Outcast Silver Raiders Lets You Choose Your Own OSR Adventure

A great toolbox to build your own OSR game.

outcast silver.jpg

One of the main hallmarks of OSR design is minimalist design. These games want to call back to that feeling of cracking open an ancient boxed set, rolling up a few characters and getting players into a fantasy world without a lot of worrying about rules, optimization or ten page character histories. Outcast Silver Raiders, featuring design by Isaac VanDuyn, art by Kim Diaz Holm and calligraphy/cartography by Lex Rocket, leans into many of the concepts and artistic choices of OSR games. But as I dug into the handsome three book boxed set provided to me as a review copy from Exalted Funeral, I saw something that I didn’t expect. This is a game that takes the DIY approach of OSR games deeper to allow gaming groups to use it as a toolset to create their own stripped down dark fantasy game. Did the game bring home that handcrafted feel while looking like the books have been soaked in blood? Let’s play to find out.

All three books feature art by Holm with an art style done up in red, black and white. It gives the game a beautiful, ragged look. The three part cover image is the kind of thing parents wrapped up in the Satanic Panic of the 80s had nightmares about. The art is of an excellent quality throughout the books. Holm has a great sense of when detail makes a piece stand out, usually when illustrating the humans that inhabit this world. But when it comes time to show the monsters, all it takes are a few slashes of color and darkness to invoke the kind of beings that make their homes in dark caves and nightmare. A lot of games aspire to a heavy metal aesthetic. Outcast Silver Rangers is the first one since Mork Borg that really made me want to throw up the horns while reading it.

The first book presents what feels like a pretty classic OSR system. The Player’s Guide presents characters made with six ability scores rolled straight through that are then fit into one of three classes. But even here, VanDuyn starts to lay out some interesting possibilities. If a character’s ability modifiers don’t balance to zero, that character is trashed and a new one is rolled up…but the trashed character lives on as a dead sibling in the back story of the character that eventually makes it though. It’s an interesting way to highlight the harshness of the world but also to get players thinking about the narrative behind their character. Was poor dead Gabriel the first victim of your sorcerer’s lust for blood magic? Did you start a career as a Rogue after your sister Ursula was caught and hanged as a thief?

Each system in the game uses a different die type for resolution: a d6 for skills, a d10 for saves and a d20 for combat. I usually prefer more unified resolution mechanics but these were easy to remember in play. Classes are also pretty simple with the Warrior, Rogue and Sorceror starting out with some fun abilities. Progression generally means they get to use them more times before a rest rather than new shinies at each level. The Warrior gets to choose a blow that automatically hits an opponent or make an opponent miss them. The Rogue can reroll skills or saving throws. My favorite is the sorcerer who can cut themselves with their ritual blood magic dagger to either harm, help or heal. It’s a dark method of magic that keeps spell lists to a minimum and reinforces the darkness of the main setting.

If the Player’s Guide strips things down to a bare minimum, the Referee’s Compendium is where a group can build things back up. It’s full of advice on how to run the game in the style the designers intended with discussions on how to hand out treasure, how to track time and how to handle players who steal enough silver to afford a stronghold. It also has rules for things that turn Outcast Silver Raiders into a more traditional fantasy RPG, such as fantasy ancestries, magic items and expanded classes. Each of these is viewed in the warped funhouse mirror of the game, but they give groups the option of adding some classic concepts back in. The spell list, for example, recasts some classic spells in as dark rituals full of demons, blood and gore. There’s also some helpful discussion about how to integrate these ideas into a game as part of its progression, such as giving players whose characters have died first dibs on playing a new class like a barbarian or monk. I can see a group who sticks with this game for a bit watching their world grow from a savage land of sword and sorcery to something more akin to a classic fantasy world. Using Outcast Silver Raiders to generate the legends of the "fallen age long ago" that then translate into a more typical D&D game sounds like it could be fun with players in for the long haul. Even if the default setting is one modeled on Europe with the Church and real world place names.

