sent me a large number of playtest files for the game, including the entirety of the Player's Handbook. I was initially quite unenthusiastic about the assignment, but, reading through the files WotC sent me, I slowly found myself becoming rather impressed with the way that my favorite game of old had been given a revamp. I liked it so much, in fact, that I decided to start a D&D III campaign once I was given the OK to share the files with my friends, several months before the game was released. I was thus what you'd call an "early adopter" of 3e.

And so it was that I was reunited with my first love, thanks to Wizards of the Coast. Lest anyone find this implausible, let me reassure you that, from the first, there were things I disliked about D&D III -- the unified XP table, ascending AC, and, most of all, its obsession with "balance." I learned to live with the first two and simply ignored the other one, running the game the way I'd run 1e and 2e in the past. Unsurprisingly, I had few problems with this approach. Indeed, it was remarkably easy to use old materials with the new edition; hardly any conversion was necessary.

That
was what I found most impressive about the new edition, actually: though it was clearly rebuilt from the ground up, the old foundations were still there, as were a myriad of little details. I once did a comparison of spell descriptions from OD&D through 3e and what's amazing is just how much continuity there is, not just in conception but even in verbiage. D&D III contains a surprising amount of Gygaxian text -- not mere echoes of his words but the actual words themselves. That's why, for me, despite the dropping of the word "advanced," I still look on Third Edition as Advanced Dungeons & Dragons, Third Edition. There's simply too much continuity, both mechanically and, especially, flavor-wise to think differently.

This isn't to suggest, by any means, that 3e is the game Gary would have written had he retained control over the game into the 21st century. Given the direction he was already taking the game in the late 1e era, I'm not certain I would necessarily have enjoyed what he'd have done with latter day AD&D anyway. But I think it's important to point out that, for all the clear deviations from what had come before, D&D III still recognizably possesses Gygaxian "DNA." I thought that in 2000 and I still think that now, after several years of examining and playing the original game. This is an undeniable truth, as anyone who's used the 3e-derived D20 SRD to retro-clone old school rules can tell you. If there weren't a lot of similarity between D&D III and its predecessors, games like OSRIC and Labyrinth Lord would have been impossible.

Which brings me to another important point: the Open Game License and SRD. Together, these two things "freed" D&D forever, making most of its core concepts and ideas the property of us all. Looking back now, a decade later, as piles of D20 shovelware clogs up bookshelves and (no doubt) landfills across the world, it's hard to remember just how amazing things felt back then. To a lot of us, it felt, if only briefly, like we were on the cusp of a new Golden Age, one where gaming was every bit as vibrant, varied, and imaginative as it had been back in the heady times of my youth. Sure, there was a lot of junk being made, but there was also a lot of amazing product being released and, best of all, shared. For several years, it was 1979 again, at least for me, and I'm glad I got to experience that.

But it was no new Golden Age but rather a Gilded one. The advent of v.3.5 -- even its self-designation is awful -- presaged a shift in tone, content, and business plan that slowly lost me. I continued to play D&D, of course; I was involved in two very lengthy campaigns, including the continuation and conclusion of the one I'd begun in early 2000. I had a lot of fun and my love for D&D had been successfully reignited. And thank goodness for that, because, if my love had not genuinely returned, I probably would have again dropped the game, thanks to the endless churn of splatbooks, rules expansions, and increasingly ridiculous material WotC was producing in the wake of v.3.5. I stopped buying D&D books entirely and felt ever more strongly that many of the things I first disliked back in 2000, particularly the obsession with balance, would be the death of what was, at its roots, a very good iteration of Dungeons & Dragons.

During 2006-2007, I started casting about for alternatives, a path that ultimately led me to where I am today. Had things been different, had D&D IV not shed its Gygaxian heritage and fixed the things I actually thought were wrong with 3e, I might well have never taken up OD&D. Consequently, I feel I owe a debt of thanks to D&D III, first, for having restored my love for D&D and, second, for having taught me what it was I loved about it in the first place. Without 3e, I probably would never have played Dungeons & Dragons again at all. And while I now look back on it as a game I would never choose to play again if other alternatives are available, I cannot say it was a bad game. It's a game with some serious flaws, chief being its balance fetish, but I enjoyed it for quite a few years and whose design does more than pay lip service to the game's past.

So, here's a tip of the proverbial hat to Third Edition.

Wednesday, August 11, 2010

A Kerfuffle in the Offing?

James over at the Underdark Gazette has posted on a topic several people emailed me about earlier today. Follow the link to get the basic facts of the situation, along with some interesting commentary.

