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Mystara / Known World Review

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I've been anticipating reviewing "Mystara" as perhaps the most difficult of the setting reviews.  Unlike most settings, it never really had a dedicated setting book. As the default setting for the "non-advanced" Classic D&D line, it grew from a couple of pages in the Expert Set published in 1981 up and ended as an AD&D in 1995. It is, perhaps moreso than any other setting, a product of organic development which grew and changed radically over the course of its different release cycles.  Unlike the ham-fisted attempts at development and expansion in other settings (Forgotten Realms with its Time of Troubles, Maztika and Kara-Tur getting tacked on to the edges with cheap glue and then destroyed for 4e altogether stand out), this somehow worked out well for Mystara. Perhaps because it is so non-premeditated and basically a collection of different authors having good ideas they wanted to throw at a setting and a setting that is very receptive to such tre

Review: Ba5ic

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On reddit, I was alerted to another 05R game, BA5IC, an OSR adaptation in 54 pages that was released in October and is PWYW. I shelled out the recommended 2 bucks and decided to have a look. I will do a basic review and also compare it a bit to Into the Unknown and 5TD. tl;dr - A whiteboxed Epic 6 treatment of 5e that has some good stuff in it, but ends up looking a bit more like the author's heartbreaker than a fullfledged game. Presentation & First Impressions: Clocking in at 54 pages in letter format (23,000 words), this is another candidate that goes even slimmer than whitebox. The layout has generous whitespace on the outside, a bit too much for my liking considering the narrow space between columns and slightly cramped space between paragraphs. It is not so much worse than Into the Unknown in this regard though, but still a noticeable difference coming from 5TD's generous spacing on every page. Still the layout is mostly neat, paragraphs mostly don't

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

A short review of "5e-ish retroclones" by Robot Goblin

Robot Goblin has posted a short review of three old school games with modern mechanics. Games as gateway drugs: Five Torches Deep, King of Dungeons, and Into the Unknown. I am slightly peeved that 5TD gets full credit for "every class, and all core rules fit on a single spread or page" when I've sweated blood, sweat and keyboard-ink to achieve the same for ItU (if I hadn't been so slow to produce the thing, I could have claimed credit ahead of Necrotic Gnome for this!). But mostly I am glad to see someone else recognise the effort I put into book 4.  "But Book 4: Running the Game is worth the price of admission, even if you ditched everything else. I think it may be the cleanest, most interesting guide to running a game I’ve ever read and incorporates outside thinking like Fronts from Dungeon World. Its sections on dungeon and hex crawls are short and solid as a beer keg." It was definitely the hardest to write of the five. In the other

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

Setting Review III: Dark Sun

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Having reviewed some oldies in Forgotten Realms and Greyhawk , the time has come for a setting from the 90s. The early 90s saw TSR embark on the most ambitious period of setting creation that hasn't been matches before or since, releasing no less than seven settings in boxed sets with full support in five years. One of them, developed under the working title of "War World" as a setting meant to support the Battlesystem rules, was Dark Sun, released in 1991. Dark Sun has a special place for me personally. It was the first setting I bought that was brand new when I picked it up. Settings like Greyhawk, Forgotten Realms and Dragonlance all had history by the time I discovered them, but Dark Sun I got to explore from the beginning of it when I picked up the original boxed set at my local game store. Grognard retrospectives typically argue that this period was the start of the nadir for old school gaming as sandbox exploration, resource management and deadly encounters set in