OK, those are three big questions, but Iâll do my best.
1: Must-read OSR games.
Part of what makes the OSR work is that the rules are mostly interchangeable, they are all (OK, mostly) variations on TSR-era D&D, so there isnât any one game which is essential. There are plenty to consider though:
B/X Essentials is a recent re-write of the Moldvey/Cook Basic and Expert rules. It provides all the classic rules and gameplay with forty years of presentation improvements.
Into The Odd is D&D distilled down to itâs absolute core. Gameplay focuses on avoiding danger, the mechanics are only supposed to come into play when the playerâs tactics have failed and they need to engage in a fair fight or roll a save to avoid something nasty.
Whitehack is D&D with mechanics of improvising details like magic, species and setting during play through negotiation between the GM and players.
Beyond The Wall Is another Basic D&D varient but this one provides players with playbooks full of random tables to generate their charactersâ history. As they work through these they also generate the village they all live in and the people that live there. The GM then takes those NPCs and uses them in a scenario book to generate a random, bespoke, adventure.
The books which should really be considered essential are the settings and scenarios:
Yoon Suin is a complete fantasy setting themed around Tibet and Nepal. The whole setting though is detailed through random tables enabling you to generate as much as you need and every time it is used it will provide a different experience. I love using it and itâs wonderful to have a setting so far removed from medieval Europe.
Hot Springs Island is a systemless island hex-crawl with one book for the GM (The Dark of Hot Springs Island) and another, less accurate and detailed one for the players (A Field Guide to Hot Springs Island).
The Hill Cantons books. Fever Dreaming Marlinko, Slumbering Ursine Dunes, Misty Isles of the Eld and What Ho, Frog Demons. Four books detailing a weird Slavic land focusing on utility at the table and providing incredible places for playerâs to explore as they chose.
Michael Prescottâs mini-adventures. Free on his blog, each one of these is an incredible point of adventure for you to drop into your own games.
Dungeon Full of Monsters. Fifty small dungeons to randomly connect together into a megadungeon.
Deep Carbon Observatory. A grim adventure backward through recent and ancient tragedies. Unpredictable, horrifying and exciting.
There are many more than just those, but those are my favourites.
Also read David Perryâs Principia Apocrypha. This is essential.
2 What is OSR.
Well thatâs a discussion which has been going on for a while.
Anything which is based on TSR D&D.
Most would include Maze Rats and Far Away Land, WFRP and Tunnels & Trolls which are different systems but they play in much the same way.
Some people argue that other retro games like WEG Star Wars or Traveller or RuneQuest should be included. I kind of agree, but I find that the addition of skill systems and the removal of classes changes the dynamics quite a lot. These games can still be played in an OSR style, but itâs less natural.
Pretty much anything which gives players the ability to control the fiction beyond the remit of their own PC, or any shared narration will pull the game out of the OSR sphere. So Fate Point, Bennies and other meta-currencies. Players setting scenes. Any form of pre-arranged scene framing. This is because OSR games are pretty much all focused on seeing where the players take the story, through the actions of their characters. The GM provides the situation and then adjudicates the playerâs response. Repeat. It is strictly not about the story the GM want to see, or cool tropes the players suggest should occur. It has a lot in common with the PbtA mantra, âPlay to see what happens.â
The Principia Apocrypha explains this better.
3 How has the player/GM balance changed?
Not much really. Only that games are explicitly about what the PCs do, not what the GM wants to happen. GMs still control the setting and the NPCs, Players control the PCs, and maybe their (brief) backstory.
Hope that helps. Iâm happy to expand on anything.