As I see it, Die Cast Games is either extremely brave or extremely stupid. I don't think adopting TSR's mid to late-80s trade dress is that big of a deal. As I recall, others have already done it without any negative consequences. What no one has done, however, is use the name "Advanced Dungeons & Dragons" in order to promote an old school product. It's true that the module doesn't reproduce the AD&D logo from the same era, but it does imitate it, in addition to using the code "TSR1" to identify it.

Taken together, using all these elements in a single cover design strikes me as foolhardy in the extreme, practically daring Wizards of the Coast to take legal action against Die Cast Games. I'm no fan of what WotC has done to D&D in recent years, but I don't think any reasonable person could argue that they can just ignore a product like this.

Honestly, I don't really care what happens to this module or to Die Cast Games. However, I do think there's an off-chance that this foolishness could have negative repercussions for the whole old school scene. Let's face it: on some level, everything we do is at the sufferance of WotC, who, if they wanted to do so, could probably make enough hay of this and other violations or near-violations of their trademarks and/or IP to put a stop to it. That they've never done so to date speaks well of them, regardless of my feelings about other aspects of their business. Die Cast Games might well have just poked a finger into the eye of a sleeping giant that none of us want awakened. There's the potential for great harm here.

Maybe I'm paranoid; I don't know. But I guess, given the great care to which folks like Stuart Marshall, Matt Finch, and Dan Proctor have gone to in order to avoid infringing on WotC's trademarks and IP, I'm more than a little miffed that Die Cast Games seems to have thrown caution -- and common sense -- to the wind with this release. Like I said, I could care less what happens to them, but I don't want to see anyone else suffer as a result of their reckless behavior.

Wednesday, March 11, 2009

If this be madness ...

St. Cuthbert help me but I've begun doing a hack of the Eldritch Wizardry psionics rules for Swords & Wizardry -- and it's not as bad as I thought it would be. I started it up on a lark, trying to see how easy it'd be and I soon found it wasn't that bad at all. I'm especially grateful to the D20 SRD, which has proven very useful in this little lark of a project. My feelings about 3e's complexity to the contrary, if you dig deeply into it, you'll find a lot of the game's OD&D/AD&D is buried under the surface, just waiting to be mined for old school projects. It's frankly amazing to me that WotC allowed so much of the Gygaxo-Arnesonian patrimony of the game to enter into public use through the OGL, but thank goodness for that.

If this gets anywhere, I'll probably just make a little PDF of the whole thing and make it a free download somewhere.

Friday, March 6, 2009

Modern Oddity

I was recently reminded of a bit of trivia I once knew but had somehow forgotten: George Romero's 1968 horror magnum opus, Night of the Living Dead is in the public domain, because its original distributor released it without a copyright notice. Consequently, anyone can now sell their own copies of the film or produce works derivative of it, including roleplaying games. I personally think that's rather nifty, but it's definitely an oddity in the modern world, where I long ago gave up hope that almost anything will ever pass into the public domain again.

This includes OD&D, which, under the terms of copyright at the time of its publication in 1974, would have entered the public domain in 2030. Those terms have since been revised multiple times, so that's an alternate reality that'll never come to pass. Fortunately, we have the Open Game License, which has given us Swords & Wizardry and Labyrinth Lord, among many other fine retro-clones and simulacra. So, whatever else I might say, my non-existent hat's off to the guys who came up with and promoted the OGL. The old school movement owes them a lot.

Tuesday, August 26, 2008

Patrimony of Evil

Say what you will about the Third Edition of Dungeons & Dragons itself -- and I have -- but I cannot countenance anyone complaining about the Open Game License, which is nothing sort of a godsend for the old school community. Why, you might ask? Quite simply, the OGL literally ensures that the Gygaxo-Arneson heritage of the game is available to any and all in perpetuity. Without it, games like OSRIC, Labyrinth Lord, and Swords & Wizardy, among others, would not be possible. The OGL is nothing short than an insurance policy against the day when Hasbro decides to treat D&D like so many other bits of IP it controls and locks it away in a vault somewhere, never to be seen again (like so many Avalon Hill titles). One day, "Dungeons & Dragons," as a brand name may disappear forever, but the specific ideas and concepts of its creators are now forever available to the hobby to use, develop, and disseminate.

To cite some rather specific examples, let's take a look at some demons and devils created specifically for D&D and see how many of them are now Open Game Content:

Baphomet: This name is, of course, public domain, but the specific association of it with the demon lord of minotaurs is a Gygaxian invention. Thanks to the Tome of Horrors, you can now use him in your retro-clone products if you so desire.

