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Showing posts with the label OSR

Comparison: Five Torches Deep vs Into the Unknown

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It's time for the.... Battle of the 05R games! Into the Unknown squares up against Five Torches Deep and we take a look at how these two games differ and what they have in common. Introductory remarks: As I summarised in the review post on 5TD , If Into the Unknown is a 5e adaptation that seeks to emulate the "non-advanced" B/X style of play, then 5TD is the 5e equivalent of S&W Whitebox, an even lighter retroclone than the famously brief B/X. This difference is evident in word count. Into the Unknown clocks in at 133,000 words (B/X had 113,000). Significantly less than the 'Advanced' version of 5e it compares itself to (the 5e PHB & DMG together clock in at 410,000 words, add in the Monster Manual and it probably comes to around 600,000 words).  Meanwhile 5TD has a mere 18,000 words (whitebox, for comparison, has 33,000). So what do you get for the difference here? The most obvious are number of monsters and spells. 5TD has a on

Review: Five Torches Deep

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When I first learned of Five Torches Deep, it was seeing their kickstarter launch just as I was preparing to release Into the Unknown and I was wondering just how much overlap there was going to be between this 'O5R' game and my own. After reading  Robot Goblin's comparative review of both systems, I decided to pick up the pdf and do a review of it myself. I will of course be comparing it to Into the Unknown as well, but will leave that for a follow-up post. Without further ado, let's go: tl;dr - a "whitebox" style  adaption of 5e. Even slimmer than whitebox, it is missing essential parts for running a full game, but wins out with superb layout and usability at the game table. Presentation & First Impressions: Five Torches Deep (hereafter 5TD) is a 5e-inspired OSR system in a mere 49 pages. Despite its short page count, it doesn't skimp on rich full color art, makes generous use of whitespace, has large fonts and a dedication to smal

Zak, Raggi, Drivethrurpg & Drawing Lines

update 31/01-24 - I have, upon actual investigation, since changed my belief concerning Zak's guilt. See  this post  for more. Normally, I would simply not comment on these things, but as I am now publishing my stuff on DriveThruRPG, I felt compelled to write something. Quick recap of what went before: Zak Smith wrote a blog about OSR stuff and was a pillar of that community. He also wrote some award-winning OSR products and consulted on D&D's 5th edition. He was always an asshole, but tolerated by many for his talents. Then earlier in the year, it transpired that he was also  the kind of asshole who serially abuses women . Pretty much everyone in the RPG community disowned him, DriveThruRPG banned his titles and James Raggi, who owns the Lamentations of the Flame Princess  publishing outfit that produced a lot of Zak's work, ended his working relationship with him in a "I'm sorry I had to do this" manner. Then at GenCon, Raggi published an adven

Into the Unknown is now available in print & pdf

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Into the Unknown  is an Old School game that seeks to blend the Basic & Expert rules and style of play of the '80s with the current 5th edition ruleset of the world's most popular roleplaying game. Get it here in print and pdf! (Also,  Pick up your free character sheet here ) What does the Game have? The game is divided into five digest-sized booklets, optimized for use at the gametable: Book 1: Characters  holds all you need to quickly create a new character (52 pages) Book 2: Playing the Game  has all the essential rules for players to get going (28 pages) Book 3: Magic  is strictly for those players whose characters are spellcasters (54 pages) Book 4: Running the Game  has everything a Game Master needs for running old-school games (85 pages) Book 5: Monsters  holds a selection of ready-to-use critters, complete with morale scores and treasure types (65 pages) These are all laid out and edited to be as quick to scan and find what you are looking for

In Praise of "Black Box" D&D

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when it comes to non-Advanced D&D, The internet, and in particular the OSR blogosphere, has deserved praise galore for the B/X sets for D&D. And whilst not quite as enthusiastic, the Mentzer editions for those Basic and Expert sets also get plenty of praise for its art and way of introducing the game. The Holmes set also has its fair of passionate fans. And of course the original brown booklets themselves. Of newer releases, the Rules Cyclopedia also has a large following of fans. One release that hardly ever gets a mention is the 1991 'black box', by Timothy B. Brown and Troy Denning. Actually, the Rules Cyclopedia was published as a sort of companion to this set. Together  they represents the fifth and final edition of non-advanced D&D. "The New Easy to Master Dungeons & Dragons Game" also labelled "Classic Dungeons & Dragons" It's short, 64 page booklet, so much the same as its predecessors, comes with a simple dungeon m

"You are all refugees in a tavern"...