The Mythic North is the book out of the set that anyone in love with another OSR system should consider picking up. This is where all the encounter charts live along with the hexcrawl advice, antagonists and locations keyed into the big map. Because these elements are in their own book, there are 30 locations that are given two page spreads with full maps like those in Forbidden Lands or Trilemma Adventures. These places could be used in any game of a similar style. This book also includes several campaign frames with my favorite really leaning into the Raiders part of the game's title. Players come together to break out of prison and spend most of the campaign on the run as part bandit, part tomb raider. It seems like a good way to run, if not a capital E evil campaign, at least one where the players are anti-heroes at best. When you’re hanging around with blood sorcerers, you’re probably not the good guys.

Bottom line: Outcast Silver Rangers provides a great toolbox to build your own OSR game or to stock plenty of intriguing, dark ideas in one that you already love.
 

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Rob Wieland

Rob Wieland

No shade to cast on this system, and the design looks excellent - but I reamin baffled by designers choice to make ever more B/X/AD&D/OD&D clones. I honestly can't think of a reason why one wouldn't look to this for OSR style play ... but I can't really think of why one WOULD look to it either. At least not as system, which isn't to say it's bad, just that in 2024 what is the use of another medieval fantasy system using the OD&D/B/X/AD&D chassis in 2024?

There are just so so many.

With Outcast Silver Raiders I salute the authors for including a setting book and hopefully they will keep offering a variety of adventures. To me is the only real point of interest, and it's a big one, if the setting and adventures are themselves good. Still I struggle to see how players and referee guides that tell us "It's old D&D with about 10 changes" (more or less) are especially compelling these days. It seems to me that as a designer one could take all that space and instead write a setting with a few bolt on rules. Use the excess pages for more setting and more adventures.

Example: say the backstory generating Travelleresque character death in generation system. This doesn't need to be in its own game I don't think. Simply a section about how the world is so harsh and backgrounds are useful for play and - then introduce the rule for playing with one's favorite B/Xalike?

Is it a marketing thing? An effort to create a sort of walled garden for "Silver Raiders" content? Seeing this stuff over the past several years reminds me of how the community spirit that existed in the OSR when I was part of it seems harder to find - people don't make things for other creators to play so much anymore, and instead a lot of energy seems to go into recreating ones own version of B/X to sell.
Anyway that's just my cranky thoughts - congrats to the authors on getting this work through the process of publication and making it look so good.
I think the draw here is compatibility. You get the adventure, setting, and rules for the game all in one box. If you don't want to use their rules, there are dozens of other OSR games and B/X/AD&D clones you can use instead with almost no conversion work required.
 

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Gus L

Adventurer
I think the draw here is compatibility.
Right, compatibility is great! Everything I write is compatible with a game from 1981 and so converted to things based on that either without change (OSE, Lab Lord) or with trivial change - most other OSR systems.

You get the adventure, setting, and rules for the game all in one box. If you don't want to use their rules, there are dozens of other OSR games and B/X/AD&D clones you can use instead with almost no conversion work required.
Great - I wouldn't use these rules ... unless they were useful to the specific setting involved and it sounds like that's not a problem because the majority of the rules are already rules that I and 99% of people in the post-OSR use or are familiar with. By saying everything is compatible with this ruleset one is putting the cart before the horse. Sure, it's better for the authors then nothing being compatible, but why release three books when 2 of them are the same as 100 other rulesets? I salute the authors for releasing a book of setting, but why not release 2.5 books of setting and a half book or less of "ways to modify B/X and friends to work best with our setting"? What's the goal here? Why rehash the endlessly rehashed?

Again, I feel a bit bad snarking on Outcast Silver Raiders, because I assume the folks behind it are nice enough and they did make a nice looking product ... but dang if anyone deserves it they might. They have the chutzpah to name their thing "OSR". That alone feels very commercial ... in a bad bad way ... especially as someone who spent years giving away free "OSR" stuff.
 


isaacv

Explorer
Right, compatibility is great! Everything I write is compatible with a game from 1981 and so converted to things based on that either without change (OSE, Lab Lord) or with trivial change - most other OSR systems.