Fraz-Urb'Luu: Famous for having been imprisoned beneath Castle Greyhawk, the demon prince of illusion is OGC, thanks again to the Tome of Horrors.

Geryon: Derived form Greek mythology by way of Dante's Inferno, D&D's serpentine ruler of the fifth layer of Hell is OGC.

The "Faceless Lord:"
No, we can't call him Juiblex, but we can call him Jubilex. Again, ToH is to be thanked.

Kostchtchie: Again, a real world mythological name, but his portrayal as the demon lord of frost giants is unique to D&D -- and he's now OGC.

Moloch: Of Biblical origin, Moloch is the ruler of the sixth layer of Hell and lieutenant to Baalzebul. Both and the name of his master are OGC.

Orcus:
Orcus has a real world analog, but the image of him as a bat-winged, goat-headed prince of the undead is pure D&D; it's also OGC.

Pazuzu: An ancient Baylonian demon famous in the 20th century for his connection to The Exorcist, D&D's version of him is now OGC.

Careful examination of other OGC products will reveal many other formerly D&D-specific monsters are now Open Game Content that may be freely used by anyone under the terms of the Open Game License. I find it hard not to be very happy about this, because it means, for example, that, were I to publish an old school gaming product, I am free to use many distinct elements of AD&D rather than having to create my own substitutes.

This may seem like a small thing, but it isn't, for much -- though not all -- of the appeal of old school gaming is its unique storehouse of monsters. Without them, there's a sense in which a fantasy game could never claim to be Dungeons & Dragons anymore. I know that, for many people, one of the reasons that 4e does not feel like a true successor to OD&D is because of the way it has abandoned or extensively reworked so many monsters that have been strongly associated with the game for 25 or more years. But, of course, if one's goal is to build an IP you can exploit and others cannot, you have no choice but to abandon the past, particularly since so much of D&D's patrimony has been bequeathed to us, the gaming community, to do with as we please.

And that's why I shall be forever grateful to Ryan Dancey and the Open Game License.

Wednesday, July 2, 2008

REVIEW: Eldritch Weirdness, Book One

Welcome to Eldritch Weirdness, the first booklet of Options and Resources for the Swords & Wizardry game, containing 30 optional spells to inspire your imagination. All these spells are described in the S&W format, so they’re less detailed and more open-ended than you’ll find in most fantasy role-playing games. One spell, “Infuse,” is so open-ended it’s got no discernable game purpose at all, unless you add something somewhere. Like everything else in Swords & Wizardry, you’ve got the basics: now go and imagine the hell out of it.
So begins Matt Finch's Eldritch Weirdness, Book One, the first supplement to his OD&D retro-clone Swords & Wizardry. That opening paragraph sets the tone, not just for the five pages of arcane spells that follow, but also for the whole of the S&W project. "Imagine the hell out of it" is a brilliant summation of this minimalist retro-clone that both respects the roots of the hobby and points the way toward the future.

How does S&W do this? For one, the entirety of its text is Open Game Content, meaning that anyone, including publishers, can use as little or as much of its text as they wish in their own products without the need for a special license or permissions. S&W also has its own "compatibility-statement license," which allows you to indicate that your games or products are compatible with S&W. Secondly, its text is a very close approximation of OD&D and some of its supplementary materials, including a fair degree of "elbow room" when it comes to adjudicating many game mechanics. There are differences, of course, some of which, such as the Hit Dice conventions -- I favor D6 for all classes and for monsters -- bring the game a fair bit closer to AD&D than I would like, but they are easily fixed. Indeed, the real genius of S&W is that its core rules are intended to be easily edited and then printed out, so each referee can make the game his own. Likewise, the rules are light enough that they can expanded in numerous directions without having to worry about the entire mechanical edifice crashing down on you.

But this post is a review of Eldritch Weirdness, not Swords & Wizardy. The 8-page PDF consists of a cover, five pages of text describing 30 arcane spells, and two pages devoted to the Open Game License. The entire package sells for $1.50. Let me state at the outset that I love the cover page. The very title itself recalls Supplement III to OD&D, Eldritch Wizardry, and font chosen for it (which it shares with the S&W logo) is a legible blackletter script that sets the perfect tone. The cover also features a black and white illustration by the author that depicts a robed and cueball-headed wizard conjuring with the aid of a crystal ball. It's a very nice image that recalls the best old school art, while not being imitative of any of it. The style and content is original yet evocative. I'd like to see more art done in this fashion.

