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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
This tells me OSR is alive and well.
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<blockquote data-quote="Gus L" data-source="post: 9374853" data-attributes="member: 7045072"><p>So a few things...</p><p></p><p>A) 2E will work, but you may have to do a few adaptive tweaks, most OSR adventures are written in a variety of house ruled formats that while broadly compatible with 2E will not be close to the stat blocks and such. It should be pretty easy.</p><p></p><p>B) Levels 4-7, have not been especially popular for OSR releases, and especially in the late-OSR period and the present are fairly rare as published work from the OSR tends toward levels 1-3 for a variety of reasons.</p><p></p><p>Not knowing exactly what you want or what sort of design ethos is your fave I'd suggest looking at the following.</p><p></p><p>For "High OSR" - or the period when early forum OSR started to be less concerned about retro-clones and the blog OSR was really blooming the best published stuff was Mega Dungeons. <strong>Stonehell</strong>'s lower levels are level 4-7 I think. Likewise maybe take a look at the <strong>ASE</strong> - it gets close level range in Book 2.</p><p></p><p>For Mid-OSR (G+ OSR and blog OSR ... the Renaissance) I think <strong>Deep Carbon Observatory</strong> is still your best bet. It's not, not levels 4-7 but it's more a set of puzzles and vibes then a careful balanced crawl. It is also very much of that era and space.</p><p></p><p>Not sure what to recommend for late OSR at those levels. Most of the stuff I know of that era is low level. Maybe <strong>Lorn Song of the Bachelor</strong> by Zedek Sew, though you would like have to pump up the power of the Bachelor (a giant crocodile), village chief and a few other things. It's a solid late OSR adventure, but it tends towards ultralight style play and bends under a proceduralist approach. Great factions, ideas and writing though.</p><p></p><p>For a step to the modern Old School Revival (that is the continued impulses of Forum/Revivalist OSR and specifically the AD&D side of things) Anthony Huso's work is well regarded. He's sort of a unique auteur type dealing in a system and set of tones that aren't super "of the moment", but he does his own thing very well and I have nothing but good things to say. The old games space needs more people doing their own thing. </p><p></p><p>Now - as others have suggested, old games with old adventures are worthwhile. I think Jaquays' <strong>Dark Tower</strong> is Level 4-7 and it's great. Not as good as Thracia, but nice and an example of her design style. Likewise <strong>Steading of the Hill Giant Chief</strong> (G1) - Gygax wrote a great open ended problem there - a siege/infiltration scenario that captures a certain open to hijinxs feel. It's not detailed like a Jaquay's dungeon or beautifully written (DCO is my bet for that) but it's a good adventure - especially for the late 1970's. You could always try <strong>Tomb of Horrors</strong> as well...but only if your players really like puzzles, annoying ones.</p><p></p><p>Personally I think my own <strong>Tomb Robbers of the Crystal Frontier</strong> is the best OSR adventure of the past 3 years - but it's a level 1-3 and also this is partially vanity. For intros I like Arnold's <strong>Lair of the Lamb</strong> and my own <strong>Prison of the Hated Pretender</strong> ... but again these are 0-1 level one shots (Prison is specifically designed as a one session thing - but that doesn't always work). Honestly I think there are some issues with mid-level adventures if one wants to write an exploration focused dungeon crawl (it's something I'm working on personally but it's a tough nut) due to the various tools that the Greyhawk campaign injected to deal with exploration challenge and the way combat works in early D&Ds at mid-level.</p></blockquote><p></p>
[QUOTE="Gus L, post: 9374853, member: 7045072"] So a few things... A) 2E will work, but you may have to do a few adaptive tweaks, most OSR adventures are written in a variety of house ruled formats that while broadly compatible with 2E will not be close to the stat blocks and such. It should be pretty easy. B) Levels 4-7, have not been especially popular for OSR releases, and especially in the late-OSR period and the present are fairly rare as published work from the OSR tends toward levels 1-3 for a variety of reasons. Not knowing exactly what you want or what sort of design ethos is your fave I'd suggest looking at the following. For "High OSR" - or the period when early forum OSR started to be less concerned about retro-clones and the blog OSR was really blooming the best published stuff was Mega Dungeons. [B]Stonehell[/B]'s lower levels are level 4-7 I think. Likewise maybe take a look at the [B]ASE[/B] - it gets close level range in Book 2. For Mid-OSR (G+ OSR and blog OSR ... the Renaissance) I think [B]Deep Carbon Observatory[/B] is still your best bet. It's not, not levels 4-7 but it's more a set of puzzles and vibes then a careful balanced crawl. It is also very much of that era and space. Not sure what to recommend for late OSR at those levels. Most of the stuff I know of that era is low level. Maybe [B]Lorn Song of the Bachelor[/B] by Zedek Sew, though you would like have to pump up the power of the Bachelor (a giant crocodile), village chief and a few other things. It's a solid late OSR adventure, but it tends towards ultralight style play and bends under a proceduralist approach. Great factions, ideas and writing though. For a step to the modern Old School Revival (that is the continued impulses of Forum/Revivalist OSR and specifically the AD&D side of things) Anthony Huso's work is well regarded. He's sort of a unique auteur type dealing in a system and set of tones that aren't super "of the moment", but he does his own thing very well and I have nothing but good things to say. The old games space needs more people doing their own thing. Now - as others have suggested, old games with old adventures are worthwhile. I think Jaquays' [B]Dark Tower[/B] is Level 4-7 and it's great. Not as good as Thracia, but nice and an example of her design style. Likewise [B]Steading of the Hill Giant Chief[/B] (G1) - Gygax wrote a great open ended problem there - a siege/infiltration scenario that captures a certain open to hijinxs feel. It's not detailed like a Jaquay's dungeon or beautifully written (DCO is my bet for that) but it's a good adventure - especially for the late 1970's. You could always try [B]Tomb of Horrors[/B] as well...but only if your players really like puzzles, annoying ones. Personally I think my own [B]Tomb Robbers of the Crystal Frontier[/B] is the best OSR adventure of the past 3 years - but it's a level 1-3 and also this is partially vanity. For intros I like Arnold's [B]Lair of the Lamb[/B] and my own [B]Prison of the Hated Pretender[/B] ... but again these are 0-1 level one shots (Prison is specifically designed as a one session thing - but that doesn't always work). Honestly I think there are some issues with mid-level adventures if one wants to write an exploration focused dungeon crawl (it's something I'm working on personally but it's a tough nut) due to the various tools that the Greyhawk campaign injected to deal with exploration challenge and the way combat works in early D&Ds at mid-level. [/QUOTE]
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This tells me OSR is alive and well.
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