Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

03 March 2026

What roleplaying games are you playing now? What games do you want to play?

I've been writing this blog for almost seventeen years now. Yet I've rarely addressed any questions to you, the human beings who look at these posts from time to time. But I'm curious about who actually visits this place (aside from the bots). I'm interested to know what game(s) you play. 

As I explained in my previous post, the roleplaying games that I've been playing have shifted over the past two decades. Early on, I was focused primarily on "Old School Renaissance" games like Swords and Wizardry (and developed some house rules for it, many of which were later integrated into Crypts & Things, which I also played back in the day) and 1st edition Advanced Dungeons & Dragons/OSRIC. I also occasionally ran Call of Cthulhu

Then, in spring 2011, I started playing in a "Young Kingdoms campaign" that used the Runequest II (MRQII) rules. (How could I refuse? The Gamemaster was one of the co-authors of the system!) This started a long period -- continuing to this day with Lyonesse -- of playing versions of the game that is now called Mythras (MRQII and Runequest 6 were the immediate ancestors of Mythras -- all written by Lawrence Whitaker and Pete Nash). I also continued to run Call of Cthulhu from time to time (winding up a sporadic campaign in 2017). And in 2017-2018 I ran an Adventures in Middle-earth campaign.

For a few years I ran a campaign using Dungeons & Dragons 5th edition in the "Gygax version" of the World of Greyhawk. (I eventually switched to the 5e-based Into the Unknown system, but ItU is close enough to 5e that I regard the whole campaign as my "5e" one.) I wanted to properly "try out" the current version of D&D and we ended up continuing until the characters reached 6th level. While that campaign was fun, I realized by the end of it that I had no desire to ever run 5e D&D again, at least for an extended period of time (I did run a couple of sessions of 5e for some kids last fall -- one of my few "charitable acts" as a RPGer).

Over the past few years, as GM, I've primarily run Against the Darkmaster. One campaign, set in Middle-earth, wrapped up a few months ago (although I have a "epilogue" set of adventures planned for the same characters sometime in the future). The other, set in my homebrew world of "Ukrasia," is still going strong. 

So these days, I mainly GM Against the Darkmaster and I mainly play Mythras (I'm leaving out various "one shots" of different systems here). I would like to try out Dragonbane sometime, as it strikes me as similar to Mythras in many ways but is much "lighter" in terms of both rules and tone (the similarity shouldn't be that surprising, since both games are descendants of the "Basic Roleplaying" system created by Chaosium almost five decades ago). 

What about you? What games do you play these days, either as GM or player? What game(s) do you want to play?



28 February 2026

There and Back Again: My Circular Role-playing Journey

I’ve talked about my personal history with the ‘Old School Renaissance’ or ‘Old School Revival’ (OSR) in the past at this blog (e.g., see this post from 2022). But some reflection on the games that I’ve been playing in recent years has prompted me to scribble some further thoughts. (My apologies for being a bit self-indulgent here …)

[Saruman by Angus McBride]

It’s been an interesting journey. I was ‘floating around’ at various role-playing games fora during the early days of the OSR over two decades ago. Disappointment with 3rd edition Dungeons & Dragons – and nostalgia for my early days of gaming – led me to dig out (and in some cases repurchase) my old Advanced Dungeons & Dragons, Basic/Expert Dungeons & Dragons, Rules Cyclopaedia D&D, and other out-of-print RPG books. I was excited – and later disappointed – by Castles & Crusades in its early days. (I wrote positive reviews at RPG.net of both the C&C box set and Players’ Handbook, but eventually came to find the atrocious editing by Troll Lord Games intolerable.)  

I started this blog in 2009 in order to post some rules ideas for Swords & Wizardry (S&W). Some of my ‘swords and sorcery’ house rules for S&W appeared in early issues of Fight On! and Knockspell. Eventually, many of those rules were incorporated into Crypts and Things. So I guess that I contributed – albeit in a small way – to the creation of OSR “stuff,” at least early on. 

