OSR game with more dangerous magic


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Hello.

I'm looking for an OSR style game that has magic that can go wrong. I'm tired of the always predictable magic systems of D&D since the beginning. I have ran and enjoy S&W and OSE but I'm looking for a magic system that can go haywire if you push it too hard, ala Warhammer FRP 2e. Of course that system is an option as well. I've read of Shadowdark and it looks like it has dice rolling involved in spell casting, but from what I've read that seems like it may be a bit too light, but I will be checking it out. Dungeon Crawl Classics is another option.

Or are there any cool replacement magic systems for B/X style games I can pick up on one of the sites like drivethrurpg?
I would probably go for DCC
 



I usually dislike playing magic users, but DCC is the only game I enjoy because it makes you feel like a wizard... the gigantic rulebook with all those spell descriptions feels like a spellbook and overall the magic/spellburn/corruption system is just awesome. Highly recommended.

EDIT: typos, since I was tired when I originally posted lol.
 
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Hello.

I'm looking for an OSR style game that has magic that can go wrong. I'm tired of the always predictable magic systems of D&D since the beginning. I have ran and enjoy S&W and OSE but I'm looking for a magic system that can go haywire if you push it too hard, ala Warhammer FRP 2e. Of course that system is an option as well. I've read of Shadowdark and it looks like it has dice rolling involved in spell casting, but from what I've read that seems like it may be a bit too light, but I will be checking it out. Dungeon Crawl Classics is another option.

Or are there any cool replacement magic systems for B/X style games I can pick up on one of the sites like drivethrurpg?
I'm using GLOG magic dice conversion for the OSE and B/X system

It's working a treat. They MU hasn't dared use more than one dice.
 

Thanks for all the replies. I do have DCC and along with WFRP 2e is a prime candidate. I like how in WFRP 2 the more power you try to channel, by rolling more dice, the more chance you blow something up. Was interested in other options so thanks for pointing some out.
 


Thanks for all the replies. I do have DCC and along with WFRP 2e is a prime candidate. I like how in WFRP 2 the more power you try to channel, by rolling more dice, the more chance you blow something up. Was interested in other options so thanks for pointing some out.
If you enjoy that dice mechanic, the Goblin Laws of Gaming uses a similar one. They are downloadable for free, but they do require some assembly by the user.

 

Having 'shortlisted' for DCC and WFRP I think now is the time to stop thinking mechanically and consider the 'roleplay' aspect of the magic systems of both options. DCC is dirty, requires literally self-sacrifice, is unpredictable. So magic is mysterious and very powerful. I know little from WFRP magic system, but I think it was more streamlined and predictable.

And to be chaotic and launch this discussion to another area (not being exactly OSR) I recommend the GURPS Ritual Path Magic booklets. There are some cool ideas there that are easily adaptable (as all things GURPS).

In a smaller note, LOTFP has a bit different spell list, using the same mechanic you would expect from any OSR, but has this different spell list. If you like a taste, I suggest reading the entry for the level 1 spell SUMMON.
 

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