Explain to me what OSRIC is

Simon Atavax

First Post
Is it . . .

(1) AD&D 1e rules, taken from the PHB and DMG, and nicely organized and distilled?

(2) A fan-made expansion/reimagining of AD&D 1e rules?

(3) Other?
 

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I haven't followed the development. Will v2.00 be more of a "stand alone" product meant to be used at the game table?

Precisely. v2.00 is a complete, standalone game, and it'll still (naturally) be free in .pdf form.

I feel that Dan Proctor set a benchmark with Labyrinth Lord, in terms of completeness, utility and presentation. I've attempted to exceed it.

Contents:
Chapters I, II, and III -- like the OSRIC you already know, only revised and clarified with hugely better formatting, layout, and art. The "how to play" section includes clearer examples and a detailed example play session.

Chapter IV -- Dungeons, Towns and Wildernesses. A very complete set of rules and tables for dungeon design and stocking, plus somewhat less comprehensive sections for towns and wildernesses, plus complete random encounter tables for all three.

Chapter V -- Monsters. 285 monsters, all of which should be familiar to the target audience, in OSRIC format.

Chapter VI -- Treasure. Complete rules and tables for generating treasures, including 331 magic items, all of which should be familiar to the target audience, in OSRIC format.

Appendices -- Compiled tables and a character sheet.
 


Are the XP tables a bit closer to the source material than those in v 1?

I am not sure if they can be w/o risking the wrath of the TSR god's of yore... come too close and you risk the "line of copyright infringement demarcation", which is a real nebulous line in the first place ;)
 

Precisely. v2.00 is a complete, standalone game, and it'll still (naturally) be free in .pdf form.

I feel that Dan Proctor set a benchmark with Labyrinth Lord, in terms of completeness, utility and presentation. I've attempted to exceed it.

Contents:
Chapters I, II, and III -- like the OSRIC you already know, only revised and clarified with hugely better formatting, layout, and art. The "how to play" section includes clearer examples and a detailed example play session.

Chapter IV -- Dungeons, Towns and Wildernesses. A very complete set of rules and tables for dungeon design and stocking, plus somewhat less comprehensive sections for towns and wildernesses, plus complete random encounter tables for all three.

Chapter V -- Monsters. 285 monsters, all of which should be familiar to the target audience, in OSRIC format.

Chapter VI -- Treasure. Complete rules and tables for generating treasures, including 331 magic items, all of which should be familiar to the target audience, in OSRIC format.

Appendices -- Compiled tables and a character sheet.

So ... like an AD&D Rules Cyclopedia?
 

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