But I haven’t really been that engaged with the OSR for about a decade now. I still follow it to some extent. I mean, I have Dolmenwood and Shadowdark, as well as the more recent versions of S&W, and a few other things. I’ve backed the forthcoming ‘3rd edition’ of OSRIC (the original “retro-clone,” in this case of 1980 AD&D). While I regret some of my purchases, overall I find that there are still interesting things being produced. But I don’t really use any OSR (by which I mean here ‘TSR D&D-derived’) systems anymore, and haven’t for years. They just don’t appeal to me that much these days. I think that, given my tastes, there are superior alternatives available. I guess I shouldn’t be surprised by this. I sort of thought the same thing about AD&D/D&D around 1985.

Almost all my gaming these days involve either Mythras or Against the Darkmaster (but sometimes my groups will play ‘one shots’ of other things, e.g., Mothership or Delta Green, and I’d like to run some Dragonbane someday). I find these systems more satisfying overall than any version of D&D (TSR, OSR, 3e, 5e, whatever). I guess I’m not a ‘rules lite’ person after all. In retrospect, I think that I thought that about myself only because I found running 3e D&D to be such a tedious chore. 

Of course, both Mythras and Against the Darkmaster are descendants of other ‘old school’ systems: Chaosium’s Basic Roleplaying (Runequest, Stormbringer, and the like) in the case of Mythras, and Iron Crown Enterprise’s Middle-earth Roleplaying (itself a simplified version of 2nd edition Rolemaster), in the case of Against the Darkmaster. So, I guess they're kind of ‘OSR’ systems as well (but not if we adhere to the “OSR = derived from TSR AD&D/D&D” definition). 

I can’t help but be struck by the extent to which my personal gaming history has repeated itself: dissatisfaction with AD&D/D&D led me to move to Middle-earth Roleplaying (MERP) and Basic Roleplaying (BRP), including Call of Cthulhu, Hawkmoon, and Stormbringer, in the mid-late 1980s. And about three decades later the same thing happened with OSR D&D and 5e D&D. Hopefully I've learned my lesson and won’t go through this cycle again.

As an aside, one thing that makes me think of the old MERP campaign modules as "old school" in nature is that – whatever their other faults – they were effectively “sandboxes” (as I explain here). They described a number of locations, some in detail, and provided advice for GMs on how to provide "hooks" for players. There were a few “adventure modules” for MERP – books with 3 adventures (usually aimed at levels, 1, 3, and 5) – but even those were pretty loose for the most part (generally they provided a setting and a situation), not “railroad” adventures. So, after my first several years with AD&D, a lot of my GMing involved using and running Middle-earth “sandbox” campaigns, although of course that term was not used in those days (at least to my knowledge). Indeed, I vividly recall comparing my MERP modules to TSR's Dragonlance series around 1986 or 1987, and noting how little room for improvisation or player freedom the latter allowed.

Anyhow, to the extent I was still involved in the hobby during the 1990s, the games I followed were those that came out earlier, especially MERP and Stormbringer (the latter revised and renamed Elric! during that decade). I remember visiting gaming stores in the 1990s and being a bit baffled and even put off by all the “goth” stuff. I never got into Vampire and the like (just as I never got into the Magic craze.) When D&D 3e came out, I was excited by it because it seemed to “improve” D&D by including certain things from other systems that I liked (e.g., skills). In play, though, I came to loathe the system after two year-long campaigns, and so was primed for the OSR when it happened.

Of course, had I been sensible, I would’ve just kept playing MERP, Call of Cthulhu, Stormbringer, and similar older games – and just ignored the hype around 3e D&D and the “d20” universe in the early 2000s. These days, for the most part, I’m happy to stick with my “d100” games, Mythras and Against the Darkmaster. Wisdom, I hope, comes with age.

07 December 2025

Fight On! Issue 17 now available

As noted months ago here, the Old School Renaissance fanzine Fight On! has experienced its own renaissance. After spending a decade in a magically induced slumber, it awoke with an impressive new issue, number 15, during spring 2024.

Thankfully, that was not a one-off event. Since them, issue 16 has been published. And just this past Friday, issue 17 was unleashed onto the world.

Issue 17 features a rather nice cover illustration by the talented Peter Mullen:

Like every issue, issue 17 is available in PDF and print formats.

