I've been kind of meaning to talk about this for a long time, but I haven't done so. It's kind of a rebuttal or edit of a post that's now a few years old and has been tossed around quite a bit in the RPG-o-sphere. It's a good place to start, but it has some failings, or at least some of its definitions are a little wrong-headed, from my perspective, and many others also don't agree with them. So I'll post sections of it, in chunks, and then add my own perspective to have a kind of annotated experience. I have quoted and talked about some elements of this in the past, but not really proposed any critique of the entire model until now.
The topic, of course, is the various playstyle cultures within RPGs; the whole idea of "this is how you play, and this is what's important to have a good experience." I think everyone recognizes that different people want different things from the hobby, but actually codifying different playstyle cultures and their priorities was a pretty major step forward, and a significant improvement, I think, from the old GNS model, which had fallen out of favor with RPG pundits and armchair analysts and theorists. I think it still needs some work, but I admit that my approach isn't data driven, it's anecdotally driven, and based entirely on my own preferences and experiences.
The original article that I'm responding to is from 2021, and is located here. Let me go through the various playstyles that he calls out. I'm only responding to five of them. I've never heard of Nordic Larp except in association with this post, so my assumption is that it isn't really a significant style. It's either too regionally constrained to be relevant outside of the region where it's common, or it's just not a big enough deal to actually matter. If anyone's talking about it in the broader RPG sphere, I've never seen it.
Obviously, I'm heavily leaning towards my own perspective and preferences; I'm also offering how well each style aligns to me, of course. I have considerably less interest in many of these styles.
1) Classic
Classic play is oriented around the linked progressive development of challenges and PC power, with the rules existing to help keep those in rough proportion to one another and adjudicate the interactions of the two "fairly". This is explicit in the AD&D 1e DMG's advice to dungeon masters, but recurs in a number of other places, perhaps most obviously in tournament modules, especially the R-series put out by the RPGA in its first three years of operation, which emphasize periodic resets between sections of the adventure to create a "fair" experience for players as they cycle around from tournament table to tournament table playing the sections.
The focus on challenge-based play means lots of overland adventure and sprawling labyrinths and it recycles the same notation to describe towns, which are also treated as sites of challenge. At some point, PCs become powerful enough to command domains, and this opens up the scope of challenges further, by allowing mass hordes to engage in wargame-style clashes. The point of playing the game in classic play is not to tell a story (though' it's fine if you do), but rather the focus of play is coping with challenges and threats that smoothly escalate in scope and power as the PCs rise in level. The idea of longer campaigns with slow but steady progression in PC power interrupted only by the occasional death is a game play ideal for classic culture.
This comes into being sometime between 1976-1977, when Gygax shifts from his early idea that OD&D is a "non-game" into trying to stabilize the play experience. It starts with him denouncing "Dungeons and Beavers" and other deviations from his own style in the April 1976 Strategic Review, but this turns into a larger shift in TSR's publishing schedule from 1977 onwards. Specifically, they begin providing concrete play examples - sample dungeons and scenarios, including modules - and specific advice about proper play procedures and values to consumers.
This shift begins with the publication of Holmes Basic (1977) and Lost Caverns of Tsojcanth (1977), before eventually culminating in AD&D (1977-1979) and the Mentzer-written BECMI (1983-1986) line. Judges Guild, the RPGA, Dragon Magazine, and even other publishers (e.g. Mayfair Games) get on board with this and spread Classic norms around before Gygax and Mentzer leave TSR in late 1985 / early 1986. Judges Guild loses its license to print D&D material in 1985, and the RPGA's tournaments have shifted away from classic play by about 1983. Most of the other creators at TSR have shifted to "trad" (see below) by the mid-1980s, and so the institutional support for this style starts dries up, even though' people continue to run and play in "classic" games.
