Once upon a time, back when 4E was the current edition of Dungeons & Dragons, vicious edition wars raged across the land, and Wizards of the Coast had yanked all of their PDF offerings from older editions from storefronts, retroclones played a valuable role. They provided a means to provide access to the rules to older editions of D&D for people interested in the history of the game, and they also meant that it was possible for people to develop and promote their own material for the game without worrying about treading on Wizards’ toes when it came to trademarks – “Compatible with OSRIC” would be understood as “Compatible with 1E”, for example.
These days, however, those functions are much less essential. When it comes to branding, people have generally realised that “Compatible with the first edition of the world’s most famous roleplaying game” or words to that effect work just as well as “Compatible with OSRIC“. More significantly, Wizards have wised up and put the PDFs of old editions of the game back on sale at fairly reasonable prices. Whilst they could always change their mind again and yank them from sale once more, it seems likely that they have learned that all they accomplish by doing that is giving oxygen to the retroclone scene, and they have committed enough time and attention to making PDF and print-on-demand versions of old D&D material available that making it all vanish would seem like a massive waste of labour; they are much more likely to keep the “long tail” going.
This being the case, the classic purposes of retroclones now no longer serve that much purpose, but that doesn’t mean there’s no role for them whatsoever. Nowadasys, if you interested in what one might call a “pure” retroclone of a TSR-vintage edition of D&D – in other words, a version which isn’t trying to spin the early D&D system in some novel new direction or closely tie it to a unique setting, but is simply trying to provide a fresh presentation of the rules to a particular TSR-era version of the game – then there’s basically 5 criteria you’re going to be looking at.
- Fidelity to whichever edition of the game it’s cloning. The whole point of such a retroclone is to allow you to play material from the edition in question; errors, tweaks, and incompatibilities undermine that purpose.
- Corrections of errata, resolutions of flat-out contradictions, and provision of material that was clearly intended to be there but was missing in the original rules in question. If the retroclone isn’t at least as error-free as the PDFs – if not more so – that’s embarrassing, especially since there’s been several decades to spot the errata in question.
- Clarity of presentation. If the retroclone is more confusingly presented than the original rules, why would anyone use it in preference to the official PDFs from Wizards? The fact that some people will be playing using PDFs displayed on screen rather than printed books – something that TSR would not have been contemplating – offers an area where retroclones can make genuine advances over the original offerings.
- Improvements to the existing system where these do not sabotage the former criteria. For instance, many gamers feel that ascending Armour Class is simply superior to the descending Armour Class/THAC0 system of TSR-era D&D, and if you can find a nice, simple way to permit the use of both without overcomplicating things, it’s a nice optional rule to include.
- Usefulness in actual play, something which the other three factors all contribute to. If you can play the game more smoothly and easily using the retroclone as your reference, then that’s a genuinely worthwhile contribution. If it’s easier to play by using the original material instead of your retroclone, what is the goddamn point?
These are the four criteria that Necrotic Gnome’s Old-School Essentials line makes its top priority, and they are criteria which OSE excels at. When it comes to D&D retroclones, if you are specifically interested in the B/X iteration of the game as designed by Tom Moldvay or Zeb Cook then it’s a no-brainer: simply put, there is no competitor which combines fidelity to the original, corrections of errata, clarity of presentation, quality-of-life improvements, and sheer usefulness as an actual play reference work than Old-School Essentials, which means there’s simply no better set of resources for playing B/X, the original B/X rulebooks included.
The only criteria it falls down on is that it doesn’t provide much in the way of verbose, in-depth descriptions of monsters (but then, neither did B/X), or a detailed explanation of what RPGs are (but telling people that they can look up YouTube Actual Play videos is probably a better and faster way to help people “get it” than trying to write laborious comparisons to radio plays or whatever). It’s very much a set of books for ease of reference, so you might want to have your original books handy for the fluff. But for reference purposes and for use in actual play, OSE sings in a way which the original TSR rulebooks in whatever edition never did.Continue reading “Old-School Essentials: Second Wave of Products, First Edition Style”