OSR Today's Mail: OSRIC 3.0

Argyle King

Legend
After work, I returned home to discover a package from MythMere Games near my door. The contents were the OSRIC 3.0 project I had supported on Backerkit.

++This included the following items:
  • OSRIC 3.0 Player Guide, landscape
  • OSRIC 3.0 Gamemaster Guide, landscape*
  • OSRIC 3.0 GM Screen
  • Cult of the Crooked Tower, LVL 1 Adventure
  • Whispers of the Death God, LVLs 7-9
  • Fortress Tomb of the Ice Lich, LVLs 8-10**
*also contains the monster manual​
**different level ranges also listed depending upon character level​


++A Few Notes About Me:
  • I have not played OSRIC at all before
  • I have virtually zero experience with AD&D, with what little I have being adventures that others have run for me as a player (often using other systems - ranging from GURPS to DCC) and what little I understand from old NES console rpgs they I enjoyed
  • OSR in general is still somewhat new to me
  • My opinions are likely to change and evolve as the parts of the product that I actually understand change

So, with that in mind...

++Initial Thoughts:
  • I'm on the fence about whether or not going with the landscape option was the right choice for me. There are some sections where it's nice and some sections where it isn't.
  • Landscape: In general, I like it better for the GM Guide than the PHB. Sections where it's nice are sections like class entries and XP charts in the PHB; hirelings/henchme, nencounter tables, loot tables, random dungeon generation, and a few other places in the GM Guide. Sections where it's a bit rough are the chapter listing magic spells and the section explaining grappling in the PHB. I think the landscape PHB could be improved by changing layout and formatting; the spell section is sometimes rough because spell entries start and stop at odds points on the page or the next page.
  • I like the cover art for the Player Guide and GM Guide. To me, it is a mix of watercolor and a Jim Henson-esque production that manages to be both fantastic and familiar. It's warm and inviting, like I've known these books forever and it world be completely normal to have them on a table, and yet I've never seen them before. I will post some pictures in a follow up post.
  • The adventure booklets have a slightly different vibe, but Crooked Tower and Ice Lich still remind me of something in the back of my mind from my youth - maybe a fantasy novel I might have read as a young adult.
  • I'll likely need to try understanding grappling at a time when I'm not tired from work and/or when I understand the rest of the game better. I play GURPS with extra options for grappling and that seems easy in comparison to a first glance at AD&D-inspired grappling.
  • I know it makes sense to have the classes in alphabetical order, but something about seeing "Assassin" as the first class entry feels odd. It's not wrong, and I understand why it is first. Just feels odd.
  • Do OSRIC (and AD&D) Clerics all have the same spells and powers regardless of alignment and deity choice?
  • The afterword in the Player Guide helps explain a different playstyle and mentality.
  • At a glance, the GM Guide appears good. Even when not playing OSRIC, there are a lot of tables, charts, and concepts that I could probably even while running other games.
  • The layout and organization of the GM Guide is nicely done - especially considering that it's also the monster manual. WotC could take some notes from this layout.
  • While I can appreciate keeping the page count down and fitting everything into one book, there are a few monster entries that would benefit from art. I have played a lot of rpgs, so I know what a lot of the things are, but someone else may not. There are descriptions, but some would benefit from sketches.
  • No information about the planes or deities. That's not necessarily bad. I can understand that being the sort of thing that a setting book would cover. I think I'm so accustomed to those things being part of core books that it sticks out when it isn't there.
  • In contrast, the three adventures that came with the set introduce the Cult of Asmodeus (and presumably Asmodeus,) as well as various, cults, demon lords and deities.
  • I haven't given them more than a casual glance, yet. However, the layout of the adventures appears to be cleaner version of what you'd find in old AD&D modules. Looks to be a good mix of an older aesthetic with lessons learned from experience/wisdom that comes from time spent with ttrpgs. More detail than OSE; less than DCC; and more like the AD&D module layout than either.
  • The GM Screen is alright, but I prefer heavier stock for a screen. The screen has a lot of information on it, but a lot of it won't mean much to me until I'm more familiar with the rules.
 

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Player Guide
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Thanks so much for sharing. Reminded me to download the latest copy and give it more of a look through.

Too bad, it seems OSRIC 3.0 is too far removed from the original to be an actual reference for me and not changed enough to entice me to drop my current OSR systems (percentile strength, boo). For anyone else interested in how it differs from AD&D, click here! (Oops, thought this was from Mythmere, looks like it was created by u/beaurancourt here.)

@Snarf Zagyg Did you see they removed the Bard class entirely...?
 
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