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"You all meet in a tavern" is classic stale D&D fare that no one minds and no one loves. Reading  Martin Kallies' gripe with tavern meetups over on Spriggan's Den  not long after reading  Blackrazor's musing on Luln, the original B/X home base  got me thinking. Let me first re-quote the passage about Luln before we get into what that says about the assumptions of the starting setting: "Composed primarily of persons who have fled Black Eagle Barony, merchants who have come to trade with the Baron, and some non-humans who have left the wilderness, Luln is a base town for adventurers exploring the Haunted Keep, also called Koriszegy Keep and the surrounding land. Somewhat lawless and open, the town can provide most of the basic needs to any group of adventurers. The town is poorly defended, relying on the goodwill and capabilities of both the Baron and the Duke for its defense. Approximately 500 people live in the town." (from Cook/Marsh, page X60)

Into the Unknown is complete! (pending proofs for release)

Today, I finished the last bit of writing, editing and proofreading on the last book, uploaded the files to onebookshelf and am now awaiting approval (which will go through no problem I expect) before I can order proofs. When they come in, and assuming they look as I expect them to look, I press the button for release and they are released! I expect this will be no more than two weeks away. In between there is a few hours work with fitting the pdf products with cover and back cover, writing product descriptions and setting up bundle deals. But the files I have on my computer are basically the ones I expect to go on sale in two weeks or so. I can't quite believe I am finished. This started out as a small scale project I thought I wrap up in a few months, grew into a complete game with ambitions for proper layout, plenty of artwork and all that jazz that people would enjoy having at their game table. The last year of sickness I've battled with didn't exactly speed things

Sizing up the OSR state of affairs (How to OSR, Part 1)

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The OSR is an odd beast. On one hand, it is a game philosophy that has spurred tremendous creativity over the past decade or so (OSRIC was first made in 2006) that anyone with similar inspirations can DIY riff on. This is the wave I've found myself riding on as well. On the other, it is very much a community  of people exchanging and commenting on each other's ideas and gaming together online. This last part, I'm probably a bit on the outside of. I am not a frequent commentator, and I don't think my thoughts generate much traction with the 'it' people of the OSR. And I don't actually game online. So, how does one participate in the OSR movement? Is it enough to blog? Or should one also participate in the community? An opaque exercise of tracking down the right blogs, noticing the crowd that comments across them and join those discussions. And perhaps also sign up to join some of their games online. Google Plus was a kind of hub for the OSR. In a for

Introducing: O5R Games (Splitting this blog into two)

I am far enough ahead with Into the Unknown being print-ready, that the first two booklets just needs proper cover formatting to be print ready. And am basically 90% done with the remaining three. SO should be only a few months away now from a POD release. Which also means I've set up O5R Games at onebookself.com. And at this point, I think the game needs a more focused platform than the blog I set up originally to riff on my homebrew setting. So I've set up a new blog: https://o5rgames.blogspot.com/ That is where all items related to Into the Unknown will go. But also anything OSR related and of general rpg interest. Basically this blog will go back to being a blog about my homebrew setting and stuff I think only I would care about. I've migrated most of the posts I think belong in the former category to the new blog as well. You can expect the new blog to be busier than this one.

