I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Sunday, November 08, 2020

10 OSR Lessons from Darkest Dungeon (part II)

Here is part I.

Here are a few more OSR lessons I learned (or at least remembered) from playing Darkest Dungeon.


1 - Frail characters, strong archetypes. In old school games, there is a tendency to have slightly weaker characters. Character death is a little more common and resurrection, a little rarer. It is not a good idea to get too attached to your character. In Darkest Dungeon, the game is automatically saved, so when you lose a character (or even the entire group) there is no way to save them. You simply recruit new heroes and return to the dungeon.

Although the characters are fragile, their classes (warrior, sorcerer, cleric, etc.) represent strong archetypes. The classes establish not only the powers but also the roles of the characters in the game (protecting allies, destroying enemies from a distance, healing wounds, etc.).

2 - Simplicity. Since you change characters from time to time, generating new characters should be simple. Unlike modern games, a new character has few "powers" and is often generated randomly.

In Darkest Dungeon, you simply recruit the character that is available, without choosing anything about him. In old school games, you can (sometimes) make a few choices, but it is common for characters to be randomly generated, or to be found and hired as retainers or hirelings before becoming player characters.

In D&D 5th edition, on the contrary, creating a new character takes some time and several choices. In addition, a first level character already starts with three or more "special powers".

3 - Teamwork (and positioning). With fragile, simple and somewhat limited characters, teamwork becomes even more important. No character is capable of doing everything on its own. The strength of the group is not a simple sum of its parts, but relies on the synergy induced by the appropriate combination of skills.

In Old School games, it is useful for each player to understand their role within the group - although the roles are not entirely rigid.

Another interesting characteristic of DD is that physical positioning is important: some classes fight on the front line, others on the rear or even on the second row. In Old School games, this is a little more emphasized - in some old school games, spears, for example, could attack from the second row, and bows were useless in hand-to-hand combat.


4 - You are what you do. As we have seen, the characters are, at first, simple archetypes. Your past matters little. Even your personality is not yet fully defined when the game starts. Only through the game does the character gain more characteristics and nuance.

This is a lesson that old school games taught me some time ago: developing characters through play is often more fun than creating complex backgrounds that almsot no one will read.

5 - A living, enticing world. In Darkest Dungeon, like in OS RPGs, the internal story of each character is not as relevant as the setting itself. Although characters will grow and create their own narratives, the main goal (or at least one of them) is to explore the world they inhabit. A world that "grows" with the characters, and that will be there even after they are gone.

The idea is that the characters leave their mark on the setting, and from this interaction the "story" emerges.

How do I apply this to my games?

I am currently running a Tomb of Annihilation campaign. It is a very lethal 5e campaign (with a "meat grinder mode"). To stay true to this premise, I am using my "minimalist D&D" rules to give the game an old school style - something I have been trying to do for some time.

In this system I'm using, the characters are generated with few scrolls (something like Dark Fantasy Characters), start without powers and almost without backstories. Each player controls two characters and, when necessary, can replace one of them. In addition, each attempt to explore Chult is an expedition that requires some planning about encumbrance, rations, etc. There are always several expeditions available for players to choose from - in a structure very similar to DD.

It is working quite well. Let's see how far this goes. In the meantime, I keep devising new ways to bring these DD (and other old school games) lessons to D&D 5th edition.

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