Great - I wouldn't use these rules ... unless they were useful to the specific setting involved and it sounds like that's not a problem because the majority of the rules are already rules that I and 99% of people in the post-OSR use or are familiar with. By saying everything is compatible with this ruleset one is putting the cart before the horse. Sure, it's better for the authors then nothing being compatible, but why release three books when 2 of them are the same as 100 other rulesets? I salute the authors for releasing a book of setting, but why not release 2.5 books of setting and a half book or less of "ways to modify B/X and friends to work best with our setting"? What's the goal here? Why rehash the endlessly rehashed?

Again, I feel a bit bad snarking on Outcast Silver Raiders, because I assume the folks behind it are nice enough and they did make a nice looking product ... but dang if anyone deserves it they might. They have the chutzpah to name their thing "OSR". That alone feels very commercial ... in a bad bad way ... especially as someone who spent years giving away free "OSR" stuff.
This is a wonderful review. I was really pleased when Exalted Funeral let me know that it had been published. I feel really lucky every time I read anything about my game online, it's always a thrill for me to see positive reactions to my passion project.

To answer some of the questions in the thread:

Why that name? I picked the name because I thought it sounded cool, sounded different from other things out there, was accurate to what the players do in the game, and yes, I thought it would be a nice little callout for people in the know to understand that this is an OSR product. If you're worried about me getting rich off of this initialization, I can assure you that so far this project has about netted enough to offset the costs of its production (not including paying me anything for the time I spent on it). It's a labor of love, not something I'm doing to get rich.

Why my own system when B/X and its existing clones exist? Well, several reasons. One was because I think a fun and cool part of the OSR movement is that you can tweak the base system to work differently for different settings. My system is, yes, broadly compatible with B/X, but it's not B/X. There are small and large changes across the board, and I made all of these changes across years of playtesting to evoke the occult medieval survival horror vibe I wanted.

The setting works with B/X, and in the spirit of the OSR I wanted to maintain that compatibility, but I really believe running these specific rules as one piece with the setting feels like Outcast Silver Raiders. And that feeling is pretty distinct from using B/X with The Mythic North as a campaign setting.

What's in the Referee's Compendium? It's a four-part book, thus why it's called a compendium. The first part is mostly my own refereeing advice along with advice on how to use the mechanics to create the specific mood I wanted for this game. The second part is a set of rituals that are unique from anything else I've personally encountered in the RPG world before. The third part is a set of artifacts and magic items that are similarly, I believe, pretty unique. The fourth part is a set of expanded character options, including fantasy backgrounds and new classes. Many of the classes are quite different from the classic implementations, and fit better into the occult medieval milieu. I hope it doesn't feel like an endless rehash of anything else!

Thanks again for the review!
-Isaac
 


While I do seem to review a lot of OSR stuff here, there's plenty of stuff that I read and don't write up. A lot of OSR stuff is guilty of brushing off design flaws with nostalgia. There's always going to be a little bit of nostalgia in these things but some layer on a thick coating of nostalgia frosting that can overwhelm.

What really struck me about Silver Rangers is that while it's aiming for an old school feeling, it's really not beholden to doing things the way they've been done. It reminds me of Shadowdark in this way. It captures that gritty dangerous feel of older designs while not doing things the way they did it because "that's how Gary did it".

These games remind me of video games like Shredder's Revenge. They are throwbacks that capture the feel of older games while also quietly integrating modern design ideas under the hood.

Execution matters. That's what makes Silver Rangers stand out in the field for me. I went in skeptical and came out thinking about running a survival hexcrawl starting as escaped prisoners.

Even if you don't switch to a new system, there's some great stuff here you might want to take back to DCC or C&C or Shadowdark or whatever OSR game you prefer.
 

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