The meat of the book itself is 30 optional arcane (i.e. magic-user) spells, from ball of ice to word of IOUN. As you would expect from magic spells of the old school, their effects are often quirky and sometimes even without immediately obvious use. The spell infuse mentioned in the quote above "infuses liquids (usually prepared ones) with magical propensities and potentials. It does not, in and of itself, create potions." What does that mean? I can think of several answers, but Eldritch Weirdness canonizes none of them, instead leaving it to the referee to decide for his own campaign. Another spell, called Omar's mistake, causes the caster to demonstrate numerous strange and unusual traits and qualities at once, some beneficial -- members of the opposite sex have a 1% chance to be affected as if by a charm spell -- and some not -- the caster may feel compelled to steal shiny objects. Why would anyone cast this spell? That's for each magic-user to decide should he learn it. And so on.

Eldritch Weirdness
was thus aptly named; it's filled with lots of odd, slightly off-kilter magic that makes you scratch your head a wonder, "Why?" It's the perfect antidote for the overly mechanized, honed to a fine sheen approach we've seen in more recent edition of D&D, where randomness, judgment calls, and whimsy are frowned upon. I simply could not help being inspired by this book, which is remarkable both because it's so short and because, after nearly 30 years of gaming, I thought I'd seen it all. It's rare when you come across a work of imagination that makes you sit up and take notice. Eldritch Weirdness does just that and I heartily recommend it for anyone who wants to see a new product that shows what old school is all about.

Final Score: 5 out of 5 polearms

Friday, May 16, 2008

Universal System

I've been known to say that the transition to 4e this year will be very different from the transition to 3e in one undeniable respect: the Open Game License. Even though Wizards of the Coast will no longer be supporting v.3.5, others can do so freely and legally, as Paizo is doing with its upcoming Pathfinder Roleplaying Game. What I suspect this means is that, if they play their cards right, Paizo will soon become the de facto inheritor of a large portion of the remnant v.3.5 community. How large a portion I can't predict and it's really not important for the point I intend to make here anyway. What is important is that v.3.5 will not die with the advent of 4e. Indeed, it now has the capacity to grow and evolve along a natural trajectory, according to the wishes of both Paizo and its fans.

For that matter, even if Paizo were to declare bankruptcy tomorrow, v.3.5 will survive, thanks to the OGL. Anyone who wishes to publish their own version of the game can do so, using rules and, more importantly, concepts that are available to anyone who is willing to abide by the terms of the OGL and WotC can't stop them from doing so. Whatever else I may think of WotC and what it's become over the years, I owe the company my thanks, as the OGL is an amazing gift to the gaming community. Besides preserving the v.3.5 rules (about which I am largely ambivalent), the SRD also preserves innumerable ideas, concepts, and terms from the history of D&D. I can now talk about magic missile spells and ankhegs and gelatinous cubes and I'm not violating WotC's copyrights or trademarks. That's a powerful thing. D&D's DNA is now there for anyone to manipulate, provided they play by a few very simple ground rules that can never be changed. Thank you, WotC, for this! (I suspect the reason why 4e is in fact so different from 3e and doesn't "feel" like D&D anymore is because WotC regrets having "given away the store" through the OGL and now needs to reinvent the game from the ground up in order to "reclaim" it, but I digress)

Unfortunately, no previous edition of D&D is open in the same way that v.3.5 is. There have been numerous attempts to reconstruct past editions through the clever use of the OGL. I'm fond of all of them, for they all attempt to preserve different aspects of the patrimony bequeathed us by Gygax and Arneson. The problem with these retro-clones, leaving aside legal questions that some have -- questions I generally don't share, I should add -- is that none of them has come close to being universally accepted, even within the old school community. OSRIC, which attempts to preserve AD&D for the ages, seems to have made the most impact, but, honestly, its acceptance does not appear widespread. The number of products available under OSRIC's license remains small and I have a hard time imagining its growing significantly. Anything is possible, I suppose, but I don't have the sense that there are publishers laying big plans to use OSRIC to help fuel the old school renaissance I feel percolating beneath the surface. (The situation is, if anything, even worse for retro-clones of Basic D&D, where we have two competing versions, each of which takes a different approach to adapting the source material.)