24 June 2025

Into the Majestic Fantasy Realms Kickstarter: 3 days left

I don’t support many kickstarters these days but I’m making an exception for this one: Into the Majestic Fantasy Realms, the Northern Marches. I almost missed it entirely – there are only three days left! The author is Robert Conley of Bat in the Attic Games (and the blog of the same name), who has written a number of excellent RPG products, including How to Make a Fantasy Sandbox

The Northern Marches setting is a “hex-based” “sandbox” setting in the style of the classic Judges Guild’s Wilderness material. I am great fan of Conley’s previous settings, including his free Blackmarsh, the “Wild North” (published in the third issue of Fight On!), and the settings he produced for Goodman Games’ Points of Light books many years ago. In fact, I reviewed Blackmarsh here – quite positively – back in 2011! It turns out that the Northern Marches integrates and updates material from all those products. So there is no way I could resist getting it.

My GM style is more of a “subway map” approach – there are various storylines and key “decision points” for the players – rather than a truly open “sandbox.” But one of these days I’m going to run a proper sandbox campaign – and the Northern Marches would be superb resource to do so!


07 May 2025

OSRIC the Third

The wise sages at Mythmere Games are hard at work on the third version of OSRIC (“Old School Reference and Index Compilation”). You can support this project at Backerkit.

OSRIC is a restatement of the first edition Advanced Dungeons and Dragons rules as they existed prior to the publication of Unearthed Arcana (with some minor modifications to ensure its legal “safety” at the time). It was the first true “retro clone” – version 1.0 came out in 2006 – and helped turbocharge the “Old School Renaissance” in its early days. While other “old school” games preceded it (e.g., Castles & Crusades, Basic Fantasy RPG, Hackmaster), OSRIC was the first to aim simply to restate an earlier, no longer supported, set of rules, rather than capture its “ethos” or “feel” with a somewhat different (more “modern”) system.   

While continuously available for free (in PDF) for almost two decades now, OSRIC eventually was eclipsed by other retro clones (including Mythmere Games’ own Swords & Wizardry, which restates the pre-AD&D version of the game). 

Hopefully with new art and a more reader-friendly presentation, though, OSRIC will enjoy its own renaissance and find a new audience.

Certainly, when I contemplate running an old school TSR-era version of D&D again, I tend to think of “Gygaxian” AD&D (using Gygax’s version of the World of Greyhawk) more than anything else. And I prefer the pre-UA version of the game overall (in part because I don’t have much nostalgia for the post-UA version, as I had drifted away from AD&D shortly after it was published).

The new version promises to be great. Hopefully half-elves will be able to be druids in this version (as they were in AD&D – their true, unique niche). And while I’m disappointed that there will be no bard class, I’m looking forward to adding OSRIC 3.0 to my library. I’m “all in”!

Emirikol would approve! 



26 February 2025

Fight On! Issue 16 now available – dedicated to DA Trampier

One of the best things to happen in the “old school” gaming community in the past year is the return of the amazing fanzine Fight On! 

Issue 16 has just dropped and it’s dedicated to my favourite FRPG artist of all time: David A. Trampier.



12 January 2025

My Life in Roleplaying Games: 2024 and 2025

As we head into 2025, here are some brief reflections on my role-playing activities in the recent past and near future.


I've been really enjoying running two Against the Darkmaster (VsD) campaigns, one in Middle-earth (“Against the Witch-King”), and one in my homebrew "Ukrasia" setting (“Against the Court of Urdor”). Both will continue into 2025, although I expect that the Middle-earth one will wrap up sometime this summer (but perhaps not, as these things are difficult to predict, at least for me).

Many of my fondest gaming memories are of the Middle-earth Roleplaying (MERP) and (to a lesser extent) Rolemaster adventures that I ran back in the day. These were mainly in high-school during the mid-late 1980s, but with sporadic sessions later, eventually petering out completely around 2000 (after a brief campaign that was aborted due to a problematic player). In recent decades, my collection largely sat on my shelves or in storage, although I would regularly flip through the books to mine for ideas or simply for the sake of nostalgia.

As I’ve explained before here, Against the Darkmaster plays a lot like a modified and updated MERP, especially with its vivid critical hits and its complex but immersive combat system. VsD streamlines some of MERP’s clunkier mechanics (especially regarding skills, combat, and experience) and introduces “drive points,” all changes I that like and hence my use of it instead of MERP. Nonetheless, the two systems are close enough that it’s easy to use MERP material for VsD. 