This is, to put it bluntly, the style that I first encountered in D&D, which means which I first encountered in RPGs overall, and the one to which I immediately started reacting against. I was immediately captivated by the obvious potential of D&D to replicate the fantasy novels I was reading and the fantasy cartoons I had watched when I was younger, but in a collaborative and improvisational way, and the whole story of clearing dungeons just for its own sake was boring. It was seeing the potential of RPGs, but failing to realize them because you're still stuck in a board game or wargame like mentality. It feels like it's not 100% embracing what RPGs can (and should, IMO) be able to provide. Beating challenges is too much like playing a game, and the whole point of RPGs is that they're more than a game; they're a collaborative, improvisational story-telling experience that uses dice and mechanics to adjudicate risk and uncertainty. What Classic offers required at the time a referee, or whatever, but classic type gameplay can be done fairly well by a computer, especially as classic got more and more "tournament" in its approach, and rules were meant to be strictly interpreted, rather than more loosely. I'm sure that there are some people who still play classic style games regularly, but I think this is a very small niche within the hobby nowadays.
As the quoted blog post will go on to say, the next style emerges coherently in the early 80s and has become dominant by the mid-80s, and probably is still dominant today, although I wouldn't necessarily swear to that. The next one is the style to which I most closely align, but clearly not the blog author, so he describes it poorly, and does so in such a way that the bad version of it is indistinguishable from the good version of it. All styles have their fatal flaws; their one element that if taken too far will lead to a bad, unsatisfying game, even for people who like the style, and he assumes that the fatal flaw is actually an integral part of the style rather than a pitfall to be avoided. Anyway, I'm clearly talking more about that style than Classic, so I should probably officially move on...
2) Trad (short for "traditional")
Its own adherents and advocates call it "trad", but we shouldn't think of it as the oldest way of roleplaying (it is not). Trad is not what Gary and co. did (that's "classic"), but rather it is the reaction to what they were doing.
Trad holds that the primary goal of a game is to tell an emotionally satisfying narrative, and the DM is the primary creative agent in making that happen - building the world, establishing all the details of the story, playing all the antagonists, and doing so mostly in line with their personal tastes and vision. The PCs can contribute, but their contributions are secondary in value and authority to the DM's. If you ever hear people complain about (or exalt!) games that feel like going through a fantasy novel, that's trad. Trad prizes gaming that produces experiences comparable to other media, like movies, novels, television, myths, etc., and its values often encourage adapting techniques from those media.
Trad emerges in the late 1970s, with an early intellectually hub in the Dungeons and Beavers crew at Caltech, but also in Tracy and Laura Hickman's gaming circle in Utah. The defining incident for Tracy was evidently running into a vampire in a dungeon and thinking that it really needed a story to explain what it was doing down there wandering around. Hickman wrote a series of adventures in 1980 (the Night Verse series) that tried to bring in more narrative elements, but the company that was supposed to publish them went bust. So he decided to sell them to TSR instead, and they would only buy them if he came to work for them. So in 1982, he went to work at TSR and within a few years, his ideas would spread throughout the company and become its dominant vision of "roleplaying".
Trad gets its first major publication articulating its vision of play outside of TSR in Sandy Petersen's Call of Cthulhu (1981), which tells readers that the goal of play is to create an experience like a horror story, and provides specific advice (the "onion layer" model) for creating that. The values of trad crystallize as a major and distinct culture of play in D&D with the Ravenloft (1983) and Dragonlance (1984) modules written by Hickman. TSR published Ravenloft in response to Call of Cthulhu's critical and commercial success, and then won a fistful of awards and sold tons of copies themselves.
Within a few years, the idea of "roleplaying, not roll-playing" and the importance of a Dungeon Master creating an elaborate, emotionally-satisfying narrative had taken over. I think probably the ability to import terms and ideas from other art forms probably helped a great deal as well, since understanding trad could be done by anyone who'd gone through a few humanities classes in university.
Trad is the hegemonic culture of play from at least the mid-1980s to the early 2000s, and it's still a fairly common style of play.
First off, he kinda misses the point. Emotionally satisfying narratives are not what trad is about, although I imagine most trad players enjoy that if it's done well. But it's also the fatal flaw of bad trad GMs; and is where the whole meme of "why don't you just write a novel" comes from, as well as all of the advice against railroading. Some super-trad games advice sections of games or modules that I've seen actually think that railroading is OK as long as you're discrete enough about it that your players don't feel railroaded. While I don't completely disagree with that, the better approach is to minimize railroading at all so they don't feel railroaded. Trad games often rely quite a bit on published adventures, and that's often where the story and narrative stuff comes from; you simply can't even write a trad module without implying a story. But a well-run trad game will play pretty fast and loose with any module, because otherwise it does devolve into a railroad.