I don't think I'm being Pollyannish by saying once again that, within the next year or two, we will see an old school renaissance. There were rumblings of dissatisfaction with the direction of the hobby before the announcement of 4e last year, but I think its arrival next month will serve as a catalyst for a lot of people to look back to where the hobby came from and where it strayed from its original vision. I'm not (necessarily) saying that this will result in the rise of a game or a company that will take the world -- or even the hobby -- by storm in the same way that old school D&D did. As others have said better than I, tabletop roleplaying will never again enjoy the faddish popularity it had in the late 70s and early 80s. So, I have no delusions of grandeur. What I do have, though, is a powerful sense that a line has been crossed in the development of the hobby and that some gamers -- and not just older ones -- aren't well served by the overly complex, difficult to learn, and time-consuming to prep RPGs that have become the norm. These gamers are looking for something simple, exuberant, and fun. Combine that with the era-ending deaths of Gary Gygax and Bob Bledsaw and I think you have the recipe for a counter-reformation.

But there's no standard bearer, no unifying figure or company, to lead this counter-reformation. Everyone who wants to get into the old school game wants to create their own system, their own interpretation of the original editions. And I think these desires, while understandable, are making the old school renaissance harder to get off the ground than it needs to be. No one is in the position Paizo is likely to be with regards to v.3.5 and that's a shame. The reality is that, for all the various persnickety changes to the rules, it's not so huge a leap from OD&D to 2e that a product made for one edition couldn't be used, with very few changes, for another. By and large, the rules have a degree of continuity that does not exist with 3e, let alone 4e. This isn't meant to minimize the differences between editions, but the reality is that even the much-reviled 2e is light years closer to Gygax and Arneson than 3e is. Its rules, as written, can be played in an old school fashion, whereas that's mostly impossible with more modern editions.

What am I getting at? Old school D&D already has a common language. But for some "dialecticisms," an OD&Der can communicate intelligibly with a AD&Der or a 2e-er in a way they can't with a player of a modern edition of D&D. Despite this, there's no universally accepted or recognized "meta-system" for writing old school materials. Back in the day, Judges Guild had what it called its "Universal System," which was a not-so-subtle reworking of common terms ("Hits to Kill" or HTK, instead of "Hit Points," for example) so that meaning was conveyed without using terms specific to any single edition (or even game).

I can't help but think that maybe we need something like that again. In the absence of One Retro-Clone to Rule Them All, what old school gaming needs to kickstart its renaissance is a lingua franca that everyone, from a fan of the three little brown books to a Zeb Cook groupie, can understand and use without much difficulty. In a very real sense, grognards don't need new games; they already have the games they like and have had them for years. What they don't have is new products that are professionally made -- yeah, it always comes back to that -- that carry the old school spirit forward to the future. Part of the reason why they don't is because no one has stepped up to the plate to do that. And part of the reason why no one has stepped up is because, if they choose OSRIC (or LL or BFRPG or ...) to do so, they're seen as "one of them." The old school community, like many marginalized communities, is very fractious and insular. It's riddled with ancient rivalries, nursed hurts, and bad blood and I see so many missed opportunities because of it.

Finding a way to unite all these people under a single banner would be a monumental task and it may not even be possible. The reality is that pre-3e D&D players, regardless of their favorite edition, have far more in common with another than they sometimes like to admit. I understand the appeal of elitism and exclusivity; I sometimes engage in it myself. But, ultimately, it's destructive and self-defeating. Too many of this hobby's traditions have already been willfully destroyed in pursuit of the bottom line. Why must we do it to ourselves without meaning to? No, the time has come to bury the hatchets and make an attempt to build on what we all have in common rather than to fixate on what separates us.

How will we do this? I'm not sure yet. The projects I want to undertake are a part of it, but just a small part. We need to do more and that's where I'm seeking advice (yet again). What can we do to bring the old school community together and help it become the seedbed for the flowering I see in the offing? We have a chance here to reclaim much of what we love about this hobby and make it vibrant once more. Will we seize it?

Monday, May 12, 2008

Shot Heard 'Round the (Gaming) World

The big news hitting the Net this evening is that Monte Cook, one of the architects behind the Third Edition of Dungeons & Dragons is joining Paizo as a rules consultant on their Pathfinder Roleplaying Game.

This is remarkable news for a number of reasons. Firstly, Monte Cook's name carries lots of cachet in the world of 3e D&D. Besides being the author of that edition's Dungeon Master's Guide, he was among the first people to take full advantage of the OGL and D20 STL. His Malhavoc Press sold PDF supplements to 3e when no one else did and, by all accounts, sold very well indeed. This quickly established him as a leading light of the Open Gaming movement and led to his writing and selling numerous very successful products that have been consistently well regarded by D&D fans as among the best material available for 3e/D20.

