Negative Space Reprise
by Ramanan Sivaranjan on November 09, 2024
Tagged: theory osr torchbearer
This is an update to an earlier blog post I wrote on rules and OSR games, which was published in the zine Mixed Success, which you should also check out.
Playing four sessions of Thor Olavsrud & Luke Crane’s Torchbearer had me thinking about how we engage with the rules of the games we play. Torchbearer is a machine that produces a story of grotty dungeon exploration. Its rules are highly procedural. Torchbearer’s mechanics will push the story of your session towards death and dismemberment. Smart players will work together to avoid this grimdark fate. There is no playing this game without understanding its rules, and there is no playing the game effectively without understanding them deeply. This isn’t a game where you can just ‘wing it’—both as players or as the game master. Torchbearer stands in contrast to the games I normally play: games so rules-lite you might describe them as rules-optional.
Torchbearer is a modern ruleset for playing a very old-school sort of game: dungeon crawling adventures most commonly associated with Dungeons & Dragons (D&D). That’s what originally drew me to the game. I’ve been playing RPGs on and off since the 90s, but since returning the hobby a little over a decade ago now I have been most drawn to the games coming out of the Old School Renaissance (OSR). The OSR is a gaming movement focused on player agency, problem solving, and simple open-ended rule sets inspired by old editions of D&D and games from that period of time. Torchbearer is a very different take on a genre I love, it’s a game that is far more baroque and that feels more purposeful. I’d argue the messy games you may remember from your youth are purposeful in their own way.
My favourite edition of D&D is the original version of the game published in 1974 (OD&D). In OD&D, players start the game with a single d6 of hit points, and weapons in the game typically do a single d6 of damage. Hopefully you can see that your heroes won’t be long for this world if you end up in a fight and simply start rolling dice: your dungeon delving adventure will trend towards death and disappointment as your character is cut down by goblins, kobolds, and orcs. The odds aren’t in the player’s favour, so play becomes about fictional positioning to avoid leaving things to chance. Clever play is all about stacking the odds in your favour, and your best odds occur when you aren’t rolling any dice.
This style of play will only work if there is a shared understanding between the players that the person running the game will do so in a fair and impartial manner. In Torchbearer the rules force this impartiality: players will push and bend them to create the advantage they need to succeed. In an OSR game this is usually accomplished diegetically: there are no mechanics for dropping chandeliers on your enemies, tripping colossal monsters, etc. The players need to convince the game master their actions are meaningful, and collectively decide what the benefits should be. In both cases the savvy player is trying to manufacture certainty.1 While you might be able to get far in an OSR game being completely oblivious to its rules, you won’t get far if you don’t attempt to play smart. Your games will likely feel boring or flat as your character is cut down again and again.
Games like Torchbearer have rules and mechanics that drive the action of the game. They are active participants in producing a story through play. The rules of OSR games can feel more passive in this regard. It’s easier than you think to play sessions of D&D where you don’t roll any dice. The rules found in OSR games are often focused on modeling failure states. In other words, they come into play when you fuck up.
In this way, OSR play feels like it’s about engaging with the negative space of the rules. The rules layout the guardrails for play: “this is a game about exploration and adventure.” You might need to Save vs. Magic, it’s written on your character sheet. You might need to fight a monster, you have hit points and to-hit bonuses. The game tells you what it’s about, where you need to worry, and play then is about trying not to worry. OSR play isn’t simply playing pretend because the game frames what your pretend looks like—like all good role playing games.
Games that work well provide support for play through their rules, GM advice, player advice, etc. This is true regardless of the model of play as described above. When making a game, especially a rules lite game, you should think about how players will approach the rules of play, and if there is enough there to encourage forward movement and interest. It’s easy to look at a game like D&D, realize you always ignore encumbrance rules, and drop them. And in that way keep stripping things back till you’re left with a system that is some variation of “just roll high on a d20”. Or conversely build a game up with the bare minimum you need to play, not realizing it all works because of the years of context sitting in your head. If you inadvertently create a game missing key rules needed for play, or leave these rules as an exercise for the reader, you veer into the world of Fuck You Design.2
Many OSR games work because they rely on their players having internalized all the norms and tropes of the game. Torchbearer tries to encode those tropes into the games rules, producing a game that is far heavier, but more self contained. I often play games with people who don’t know the rules of the game we’re playing. When they need to roll dice someone else will let them know. This works because on some level they do understand the goals of the game, and are navigating its edges. The games I enjoy are simpler, for me. If they fall flat for you, i’m sure there are several blog posts you can read, movies you can watch, doorstop-fantasy books you can consume, and new friends you can make to help get you up to speed. It’s simple.
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I should note that in a game focused on narrative and story, savvy play could look quite different: failure is often more interesting than success! A player might be happy to have their character die, it might be the satisfying end to their arc in the story being told by their gaming group. ↩
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“Fuck-you design uses the OSR’s imaginative, DIY ethos as justification for big honking holes in its design structure. Specifically, it leaves gaps around important processes or concepts whose real-world counterparts are abstract, complex, or nonexistent.” — Alex Chalk ↩