One of the
best (and clearest) statements on the principles, practice, limitations and
possibilities of “sandbox” is found in Stars
Without Number. Here we find
something of a manifesto that seems to encapsulate the very core of what
OD&D, its offspring (thanks Erik) and derivatives do well. In effect, OD&D (OSR fantasy) and sandbox
seem destined for each other.
But let me
digress. Regardless of my thoughts on
OSR, if as David Macauley argues “Broadly defined, the OSR is an online community centred on
amateur publishing that has taken advantage of the OGL and SRD to produce TSR
D&D compatible gaming materials”, then nothing I have to say about either
‘offspring’ or other systems seems worthwhile.
But if, as David also suggests (I think?) that the “OSR was all about
getting old school games into the mainstream and getting people playing them”
then there may be some virtue in considering other older games, even if the
system was different and the corporate logo the same. Maybe?
Having enjoyed
JimLotFP 2008 posting “Is
this how D&D is supposed to be played?” (http://lotfp.blogspot.ca/2008/05/is-this-how-d-is-supposed-to-be-played.html),
I’ve begun re-reading some of the early non-D&D TSR material with the
question broadened to: Is
this how these OS RPGs are supposed to be played?
So far, I’m
struck by the ways in which such notions such as D&D as template,
Sandbox/Storyline and “game balance” (in the Matthew Fitch “Primer sense”)
germinated and evolved. Based on the
reading of early TSR non-D&D line, namely Top Secret and Gangbusters, I
will explore the ways in which these notions changed over time.