McBard wrote:
Great thread. Like most discussions about the term "Old School RPG", it seems most define it in two ways:
1) dungeon crawl hack and slash AND/OR
2) simple, quick game system
The two aren't necessarily mutually exclusive, but sometimes a debate/discussion about "Old School RPG" can get confusing when one party means the former and another the latter.).
Very good points-- particularly about the potential confusion.
In fact, I wouldn't really have imagined 2) to be a feature of "old school RPG". (In hearing the term "old school RPG" what I think of first and foremost is AD&D, which had three books (Player's Handbook, Dungeon Master's Guide) as part of the *basic* rules with a few other books issues thereafter (Fiend Folio, Dieties & Demigods, etc.),and just oodles of charts and tables throughout the Player's Handbook and DMG. Then again, maybe I'm wrong in considering AD&D "old school"? Does one have to go back to the original "Greyhawk", "Blackmoor", "Eldritch Wizardry" Supplements to be "old school"?
McBard wrote:
The games linked in the OP all seem to define themselves more in the second way--in how easy and fast their OGL d20 fantasy systems are.
I saw that in the copy for a few of them.
I also saw that the cover art for Swords & Wizardry depics a group of adventurers in a subterranean setting (obviously a "dungeon" or "ruin" of some sort) clambering over skeletons to get at some treasure. OSRIC shows other adventures-- again, in some grand Great-Hall-of-Moria like dungeon setting fighting a dragon. Labyrnth Lord shows a pair of adventureres-- again in a dungeon-- fighting some pig-faced orcs while a menacing spider loomsoverhead. While one should perhaps not judge books by their cover, I would say that the images on these are definitely screaming "dungeon crawl".

[minor edits to remove typos, extraneous phrases]