System and Setting (+thoughts on ASSH)

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I received  +Jeff Talanian 's Magnum Opus in the mail last week - The 2nd edition of ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA (Jeff was a real gentleman and let me get in on the kickstarter run even though I missed the deadline). It's kinda the opposite of what I am trying to do with Into the Unknown . It's built on the chassis of Advanced D&D 1e, while I am trying to build a modular 'un-advanced' edition of 5e. I am going for as lean as at all possible, with six booklets optimised for table play and 200 pages of gaming material being my top limit. ASSH is a massive 608-page hardbound single volume. I am quite in awe of what Jeff has made though. The feel  of the book alone, heavy from quality paper and binding, gives it potential to become one of those treasured tomes on many a gamer shelf. And the content is dead-on. I'd like to 'un-advance' a few bits here and there. But the classes, setting, monsters and spells are just dripping w

Call for Playtesters - For "Into the Unknown" (B/X hack of 5e)

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I've basically finished the DM Handbook - Still missing the treasure and monster book, but these should not be needed for review and testing. All the player material, save a bit of art and layouting in the magic booklet, is done. SO - Anyone who would like to try out, or simply take a look at, a hack of 5e that harkens back to the simple days of B/X - where the rules properly support old-fashioned dungeon crawls and hexcrawls (and make them easy to run). Where reaction rolls, morale and race-as-class is still a thing. Sign up to playtest "Into the Unknown"! Just join the playtest group here, and all the files will be made available to you. Any and all feedback is greatly appreciated. https://plus.google.com/communities/104545421866073203092 Both there and on the blog, I will also be sharing designer notes in the upcoming weeks. The proposed cover for the boxed set

"Social Combat" in D&D (B/X vs 3e/5e)

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Writing the GM's guide for Into the Unknown  has definitely been the biggest challenge of the project, forcing me to examine hard my own assumptions and understanding of what is good game mastering. But at this stage, I think we're close enough that playtest is only a few weeks away. All sections are laid out, page count is finalised - It just needs some text added to a handful of sections. Blending 5e and B/X has been an excellent study in the differences between the two and trying to understand the implications of some of the changes. Reaction rolls and Morale for example, are among the more beloved parts of B/X that were abandoned in 3e and haven't been seen since. I've spent a fair bit of time examining both sides of the fence and figuring out which way to go. Here's a sidebar I ended up adding to the section on social interaction that sums up how I feel social interaction should work in D&D: “Social Combat” The reaction roll is not a structured

4th edition's implied setting is Old School as f*ck

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4th edition really turned me off D&D, at least as far as keeping up with its current state goes. At the time, I was already souring on 3.5's existential crisis with wanting to be GURPS in a class and level based system with abstracted combat. GURPS I felt simply did that better and I was coming to realise older versions of the game did the D&D parts with class, levels and abstracted combat, better. When 4e then came out, I read all the reviews and play examples to get a feel for the game and see if I wanted to tag along. Nothing new under the sun from me there - I was instantly turned off by the extremely gamist nature of it - A roleplaying game so standardised by rules, it had abandoned all pretence of players playing out the scene and using rules as an aid - Players were playing out the rules with the scene as a background prop. Combats taking forever. 9 page character sheets. Characters defined primarily by boardgamey tactical roles. The hours spent on the mini-game o

The D&D endgame has always sucked (except for *that* edition)

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In the grognard-sphere,  you can find many examples of grognards decrying the loss of D&D's endgame. As I am working on B/X-ing 5e for  Into the Unknown,   a cursory look at end-game approach is also on the menu (though mostly for a later Companion supplement since the core will only go to 10th level). I've never really played with domain and stronghold rules. I was certainly aware of them and of the fact that the game was supposed to move in that direction. I just didn't understand how non-wargamers would think they are anything but an exceptionally boring endgame. "You have over countless sessions fought everything from orcs to dragons, progressed from saving villages to saving kingdoms. Now, as you move into high-level play, new destinies and high level rules appear. Forget about resource management of rations and arrows. That's for noobs! At high levels, you get to manage the resources of an entire keep! Track the cost of building a new wing of the