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I hate when I write a thoughtful response on Reddit and not this blog. So here it is repeated and maybe I am just tilting at windmills.
Previously I have linked to this interesting series of posts over at the Simulacrum blog about the history of the OSR. Bonus points for Simulacrum using the frog card from Talisman as a graphic. Additional bonus point for editing of one of the new Battletech manuals.
And while the post divides the OSR into four categories, I think the preservation vs. principles divides things most cleanly, and in the end its these two factors that really matter the most:
Old-School Revival (OSR-V) is concerned with access and preservation of old-school D&D (mainly AD&D) as envisioned by Gary Gygax. The focus is on, not system mastery as 3e+, but at least system familiarity; includes non-D&D properties like Call of Cthulhu.
Call of Cthulhu because, while not compatible with D&D, the system and even new adventure design hasn't changed really since its inception. Like AD&D, the adventures seem to ask players to use system familiarity to navigate tropes associated with the game. Mainly that most CoC adventures are oriented around a revelation not a true investigation.
Old-School Renaissance (OSR-N) is concerned with the re-imagined principles of old-school D&D (mainly BX) as expressed in the Principia Aprocrypha. OSR-N adds new ideas also about at-the-table utility, layout, and information design (and in some ways 'zine-based publishing); includes non-D&D properties like MOTHERSHIP
MOTHERSHIP because while not compatible with D&D, the system and adventures ask of players similar things to D&D-based OSR-N modules: use player-skill to survive and explore strange environs.
D&D Compatability is a red herring (?): I am not big on the idea of compatibility being a defining factor. As I alluded to in my OSR-N definition, if two systems are based on the same principles governing what is expected of the game-judge and players (MOTHERSHIP and BX D&D) then their systems most likely will "scale" with the adventures of the other. I think you could run most MOTHERSHIP adventures with BX D&D and vice versa. Also, the same system, like BX D&D, can straddle both OSR-V and OSR-N, so we have to look at the supplement/adventure/'zine/module/megadungeon and/or the DM's approach to play to understand what is intended.
Let's return to Call of Cthulhu for a moment because I believe discussing the OSR outside of D&D helps remove some "emotional baggage" that comes with the discussion. It also allows us a model that really only has, for all intents and purposes, a single edition (1).
Looking at the rulebooks, CoC is a solid OSR-V because little has changed in rules since 1981. And pretty much all the adventures, big or small, follow a similar path of revelation. Act I established the mystery, Act II introduces the clues and antagonists, and Act III closes with the reveal of eldritch involvement (surprised/not surprised!). Familiarity with the CoC system will allow players to successfully navigate each act. Knowing where to apply Spot Hidden checks for plot-moving clues. Knowing who is most likely the secret cultist among the NPCs or has additional clues to hide. And knowing that while shotguns rarely work, dynamite almost always does. Strong preservation of the traditional method of play: mystery, investigate, then fight/big reveal + going insane.
But you can transmute CoC into OSR-N by altering the structure of the typical adventure from a revelation into an actual investigation. Now with an investigation structure, you achieve something more akin to asking players to use their own skill to explore a hostile landscape (figuratively and literally if they end up on Yuggoth) to solve a true mystery.
The social landscape of victim(s), suspects, points of interest, and such is now more similar to a Jaquaysed dungeon, with vital points of interest and opposition spread out over a landscape that must be explored. This is very different from traditional CoC revelations which are like linear 2e "adventure paths" with their series of scenes strung together like beads. And the utility and layout required by an investigative style of CoC will also result in a change of art style. This is because the Keeper will have to have rapid access to critical information as players now will come by it through a variety of ways and methods instead of in the manner anticipated by the module writer.
Summary: As before, I recommend the original series of posts. They cover a great deal of history with a lot of the movers and shakers. But at the core of serval debates of the OSR, I think are the cosmic forces and alignments of preservation vs. principles. Evidence of this is the recent "art-punk" dust-up where the preservationist/Revival faction felt the principle/Renaissance faction had gone a step too far. Mork-Borg being identified as the chaos daemon at the heart of it.
EDIT: And just for the record, I'm in the OSR-N camp. I prefer the weird, phantasmagoric, surreal, fey, apocalyptic, fairy-tale and dream-like over preservation of Gygax's exact vision of D&D.
(1) CoC is on its 7th edition, but it varies little in each of those editions compared to D&D's 5 editions plus basic lines.








