Saturday, January 24, 2026

The OSR and the OGL

One of the best things to happen in gaming is the messy divorce between the OGL and the OSR. What Wizards did by attacking the OGL and destroying it forced the community out of their lazy comfort zone and fired up designers and players to create real alternatives.

Everyone knew how easy it was to use the OGL, clone SRD content, and rely on D&D's popularity to sell their games. After the OGL's death, people were forced to change.

And the games we have gotten since then are original, free from license issues, free for the community to support, and the entire event put a shot of sorely-needed energy into third-party publishers and those who play these games.

Wizards created their competitors.

Goodman Games has stepped up and become a major player. Troll Lord Games is incredible with Castles & Crusades, and this went OGL-free. Shadowdark became an overnight juggernaut. Games like Adventures Dark and Deep, OSRIC, Swords & Wizardry, ACKS, and Hyperborea all stepped up. Old School Essentials is going OGL-free. People got behind the alternatives instead of half-heartedly supporting them.

Even the 5E clones are doing relatively well. Paizo has benefited and is stronger than it was.

The 2d6 games under the OGL are moving forward, creating new concepts and ideas, and improving the game overall, rather than relying on familiarity and nostalgia. What the OGL did was tie us to the old ways, and now that we have broken free, the OSR can innovate and flourish. People were always too worried about "breaking familiarity," but now they have to innovate to survive.

The OSR benefited from this innovation once the OGL's chains were broken.

Even games outside of the OSR are using OSR concepts and gameplay.

It is a better world without the OGL.

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