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D&D Older Editions
Interested in dipping my toe into OSR but don’t know where to start. Any recommendations?
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<blockquote data-quote="overgeeked" data-source="post: 8649952" data-attributes="member: 86653"><p>Of all the OSR games I've read and played, my top two are OSE and DCC. </p><p></p><p>OSE Basic because it's a cleaned-up reprint of B/X which is the edition I started with but includes the AD&D stuff I played the most with OSE Advanced. It really does seem like the best of both worlds when it comes to those two games. The ease of use of B/X but all the options from AD&D. Plus you can easily convert any Basic or AD&D modules along with the majority of OSR modules, if you're so inclined. </p><p></p><p>DCC because, despite it being based more closely on the 3X rules set, the rules they added are some of the most evocative and interesting I've seen. Full stop. I love warriors' Mighty Deeds. I love the wild critical hit tables. I love that clerics have to deal with their deity disapproving. I love that clerics have to be careful who they use their magic on and what it's used for. I love that arcane magic is dangerous and varied. I love that patrons actually have goals and want things from the PC caster. I love the details on traveling in a faux-medieval world. I absolutely love the Questing for the Impossible section. Every other line is a campaign seed. The art is mostly amazing, some clunkers sure, but it's a lot of home runs. And the modules. By the gods...the modules. So many great adventures for DCC. I think it perfectly captures that Appendix N feeling of pulp fantasy swords & sorcery. It's <em>chef's kiss</em> spot on. </p><p></p><p>Separating race from class is trivial. Remove the obvious race stuff from the races-as-class, like infravision, size, and speed, then rename the classes. Elf becomes Cultist. Halfling becomes Pirate. Dwarf becomes Soldier. You just need to figure out what special ability humans get. Done.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8649952, member: 86653"] Of all the OSR games I've read and played, my top two are OSE and DCC. OSE Basic because it's a cleaned-up reprint of B/X which is the edition I started with but includes the AD&D stuff I played the most with OSE Advanced. It really does seem like the best of both worlds when it comes to those two games. The ease of use of B/X but all the options from AD&D. Plus you can easily convert any Basic or AD&D modules along with the majority of OSR modules, if you're so inclined. DCC because, despite it being based more closely on the 3X rules set, the rules they added are some of the most evocative and interesting I've seen. Full stop. I love warriors' Mighty Deeds. I love the wild critical hit tables. I love that clerics have to deal with their deity disapproving. I love that clerics have to be careful who they use their magic on and what it's used for. I love that arcane magic is dangerous and varied. I love that patrons actually have goals and want things from the PC caster. I love the details on traveling in a faux-medieval world. I absolutely love the Questing for the Impossible section. Every other line is a campaign seed. The art is mostly amazing, some clunkers sure, but it's a lot of home runs. And the modules. By the gods...the modules. So many great adventures for DCC. I think it perfectly captures that Appendix N feeling of pulp fantasy swords & sorcery. It's [I]chef's kiss[/I] spot on. Separating race from class is trivial. Remove the obvious race stuff from the races-as-class, like infravision, size, and speed, then rename the classes. Elf becomes Cultist. Halfling becomes Pirate. Dwarf becomes Soldier. You just need to figure out what special ability humans get. Done. [/QUOTE]
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Interested in dipping my toe into OSR but don’t know where to start. Any recommendations?
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