Tuesday 24 January 2012

Renaissance - (n) a rebirth or revival



Around the tubes I've seen OSR explained as both Old Shool Renaissance and -Revival. I've always liked the former better, but I never had any need to actually develop a relationship with the term. 


Not so any more. Those of you who've been reading this blog for a while will know that I've counted myself as firmly lodged in the New School, and that I've been a member of the White Wolf pack for years. You will also know that last summer I ended one hell of a campaign. Since then I've left my old group in favour of a new continent, and bought a house with my, as of a few weeks ago, wife. You may say that my life as a gamer has changed somewhat since I started this blog in '09.



The reason for my search for an old-school system was originally that I wanted to expand my toolbox to include something I could use to run one-shots without too much crunch if the need arose. Now I've realised that there is another reason as well. Please bear with me while I go off on a tangent. When a long term relationship ends, a period of grief and contemplation usually follows. It is also normal to experience a longing for what was. However, over the years I have learned that if you jump into a new relationship too quickly it will not work. You cannot go out looking for a replacement for what you have lost. Anything new must be built on it's own merits if it is to stand a chance.


The metaphor may be obvious, but I'll explain it quickly nonetheless. After moving to Canada I made a few attempts to start a new game on Argos, but since I hadn't yet gotten enough distance to the Pius Chronicles, I just couldn't get my mind into it. 


I also tried to get a World of Darkness game off the ground, but I think I may have filled my modern horror quota in the years around the Millennium (never say never, though). The Pathfinder session a couple of weeks ago set my mind in motion. For once I managed to keep the game free of cosmic plots, and there was a great sense of freedom in not worrying about killing a PC. But as I have said before, there was simply too much crunch. Don't get me wrong, I think feats and skill points are heaps of fun, but the effort put in to char-gen rises the narrative death threshold.


Today it struck me. Instead of looking for a new long term relationship, what I need is a proper rebound.


I need a renaissance. To this end I will enter the murky waters of the OSR: Labyrinth Lord will be the system, and I've pretty much decided that I will put together a little sandbox. I've also decided that I want to put a limit on the game's duration, and the the summer vacation seems the obvious choice. Over the next week I hope to put up a few posts on my sandbox construction, and on my reflections on the OSR in general, and on LL in particular.


Great effort is required to arrest decay and restore vigor. One must exercise proper deliberation, plan carefully before making a move, and be alert in guarding against relapse following a renaissance. [1] 

~Horace


[Picture source: Wikipedia]

4 comments:

  1. Enjoy your renaissancing! How's that for a new word? :)

    - Ark

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  2. Sounds like a good plan. I'm sure, after you stretch your legs a bit, we'll see the sort of unique take on this new setting we saw with you posts on your previous game.

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  3. Perhaps what you need is a guilt-free fling?

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  4. @Ark: I have to say it does have some practical uses. And it describes what I'm trying to achieve here.

    @Trey: Time will tell. I reckon I'm a fairly competent GM/writer, but that game was special.

    As an aside, last weekend I ordered myself a copy of your book. I am eagerly looking forward to sitting down with it.

    @Loq: You are so right, girl. Me and Argos have agreed that we need a little break, and I am looking forward to spending some time playing the field.

    All kidding aside, before I can properly take control over that world again, I need to let it marinate for a bit.

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