Old School Essentials

The official material is extremely easy to use at the table. It is well organised and terse. The critisism could be that is offers only the outline of an adventure. But for me it works great. I would recommend:
Halls of the Blood king
The Hole in the Oak
The Incandescent Grottoes
Winter's Daughter
These anthologies consist of four adventures each:
Old-School Essentials: Adventure Anthology 1
Old-School Essentials: Adventure Anthology 2
I only own Hole and Incandescent of the adventures, but to me they are masterclasses of how commercial adventures should be written and structured, with almost zero unnecessary fat. They are probably the most zero prep of any adventures I've read. Now, I'm a 99% home-brew GM, but the OSE adventures I would be happy to run.
 

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Thoughts, comments, reviews, suggestions, observations, rumination, primal screams?

It has almost become the gold standard of the OSR that has made a lot of other B/X retroclones obsolete.
What Aldarc said. B/X took over from AD&D as the most popular TSR version in the OSR some years ago, and OSE (originally named B/X Essentials) has become the most popular form of it because of its super clean and user-friendly layout and organization (as well as its ongoing series of high-quality modules). Between that and the sturdy and attractive physical books, it's super convenient and usable as a reference.

Unless you've already got a lot of experience with the original B/X books and know where everything is in them, OSE is the most usable and accessible way to play it.

And the Old School Advanced expansion does a wonderful job of back-porting much of AD&D's expanded content (classes, races, splitting class from race if you want, spells, magic items, monsters) into the simpler, cleaner B/X rules framework. So you get the best of both worlds.

I agree that buying just the three volumes, the Classic Fantasy Rules Tome (all the core rules from B/X) and the Advanced Fantasy Player' Tome and Advanced Fantasy Referee's Tome (all the expanded AD&D-style stuff) is the best way to buy it. You don't even need the Classic tome if you just want to use the Advanced stuff; the Advanced books include all the core rules content from Classic. But I like the option to just use the simpler rules all in one book.

The rules themselves are B/X without any substantive changes (just occasional editorial decisions where something was ambiguous), though, so they retain that edition's issues. Thieves basically suck, unless you house-rule them. HP are low and 0HP = immediate death, so that calls for a house rule at most tables.

My current favored house/table rules are here.
 
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Would love to know some some recommended OSE modules

People already have mentioned the go-to's. To be honest, practically any system-agnostic/OSR ruleish module can be amazing as long as its usability and vibes align with what you are wanting in the moment.

There's been creative 1 page and tri-fold adventures that just sing (w/ a little love). All have been pretty easy to drop into a campaign.
 

Thoughts, comments, reviews, suggestions, observations, rumination, primal screams?

I picked the AF versions of these on a Black Friday; def. concur with others' assessment that they read pretty well (given rule set) from cover-to-cover, in addition to being readily accessible if you have to quickly look something up.
 

People already have mentioned the go-to's. To be honest, practically any system-agnostic/OSR ruleish module can be amazing as long as its usability and vibes align with what you are wanting in the moment.

There's been creative 1 page and tri-fold adventures that just sing (w/ a little love). All have been pretty easy to drop into a campaign.
The annual one-page dungeon contest (which might have ended) has a ton of great OSR dungeons in each compilation. They can be found for a nominal price on DriveThruRPG, as I recall, and a lot of people post their entries for free online.
 


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