I am not a big fan of the moniker "OSR". I find it a little self-congratulatory, but also, being 36, I can't claim to have been on the D&D bandwagon long enough to feel comfortable adopting it. While I feel I have to use it, I regret doing so.
I have no expectation of any alternatives catching on, but I'd prefer to think of myself as a D&D Stuckist.
Stuckism is an artists' movement which was established to promote "contemporary figurative painting with ideas"; it was started by a group of British artists in the late 1990s and took its name from Tracy Emin's accusation that Billy Childish, one of the founders, was "Stuck! Stuck! Stuck!" in the past. You can read its
manifestos here, but in essence the group is about rejecting post-modernism in art, particularly in the way it is deployed in the contemporary British scene, and returning to humanist and universalist goals.
A lot of the Stuckist literature feels very teenage and deliberately provocative, although you get some nice soundbites out of it ("To call The Turner Prize 'The Turner Prize' is like calling bubble-gum 'caviar'"; "Today's critics display a disgraceful cowardice"). Two key concepts emerge:
Remodernism and
Anti-anti-art. The former is a plea for a re-engagement with Modernism - attempting to grapple with what it means to be human and with fundamental human truths through art. The latter is an assertion that Duchamp's insights may have been valuable in the context in which he was producing his Readymades, but that in the contemporary artistic establishment 'anti-art' had become the stultifying norm and true innovation was a return to 'spiritual art'.
D&D Stuckism doesn't need to be thought of as being quite so pretentious and porpentous as that. Quite the opposite. It's not about Remodernism and Anti-anti-art. D&D Stuckism (the 'OSR') has, rather, been about
re-randomization and
anti-anti-gamism.
Re-randomization is a return to, and re-engagement with, the creative power of dice, random tables, and sandbox play. It throws narrative control out of the door and reconnects us with processes which foster organic and surprising gaming session and campaigns.
Anti-anti-gamism is the reaction against two different movements which came to prominence in the 1990s and 2000s. The first strand ran through
Dragonlance by way of the Old World of Darkness games through to 4th edition D&D. It emphasised story and deliberate construction and playing-out of narratives. The second ran through The Forge by way of
Dogs in the Vineyard through Fate. It emphasised the spreading of narrative control from GM/referee to the players in order to make the creation of story the explicit aim of 'play'. Both of these movements were "anti-gamist" because they viewed the old ways of doing things - dice, dungeons, death saves - as embarrassingly like a game with winners and losers, and insufficiently high standards for hoped-for outcomes (a "story").
D&D Stuckism, in other words, isn't about reviving the old for its own sake; it's a desire to use old principles to revitalize what is current.