But this is where I think he's completely wrong; that's not what the trad tradition is about, it's just what it devolves into for GMs who are either lazy or poor. Story and narrative aren't the goals of the trad culture, immersion and roleplaying are. The story game guys did indeed gravitate to trad as "better than classic" at least, but if they were really into story and narrative, they probably finally found their way beyond trad to the story games or OC styles. Trad doesn't cut it for story and narrative folks, because worrying too much about story is too meta, and meta issues are anathema to trad players. How can you be immersed and roleplay effectively if you're using meta elements to affect the game? The Story Games culture has all kinds of narrative control mechanics, specifically because those are the guys who care about emotionally satisfying narratives, but most of the mechanics are meta-currencies and player-controlled meta grabbing the reins of the narrative, which feel very foreign and strange to trad players. So much so that some people claim story games aren't even RPGs at all, but are a different class of game altogether. That's ridiculous, but it's a good example of the scale of the disconnect between what this article thinks trad is about vs what it's really about.
As implied above, I think story games evolved out of trad, but the same way that trad evolved out of classic; the story games guys weren't happy with what trad was providing, so they started looking for different ways to play that gave them more of what they wanted.
In the article above, he makes reference to anyone having taken a humanities course in university having tools that he could use to craft a trad game; it's even easier than that. Anyone who's ever watched a TV show or movie, or read a book intuitively knows what a "story" feels like, and can use stuff like pacing, mood, surprise secrets and twists and other "dramatic" elements to make the trad gamer get more of what he wants from the experience. And it doesn't require that the story be pre-written; improvisational play still benefits tremendously from even simply attempting to use some of these to make the experience more immersive.
Possibly, I'm wrong here though and the focus on immersion over narrative is a subset or splinter group of trad that's more old-fashioned in some ways, while still holding pretty true to the trad rejection of classic. If so, I guess I can call my style "paleo-trad" and consider it somewhat distinct from regular trad; perhaps a concurrent fellow traveler with read, but one who didn't quite arrive at the same place.
3) Nordic Larp4) Story Games
Again, an autonym. Most people who dislike them call them stuff like "Forge games" or "post-Forge indies" after the Forge indie RPG forums. "Indie RPGs" was a term for these at one point as well, but I don't think it was particularly distinctive or edifying, and evidently neither did the adherents to this culture since they mostly abandoned it.
The Big Model is notoriously obtuse and post-Forge theory has a lot of ideas I strongly disagree with, but I think a fair characterisation of their position that doesn't use their own terminology is that the ideal play experience minimises ludonarrative dissonance. A good game has a strong consonance between the desires of the people playing it, the rules themselves, and the dynamics of the those things interacting. Together, these things allow the people to achieve their desires, whatever they may be. "Incoherence" is to be avoided as creating "zilch play" or "brain damage" as Ron Edwards once called it.
The story games crowd, to their credit, is willing to be very radical in terms of techniques towards that end - both the mechanics proper and the development of positions (story gamers often call them "Creative Agendas") like "narrativism" are meant to produce consonance and avoid dissonance on as many levels as they can picture it happening.
Story games starts with Ron Edwards in 1999, when he writes System Does Matter and sets up the Forge. By 2004 you have the Provisional Glossary and the Big Model, and one million arguments on the internet about what is or isn't "narrativist" and how much brain damage RPGs are causing, etc. The Story games forums themselves are founded in 2006 as a successor to the Forge. For the past decade, the big cluster of story game design has tended to orient itself around "Powered by the Apocalypse" games patterned after or building on Apocalypse World by Vincent Baker.
That summary is surprisingly light on actual detail of what a story game is, although it links to a lot of proto-story game navel gazing, which my version does not. The hallmarks of story game play vs trad play is that the GM is often quite minimized; the players are explicitly given a lot of control over the development of the setting, the specifics of the scenario sometimes, and how to control the narrative through the use of meta-currencies and other mechanics that differ from the non-diagetic mechanics of trad play. Early story games would be games like My Life With Master where the eponymous Master is designed collaboratively, or Dogs in the Vinyard where players can bid and spend meta-currency to make things happen, not unlike a card game like Poker or Rook. The most common ones today are the Powered By the Apocalypse games, which borrow a lot of "fiction first" mechanics from Apocalypse World.
