One of my passions in life is Christian theology. Lately, I’ve been reading on the history and theology of 17th century Christian Orthodoxy (riveting, I know). One of the things that struck me as interesting is seeing what happened to inspiration during that era. The passion, drive, and enthusiasm of the 16th century (with its ad fontes return to the sources of biblical Greek and Hebrew, a return to the writings of the church fathers, and an unprecedented Reformation and counter-Reformation) were replaced with a somewhat dry and lifeless systematization of doctrine. The 17th century thinkers didn’t necessarily deviate from what had come before them, theologically, but their somewhat doctrinaire approach to the theology of their predecessors was a marked change from what occurred just a century before. Renaissance had been replaced with cold rationalism. Thus began the “scholastic” period of that era.
In the same way, it seems like the roleplaying industry has entered into a “scholastic” era of its own. Gone are the wild and wooly days of blazing new trails. Gone are the days when you enthusiastically figured things out as you go. Gone are ingenuity, motivation, and zeal. They’ve all seemingly been replaced by “systems.” Complicated systems which, though they may work just fine, nevertheless appear to those of us from the previous era as somewhat hollow and lifeless.
In thinking through both, I can’t help but conclude that the fault lies with becoming overly self-referential. The theologians of the 17th century weren’t so much using the sources those in the 16th century used, they were using the theologians from the 16th century themselves as sources. So, instead of going back to Scripture and the earliest church fathers, the theologians in the 17th century just ended up citing the conclusions of those just one century earlier.
In the roleplaying game industry, we became exceedingly self-referential in the 80s. By the late 80s, gamers weren’t so much using the sources Gygax and others used, they were using Gygax & Arneson themselves as sources. So, instead of going back to Howard, Lovecraft, Moorcock, etc., the gamers in the 80s just ended up citing the conclusions & methodology of the desingers of D&D.
The result, inevitably, became a bland and somewhat lifeless experience for many. Worse, we forgot what they said and did in those early days and started going along with additional systemization which really just took us further away from the roots of the hobby.
The result, inevitably, became a bland and somewhat lifeless experience for many. Worse, we forgot what they said and did in those early days and started going along with additional systemization which really just took us further away from the roots of the hobby.
That’s one of the things I love about the OSR (especially since “Renaissance” brings to mind a return to long forgotten sources). When I see retro-clones, I see us going back to the original sources. When I see new and exciting products like Lamentations of the Flame Princess I see those deeply steeped in the sources which inspired D&D blazing creative new trails. That’s what we need in the RPG industry today. Ad Fontes!