Well, both ARE best served cold...This could be the basis of a horror/survival game. All of Lanefan's dead characters crawling out of their graves seeking revenge... or maybe beer.
(I'll see myself out.)
Well, both ARE best served cold...This could be the basis of a horror/survival game. All of Lanefan's dead characters crawling out of their graves seeking revenge... or maybe beer.
I would be pretty interested in this, personally, and some variants like E6 or whatever sound appealing in theory.In my perfect game, there wouldn't be any mechanical character advancement at all -- just set competence level and then get to exploring. And "advancement" would come from gear or simple PLAYER experience in the game world/adventure zone/megadungeon/whatever. But I recognize that is a very unpopular opinion.
Lots of other types of games rely on player skill level as the primary or even only for of advancement and I always found it curious that the vast majority of RPGs rely on some kind of experience or level up mechanics -- so much so that "rpg elements" means xp, not story or character or exploration.I would be pretty interested in this, personally, and some variants like E6 or whatever sound appealing in theory.
I haven't played a lot of other RPGs, personally (or at least not for long). Most of my non-D&D experience is with Shadowrun and Vampire, although I did play d6 Star Wars a long time ago as well. Since these games don't use levels, you improve other things by spending karma, etc. to improve them. IME with such games improvement is a slower process than the corresponding progress in D&D, and character development is really an important factor in both games.Lots of other types of games rely on player skill level as the primary or even only for of advancement and I always found it curious that the vast majority of RPGs rely on some kind of experience or level up mechanics -- so much so that "rpg elements" means xp, not story or character or exploration.
Get thee to Index Card RPG, stat.In my perfect game, there wouldn't be any mechanical character advancement at all -- just set competence level and then get to exploring. And "advancement" would come from gear or simple PLAYER experience in the game world/adventure zone/megadungeon/whatever. But I recognize that is a very unpopular opinion.
OSE basically is an old version of the game, but with better layout and editing. (Plus the option for ascending AC. I know it's not necessarily your thing, but it is for others.) OSE is not trying to be the Lord of Edge or Gritty McGrittyGame. It's not really trying to pretend to be anything other than a layout and reference facelift to that game. Here is what Gavin Norman wrote about OSE in the forward:Or just play an old version of the game.
I actually don't think most OSR games that aren't actual clones or simulacra give you old school play. They give you an interpretation of it invariably altering and trimming what parts the designer/editor didn't like.
It's little wonder that OSE has essentially become the new standard barer for B/X.My love for Basic/Expert-style fantasy adventuring was reignited with the publication of Labyrinth Lord and the rise of the old-school renaissance / whatever-you-like-to call-it. Over the years, I’ve run all sorts of campaigns with the Basic/Expert rules— everything from classic dungeon hacks, to dying Earth science fantasy, to Lovecraft-inspired, Victorian age horror. Of course, all these campaigns have added their own twists to the rules: alternate classes, new spells, monsters, equipment, treasures, and so on. Nonetheless, the core rules of the game remained constant. And I think that’s the real treasure of the Basic/Expert rules: their timeless elegance, concision, and very wide (I wouldn’t go quite so far as to say universal) applicability.
Through all these years of play, though, what I’ve always missed is a cleanly presented, easy-to-reference rendition of the core rules of the game separated from the associated “accoutrements”—the classes, spells, monsters, magic items, etc. Neither the original Basic/Expert books nor the various modern clones exactly satisfy this requirement.
That’s what this book is about.
We are very fortunate that the original Basic/Expert rules are now available to purchase again (albeit in PDF form only) and, while they are inspiring in their brevity and the
elegance of their layout, they are built around the assumed presence of the traditional set of classes, thus not exactly what I was looking for. Furthermore, one has to contend with the nature of the presentation: the Basic rules are separated from the Expert rules. No combined edition was ever created.
All of the various retro-clones and Basic/Expert-inspired games which exist today, on the other hand, present a combined rule set, but vary greatly in readability and usefulness as a reference during play. Some provide a very clean presentation of the rules, with a focus on usability, but deviate in too many ways from the traditional rule set to make them useful.
Eventually, not finding my holy grail Basic/Expert reference anywhere, I was inspired to create this book.
Worse yet are people who falsely think that this is what Dungeon World is trying to achieve with its design.Worse are games like Dungeon World, designed to provide a fabricated sense of a play experience that never really existed.
Dungeon World evokes its contemporaneous OSR Zeitgeist, namely the nostalgia of '80s D&D, but I think that the authors clearly knew that it wasn't OSR nor was it trying to be OSR.And I think Dungeon World loses everything that makes old school D&D old-school D&D in favor of making a game that plays like the stories we tell about playing old-school D&D. Which I get. I just don't think that is playing an old school style game (and I personally generallydislike PbtA games).
Did you not read my recommendations before you decided to rant into the wind against clones and (for some unfathomable reason) Dungeon World?In my perfect game, there wouldn't be any mechanical character advancement at all -- just set competence level and then get to exploring. And "advancement" would come from gear or simple PLAYER experience in the game world/adventure zone/megadungeon/whatever. But I recognize that is a very unpopular opinion.
If I wanted to return to first principles I would recommend a series of games:
- Worlds Without Number: if B/X and Traveller had a love child (with 3e elements) and oriented towards sandbox play
- Black Hack: a sleek roll-under-attribute OSR game with modern design elements
- Index Card RPG: a lite hack of 5e that became it’s own thing with no levels and item-based progression
- Old School Essentials: your best BECMI clone but with modern layout and editing
Get thee to Index Card RPG, stat.
I really don't understand why when a person says they want to play/run an older version of the game, other folks can't help themselves from trying to convince that person to play some modern game instead. And often people suggest DW, bafflingly.Did you not read my recommendations before you decided to rant into the wind against clones and (for some unfathomable reason) Dungeon World?
So which older game would have met your criteria for your perfect game?I really don't understand why when a person says they want to play/run an older version of the game, other folks can't help themselves from trying to convince that person to play some modern game instead.
But did I? Or for that matter did anyone?And often people suggest DW, bafflingly.