5) The OSR ("Old School Renaissance/Revival/Revolution")
Yes, it's this late in this chronological listing. And yes, the OSR is not "classic" play. It's a romantic reinvention, not an unbroken chain of tradition.
The OSR draws on the challenge-based gameplay from the proto-culture of D&D and combines it with an interest in PC agency, particularly in the form of decision-making. The goal is a game where PC decision-making, especially diegetic decision-making, is the driver of play. I think you can see this in a very pure form in the advice Chris McDowall gives out on his blog for running Into the Odd and Electric Bastionland.
An important note I will make here is to distinguish the progressive challenge-based play of the "classic" culture from the more variable challenge-based play of the OSR. The OSR mostly doesn't care about "fairness" in the context of "game balance" (Gygax did). The variation in player agency across a series of decisions is far more interesting to most OSR players than it is to classic players.
The OSR specifically refuses the authoritative mediation of a pre-existing rules structure in order to encourage diegetic interactions using what S. John Ross would call "ephemeral resources" and "invisible rulebooks", and that the OSR calls "playing the world" and "player skill", respectively. Basically, by not being bound by the rules, you can play with a wider space of resources that contribute to framing differences in PC agency in potentially very precise and finely graded ways, and this allows you to throw a wider variety of challenges at players for them to overcome. I could write an entire post on just what random tables are meant to do, but they tie into the variance in agency and introduce surprise and unpredictability, ensuring that agency does vary over time.
I tend to date the start of the OSR from shortly after the publication of OSRIC (2006), which blew open the ability to use the OGL to republish the mechanics of old, pre-3.x D&D. With this new option, you had people who mainly wanted to revive AD&D 1e as a living game, and people who wanted to use old rule-sets as a springboard for their own creations. 2007 brought Labyrinth Lord, and the avalanche followed thereafter. The early OSR had Grognardia to provide it with a reconstructed vision of the past to position itself as the inheritors of, it had distinct intellectual developments like "Melan diagrams" of dungeons and Chris Kutalik's pointcrawls, and I would say it spent the time between 2006 and roughly 2012 forming its norms into a relatively self-consistent body of ideas about proper play.
I've talked a lot about the OSR before, and the divisions within it. I'm familiar enough with the OSR to know that it's not entirely monolithic in terms of what it wants to accomplish, but to be fair, that's probably true for the other playstyles too. The OSR started with just being about bringing old versions of the game back into print, sorta, through the retroclones. This evolved quickly into publishing new modules that were compatible with these rules; but these new modules didn't necessarily imply any specific playstyle; they were about the system being used, not the culture of play.
As he says, though... philosophical maunderings from places like Grognardia, followed by Matt Finch's OSR primer and other documents, like Questing Beast (and others) comments in Principia Apocrypha did eventually lead to the OSR becoming a coherent play style, that was a reaction in some ways against the dominance of the trad style, by attempting to re-contextualize some ideas from Classic play and put them into a new framework where they made sense for more modern gamers who weren't going to tournaments and playing tournament style modules. Not unexpectedly, this started to drift even more as people projected what they thought was fun or what they wanted to do, although curiously the OSR, or at least many of its online proselytizers, frequently tried to assume some kind of moral superiority by attempting to tie their playstyle to some original tradition, even though it wasn't a recreation of an old tradition at all. The OSR playstyle was retro, no doubt, but it wasn't original, and nothing quite like the OSR culture of play existed back in the day. It's a very reactionary play style that bears some resemblance to the classic style, but isn't really the same thing either.
And an interesting development within the OSR is the attempt to take the OSR playstyle manifestos of sorts and apply story games mechanics to them in many respects. Much of this is happening in the so-called NSR, or Nu-School Revolution. Whether or not that subset of the OSR completely jumps into becoming a subset of story games, or it's own thing that's a hybrid of the two; or if it just fades away, mostly, without making a long-term splash, remains to be seen.
6) OC / Neo-trad
This is the only one of the terms that isn't fully an autonym, though' "OC" can be appended to a "looking for game" post online to recruit people from this culture consistently, so it's closer. I also call it "neo-trad", firstly because the OC RPG culture shares a lot of the same norms as trad, secondly because I think people who belong to this culture believe they are part of trad. You also see this style sometimes called "the modern style" when being contrasted to the OSR. Here's an example of someone who calls it "neo-trad" elaborating a very pure vision of the style (though' I disagree with the list of games provided as examples of neo-trad at the end of the article). On Reddit, "OC" is often called "modern" as in "the modern way to play" or "modern games".
