Greyhawk Grognard recently wrote, "Don't Call them Clones." I disagree with some of what is said there for a couple of reasons. I've discussed the subject of how to categorize the various clones, clone-like games, and "retro feel" games a couple of times before. Since then, there have been many more games released, but I think the over-all model as a concept has held up. Here is the model, with the understanding that there are far more games out there than I can possibly fit in this space:
Neo-Retro: This is a broad category under which all relatively recent games claiming a "retro" or "old-school feel" belong. The broad classification is flexible enough to encompass games like DCC RPG and Mazes & Minotaurs, which are very different mechanically but are more about "feel."
The "Clone Spectrum" ranges from retro-clone to what I'm now calling neo-clone (formerly near-clone). These are defined below:
Retro-Clone: I originally coined this term back in 2007, and since then the waters have been muddied, but my intention was that this term be used to describe games that are designed to be system emulators, to the legal extent allowed. Any game in this category is more or less directly compatible as a system emulator.
Neo-Clone: These games are predominantly mechanically compatible with retro-clones or the source inspiration, but they add or revise certain parts to match a certain aesthetic or design goal. They still fall on the clone spectrum because of compatibility. They are not "holistically innovative" in the way that Mazes & Minotaurs is, for example, but are instead highly derived. This is where I probably differ the most with Greyhawk Grognard, because I see all motivations as basically falling in the same category, whether it is changing the economic system in ACKS, or speculating what a 2e would look like in ADD.
Games that fall in an area where these clone categories overlap are trying to emulate more closely, and include fewer rule changes or "innovations," for lack of a better term. It is a matter of degree.
This is how I see the spectrum of games out there. I don't expect the universe to agree with me, but frankly, to me, creating additional distinctions about intent is just splitting hairs. One might wish to have additional categories within the neo-retro sphere, but my scheme is set up this way because of my interests. I could envision more sphere within neo-retro, for example some that include more third edition derived categories to decide where DCC RPG and Castles & Crusades fit in their similarity or dissimilarity to third edition.
Note: Stars Without Number I'm iffy on since I have not looked at it very closely. It might be a neo-clone.
Neo-Retro: This is a broad category under which all relatively recent games claiming a "retro" or "old-school feel" belong. The broad classification is flexible enough to encompass games like DCC RPG and Mazes & Minotaurs, which are very different mechanically but are more about "feel."
The "Clone Spectrum" ranges from retro-clone to what I'm now calling neo-clone (formerly near-clone). These are defined below:
Retro-Clone: I originally coined this term back in 2007, and since then the waters have been muddied, but my intention was that this term be used to describe games that are designed to be system emulators, to the legal extent allowed. Any game in this category is more or less directly compatible as a system emulator.
Neo-Clone: These games are predominantly mechanically compatible with retro-clones or the source inspiration, but they add or revise certain parts to match a certain aesthetic or design goal. They still fall on the clone spectrum because of compatibility. They are not "holistically innovative" in the way that Mazes & Minotaurs is, for example, but are instead highly derived. This is where I probably differ the most with Greyhawk Grognard, because I see all motivations as basically falling in the same category, whether it is changing the economic system in ACKS, or speculating what a 2e would look like in ADD.
Games that fall in an area where these clone categories overlap are trying to emulate more closely, and include fewer rule changes or "innovations," for lack of a better term. It is a matter of degree.
This is how I see the spectrum of games out there. I don't expect the universe to agree with me, but frankly, to me, creating additional distinctions about intent is just splitting hairs. One might wish to have additional categories within the neo-retro sphere, but my scheme is set up this way because of my interests. I could envision more sphere within neo-retro, for example some that include more third edition derived categories to decide where DCC RPG and Castles & Crusades fit in their similarity or dissimilarity to third edition.
Note: Stars Without Number I'm iffy on since I have not looked at it very closely. It might be a neo-clone.