This experience made me realize that I was foolish to have ever shelved the original game simply because it was out-of-print. (That’s not to say that there aren’t new games that I like a lot and want to try out – but obviously that doesn't preclude cherishing and playing the older games as well.) My recent experience with VsD reminds me of how I felt almost two decades ago, when the “Old School Renaissance” (OSR) was really getting going, and I realized that it was perfectly fine to prefer “Gygaxian” Advanced Dungeons and Dragons (and “Basic/Expert” D&D) over the then-in-print 3rd edition, despite the widely touted “improvements” of the more recent version. After running two 3e campaigns and finding them to be slogs, especially once the player characters reached fifth level or so, this realization was liberating and exciting. (My recent experience running a 5th edition campaign made me decide never to do so again. If I run “D&D” in the future, I’ll likely just employ a tweaked version of good old Swords & Wizardry. Wanting to share my house rules for S&W is what inspired me to start this blog in the first place, almost fourteen years ago.)

So Against the Darkmaster has made me happy to be a Game Master again. I'm enjoying it enormously and look forward to seeing how things unfold this year!

Outside of my role as GM, I'm always excited to play Mythras, and look forward to (probably) doing more of that later this year. (Last summer I played in Mythic Greece and Lyonesse “one shot” sessions and had a blast. And last year one of my groups wrapped up a long-running Mythras adaptation of the Beyond the Mountains of Madness campaign.)

More generally, beyond the particular games I’m playing at the moment, I very much appreciate the two gaming groups I’m in and am grateful to have the friends who participate in them. I also delight in the ways that players’ decisions can make the role-playing games go off in entirely unanticipated, novel directions – that’s not something you can find in any other hobby of which I'm aware, and it can be magical!

19 December 2024

Fight On! has a new website

FYI: The original Old School Renaissance fanzine Fight On! has a new website.



09 October 2024

The Tome of Worldbuilding from Mythmere Games

I thought I’d mention that Mythmere Games is running another kickstarter. This one is for a volume entitled The Tome of Worldbuilding. The title pretty much sums up what the book is about: “The Tome of World Building is written by ENNIE-award winning author Matt Finch, author of the critically-acclaimed Tome of Adventure Design. Using the Tome of World Building, you can create fantasy worlds quickly and fill them out with a wealth of detail from the random-generation tables in this book.”

While Mythmere Games is known primarily for its Swords & Wizardry retro-clone – my favourite game of the “Old School Renaissance” and the one that motivated me to start this blog over fifteen years ago – The Tome of Worldbuilding is system-neutral. This also is the case for the other book that is part of this kickstarter, The Nomicon, which provides “new tables for name generation.”

More information about the kickstarter is available here.

The art samples look really great. I’m especially impressed by the pictures by Kennon James, which evoke the style of the late great Dave Trampier, while still being original.

Mythmere Games does great work. Check it out!

07 October 2024

Sale on issues 1-14 of Fight On!


As recently announced here, the Old School Renaissance fanzine Fight On! has returned to publication after a long sabbatical.

If you are missing PDF versions of the first run, issues 1-14, they currently are available in a bundle at Drivethru RPG for 50 percent off (34.99 USD). The sale will run until this Saturday (12 October 2024).

It’s great to have Fight On! back with us … and fighting on! 


30 July 2024

Fight On! Is Back

In the early days of this blog, when the “Old School Renaissance” scene was full of vim and vigour, a major player was the fanzine Fight On! It was a wonderful, eclectic, and somewhat chaotic journal, filled with fun scenarios, monsters, optional rules, and the like. I happily contributed a couple of articles back in the day (“Background Professions” to #5 and “The Duchy of Briz” to #7).

After a decade of enchanted sleep, Fight On! is back with issue #15. Here’s the blurb from the editor Ignatius Umlaut:

Ten years later, we are back from the dead to Fight On once more! These revenant runes are just as jam-packed as you remember with classes, monsters, spells, magic items, rules mods, homebrews, and awesome adventures in the spirit of the eldritch era of fantasy roleplaying! Dedicated to seventies D&D legend J. Eric Holmes, this issue brings together old and new stalwarts alike to celebrate our 15th issue and new beginning! With art and articles by J. Eric and Christopher Holmes, Tom Gordon, Calithena, Gabor Lux, Jeff Rients, James Maliszewski, Kesher, Pete Mullen, Cameron Hawkey, Zach Howard, Alex Schroder, Richard Rittenhouse, Settembrini, Patrick Farley, Jason Sholtis, Robert Conley, Kelvin Green, Philipp H., Attronarch, Mitzi!, and many more, this is the first of our new forays into fanzine fame and glory! Ride that wyvern while the sun is shining, and keep Fighting On!