OC basically agrees with trad that the goal of the game is to tell a story, but it deprioritizes the authority of the DM as the creator of that story and elevates the players' roles as contributors and creators. The DM becomes a curator and facilitator who primarily works with material derived from other sources - publishers and players, in practice. OC culture has a different sense of what a "story" is, one that focuses on player aspirations and interests and their realization as the best way to produce "fun" for the players.
This focus on realizing player aspirations is what allows both the Wizard 20 casting Meteor Swarm to annihilate a foe and the people who are using D&D 5e to play out running their own restaurant to be part of a shared culture of play. This culture is sometimes pejoratively called the "Tyranny of Fun" (a term coined in the OSR) because of its focus on relatively rapid gratification compared to other styles.
The term "OC" means "original character" and comes from online freeform fandom roleplaying that was popular on Livejournal and similar platforms back in the early 2000s. "OC" is when you bring an original character into a roleplaying game set in the Harry Potter universe, rather than playing as Harold the Cop himself. Despite being "freeform" (meaning no die rolls and no Dungeon Master) these games often had extensive rulesets around the kinds of statements one could introduce to play, with players appealing to the ruleset itself against one another to settle disputes. For the younger generations of roleplayers, these kinds of games were often their introduction to the hobby.
I think OC RPG emerges during the 3.x era (2000-2008), probably with the growth of Living Greyhawk Core Adventures and the apparatus of "organized play" and online play with strangers more generally. Organized play ended up diminishing the power of the DM to shift authority onto rules texts, publishers, administrators, and really, to players. Since DMs may change from adventure to adventure but player characters endure, they become more important, with standard rules texts providing compatibility between game. DM discretion and invention become things that interfere with this inter-compatibility, and thus depreciated. This is where the emphases on "RAW" and using only official material (but also the idea that if it's published it must be available at the table) come from - it undermines DM power and places that power in the hands of the PCs.
These norms were reinforced and spread by "character optimization" forums that relied solely on text and rhetorically deprecated "DM fiat", and by official character builders in D&D and other games. Modules, which importantly limit the DM's discretion to provide a consistent set of conditions for players, are another important textual support for this style. OC styles are also particularly popular with online streaming games like Critical Role since when done well they produce games that are fairly easy to watch as television shows. The characters in the stream become aspirational figures that a fanbase develops para-social relationships with and cheers on as they realize their "arcs".
Well, he's wrong in suggesting that it shares norms with trad, because he misses the point of what trad is and thinks the focus on story unites them. The char-op design and focus on "RAW" is something more in common with Classic play, which trad players disparage and may even feel intense contempt for, although I'll agree that the end result of a "neo-trad" game looks little like a classic style game. It also looks little like a trad game, however, and I'd venture that most trad GMs would quickly tire of attempting to run for a neo-trad player, who comes across to a dyed in the wool trad guy like me as indulgent and self-absorbed. That said, I have no doubt that OC developed out of trad, from people who were playing trad and found that it didn't give them the "my precious character" syndrome that they desired, so gradually OC developed as an alternative to, or even reaction against, trad games.
Another interesting correlation that I'm not sure many people have made yet is the slew of articles a few years ago about DM shortages in 5e in particular and online. Part of that is the rise of the OC style amongst younger Millennial and Zoomer gamers playing online, who tend to be the largest cohort of OC players. GMing for an OC game can't be a very rewarding or fun experience, I'd imagine. Certainly, I'd hate it, and tell OC players to take a hike after trying to wrangle them into a more trad paradigm. I'm 100% convinced that OC can't last, because it's guaranteed to be crappy to GM for. Maybe OC will make it as the style that can actually stomach a crappy AI DM, and that'll be its avenue for survival and growth. But among people actually playing real, regular games, especially in person, I can't imagine that either GMs or other players can stomach an OC player for very long without getting seriously burned out with his bratty princess syndrome.
Clearly my opinion of the OC style isn't super high. I can understand why it appeals to some gamers. I just can't understand why anyone else would want to accommodate those players and their playstyle for long, making OC a self-defeating playstyle.