Secondly, Monte Cook is seen as a straight shooter. He often speaks out against what he believes are poor moves by WotC, either from a business or a design perspective. Even if one disagrees with his opinions -- and I often do -- there's no question that he cares about the hobby and is knowledgeable about the inner working of the industry side of things.

Thirdly, Monte had previously "retired" from the game biz. He had made enough money from his D20/OGL products and had had some success in branching out into other areas (such as fiction) that he indicated he was no longer going to write gaming products. Of course, his retirement has been more theoretical than real, given that he published two significant products after he has supposedly hanged up his hat. Nevertheless, it makes great theater to be able to say that Monte Cook is "coming out of retirement" to work on Paizo's new RPG.

So, by signing on with Paizo, even in a consultative position, Monte Cook lends an air of authority to Pathfinder, much in the way that Troll Lord Games' benefited from Gary Gygax's imprimatur on Castles & Crusades. If anything, I'd argue that Monte's decision to throw in with Paizo will be even more important, because he's remained a leader in the hobby since the release of 3e, whereas Gygax's influence was largely nil by the time C&C came out (except among grognards, to whom Troll Lord hoped to appeal). Likewise, having one of the designers of the previous edition lend a hand on your upstart RPG sends a signal: we are the true heirs of 3e.

I'm sure the guys and gals at Paizo, in their usual gracious way, will deny this and express nothing but admiration for the crew at WotC and the work they've done on 4e. I even believe they're sincere. But the fact remains that this is an important coup for Paizo and for the Pathfinder Roleplaying Game and it solidifies my belief that there will now be a permanent split in the fanbase of D&D and a fork in the development of its rules. I won't go so far as to say this spells doom for 4e or WotC, because it won't. I remain convinced that, at least initially, 4e will be a huge success for WotC. Long term, though, anything is possible and I expect that, when -- and if -- 5e rolls around, the landscape of the hobby will still be feeling the repercussions of Paizo's decision not to jump on the 4e bandwagon.

Friday, April 25, 2008

New Perspective on Open Gaming

My friend and frequent partner in crime pointed me to this article from an IT-oriented site that touches on issues relating to possible outcomes of the whole GSL fiasco. It's also an interesting read because some have argued that the existing OGL depends entirely on WotC's continued goodwill to work, which is nonsense and this article makes it clear why. Whatever the ultimate form of the GSL -- and we still have no idea what that form might be -- the OGL is and will remain a safe haven for anyone wishing to keep alive and develop the v.3.5 rules, as Paizo is showing with their Pathfinder RPG. There's really nothing WotC can do to stop that and I don't think they have any interest in trying. I have little doubt they'll do everything they can to discourage people from following in Paizo's footsteps, but I the chance they'll attempt anything legally? Nil.

Friday, April 18, 2008

GSL Thought

The GSL, so far as I know, hasn't been released even to the people who are on WotC's "short list" of third party publishers. Likewise, even if it had been released, its terms are still covered by NDA, so no one outside of those publishers will know much about its restrictions until its public release on June 6, 2008.

So, I don't have much to offer of substance here beyond the usual wild speculations. Here's another one: the GSL -- or, should I say the Dungeons & Dragons 4E Game System License, as it's now called -- won't be viral, by which I mean that it won't allow third party publishers to use the work of other publishers in their own products. What the GSL will turn out to be is a limited use trademark license. WotC will allow third parties to reference 4e's rules, include 4e-derived stat blocks, and use a version of the 4e logo for a limited range of products (certainly adventures, probably campaign settings, and possibly some sub-set of rules expansions), but there will be no "open content" in the sense that the OGL/D20 STL defined it. What this will mean is that each publisher will exist in his own little world -- tied to the rules and branding of 4e but isolated from the products of other publishers.

We already know WotC is keen to ensure that no one produces another Mutants & Masterminds or Spycraft with 4e. Likewise, they've said that they want to make the OGL and the GSL "mutually exclusive" licenses. By making the GSL non-viral they further ensure that even third party-produced mechanics (assuming such things are even allowed) won't spread beyond their original source, thus reducing the likelihood that someone can make a new RPG based on 4e that isn't, ultimately, just a support product for it rather than something independent.

Again, I may be wrong -- I was wrong that there'd even be a GSL, which, to be fair, there technically still isn't -- so take this all with a grain of salt. Still, if I am right, I'd love to see how anyone can claim that 4e is "open."