Last weekend I was at IntrigueCon 2017. You can find my write-up about last year here. This year I didn’t sign up for any games in advance, which meant I had to play whatever had open seats. Of the four sessions I attended, three were variants on old-school D&D and one was a variant of Dungeon Crawl Classics called Mutant Crawl Classics (which doesn’t seem to have its own page on the website, though you can find the books in their store).
The thing that I noticed about playing Swords and Wizardry as well as getting to play Sftabhmonton, an OSR-type game that I mentioned last year, was that the potential of becoming a hero is always there, but low level characters are utterly disposable. MCC, in contrast, is unapologetic about being a meat grinder. What I really found intriguing about these different games I tried last weekend was the relative ease that a party can form and get going, without having a dedicated session for character building or establishing a plot. The rewards for most of the characters I played, though, was death.
Later editions of D&D lay out a clearer path to rewards, which can be good because I find very few adults with adult responsibilities are up for taking years upon years to finally get a shot at something that can be taken away in an instant by a snotty DM who jumps on you the one time you forget to specify every inch of the floor you are going to check with your trusty ten foot pole. We want to feel like out time is worth more than that. The older games, though, don’t hand out a reliable payoff. It is difficult in these retro versions of D&D to keep a single character alive. The increase in risk does mean an increase in reward, as a high level OSR-type character is actually something to be marvelled at, rather than some powerful hero who has spent a few dozen sessions with DMs who hand out levels and XP like candy (I have been one of those on more than one occasion, especially when running 4e campaigns).

Whether or not it’s worth going old school instead of getting in on a D&D-brand game using the relatively newer rules really depends on what a player is looking for. A satisfying heroic romp through a complex story including a nice epilogue? Or an evolving story, that has to grow on its own because investing too much into making unique characters with well-written backstories is unreasonably risky in an old-school game? I can see the appeal of both, though I have to admit that the least satisfying end to a character is when a DM punishes me for not checking every square inch of the dungeon for fatal traps. The one time I forget to say that I check the ceiling, or the whole doorway rather than just the door, and it’s all over? Congratulations, you’re oh so clever, and that’s several hours of my life that I will never get back. If I am invested in the narrative I don’t want the game to actively interfere with my enjoyment of that narrative. It’s not to say that I want it to be free of challenge, but I want failures to mean something. Even if goals become achievable or the character dies I want to feel like there was a reason that it happened if I have spent time and effort in building up a character who is part of a story rather than just a game piece to move through a dungeon. In the longer games that I run I have to work on making a valid path that includes failure rather than softly ensuring that my players win all the time because that’s how I want the story to go.
But, for being able to sit down with no prior relationship to the DM or the other characters, and no intention of ever playing more than one session, I have to say that I really quite enjoyed the games I played and will be looking into running some for groups that aren’t going to meet weekly for several months. One such opportunity I hope to take advantage of is when I get together with my Extra Life team in November to play some games. If you have not already done so, please consider making a contribution on my page.
Alastair continues Full Steam Ahead next week with Half-Life Deathmatch: Source.
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