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D&D Older Editions, OSR, & D&D Variants
Today's Mail: OSRIC 3.0
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<blockquote data-quote="Argyle King" data-source="post: 9893139" data-attributes="member: 58416"><p>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.</p><p></p><p>++This included the following items:</p><ul> <li data-xf-list-type="ul">OSRIC 3.0 Player Guide, landscape</li> <li data-xf-list-type="ul">OSRIC 3.0 Gamemaster Guide, landscape*</li> <li data-xf-list-type="ul">OSRIC 3.0 GM Screen</li> <li data-xf-list-type="ul">Cult of the Crooked Tower, LVL 1 Adventure</li> <li data-xf-list-type="ul">Whispers of the Death God, LVLs 7-9</li> <li data-xf-list-type="ul">Fortress Tomb of the Ice Lich, LVLs 8-10**</li> </ul> <p style="margin-left: 20px">*also contains the monster manual</p> <p style="margin-left: 20px">**different level ranges also listed depending upon character level</p><p></p><p></p><p>++A Few Notes About Me:</p><ul> <li data-xf-list-type="ul">I have not played OSRIC at all before</li> <li data-xf-list-type="ul">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</li> <li data-xf-list-type="ul">OSR in general is still somewhat new to me</li> <li data-xf-list-type="ul">My opinions are likely to change and evolve as the parts of the product that I actually understand change</li> </ul><p></p><p>So, with that in mind...</p><p></p><p>++Initial Thoughts:</p><ul> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Do OSRIC (and AD&D) Clerics all have the same spells and powers regardless of alignment and deity choice?</li> <li data-xf-list-type="ul">The afterword in the Player Guide helps explain a different playstyle and mentality.</li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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. </li> </ul></blockquote><p></p>
[QUOTE="Argyle King, post: 9893139, member: 58416"] 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: [LIST] [*]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** [/LIST] [INDENT]*also contains the monster manual[/INDENT] [INDENT]**different level ranges also listed depending upon character level[/INDENT] ++A Few Notes About Me: [LIST] [*]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 [/LIST] So, with that in mind... ++Initial Thoughts: [LIST] [*]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. [/LIST] [/QUOTE]
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