My life with roleplaying games started with Dr. J. Eric Holmes’s Basic Dungeons & Dragons set back in 1980 (the one with chits instead of dice). So I’m especially keen to check out this issue!


[Picture by Peter Mullen from FO! 15]




03 May 2024

Swords and Wizardry Kickstarter: 3 days left

I’ve been swamped with work lately – hence no posts at all in April (which, I think, is the first time that I’ve missed an entire month since starting this blog almost fifteen years ago). Because of this, I almost missed the current Swords and Wizardry kickstarter. It includes optional supplemental rules for S&W, a book of new monsters, an adventure, and a referee's screen. There are only 3 days left!

Swords and Wizardry has a special place in my heart. It is what inspired me to start this blog many moons ago – specifically, I wanted to post my house rules online so that other people could check them out. (Some of those rules later were incorporated into Crypts and Things.)

So I like to support S&W whenever I can. Even though I’m not playing or running it right now, I very likely will do so again in the future. And the updated version of the rules is excellent!



16 March 2024

OSRIC Player's Guide


There is a new Player’s Handbook -- er, Player's Guide -- for OSRIC (the “retro-clone” for first edition Advanced Dungeons and Dragons) available. The PDF is available for free here; paper versions are available on Amazon (Canada/US). 

OSRIC, of course, was the original retro-clone. Along with Basic Fantasy (which appeared around the same time), OSRIC helped to launch the “Old School Renaissance” almost two decades ago. 

The original OSRIC was not a proper ruleset; rather, it simply included the necessary information (tables and the like) to permit the publication of material (primarily modules) for 1e AD&D. Shortly after it originally appeared, however, OSRIC was fleshed out into a complete game. Since then, though, it has not been substantially updated. 

But there are now plans to revise it so that it (a) includes more material from the original Dungeon Master’s Guide (in particular, I think, material having to do with campaign-building and running) and (b) more closely resembles the 1st edition AD&D rules. (Since it was the original attempt at a retro-clone, OSRIC was cautious in replicating the original ruleset. Subsequent retro-clones, like Old School Essentials, have demonstrated that near complete fidelity to the originals is unproblematic. So hopefully half-elves will not be so horrible in the revised version of OSRIC.) 

I believe that there will be a kickstarter for the revised edition of OSRIC sometime next autumn. In the meantime, it’s great that there now is a very attractive player's book available. 

20 December 2023

Second Edition Advanced Dungeons and Dragons


Over at his Mythlands of Erce blog, Anders H* has a couple of amusing polemical posts defending the honour and goodness of second edition Advanced Dungeons and Dragons (part one concerns the rules; part two addresses the ‘culture’ of the game).

Second edition AD&D was an edition that I almost entirely skipped. I say “almost” because I played very briefly in a 2e campaign one summer around 1990. However, I never owned any 2e AD&D books during its lifecycle (I bought a few books for the Greyhawk and Planescape settings years later). I had drifted away from AD&D by the late 1980s and did not play role-playing games that regularly during the 1990s. To the extent that I did, it was stuff like MERP, Rolemaster, Call of Cthulhu, Hawkmoon, GURPS, and the like.

I eventually did “play” a lot of 2e AD&D, but only via various computer RPGs, namely, the “Infinity engine” Baldur's Gate games, Icewind Dale, and Planescape: Torment (the latter game motivated me to learn more about the Planescape setting, hence my subsequent purchase of the box set and a few other things). It didn't seem that different from 1e AD&D, at least in terms of the rules (the addition of “kits” seemed to be the main difference).

The hatred directed towards 2e by adherents of 1e AD&D (primarily from grognards grumbling on the internet – not that there’s anything wrong with that!) always struck me as primarily flavour-based. And I share their irritation with 2e’s “purging” of things like assassins, half-orcs, demons, devils, etc., (all things that eventually crept back into the game, however, during the 1990s). Also contributing to this sentiment was some bitterness about TSR’s treatment of Gary Gygax, and the unavoidable fact that 2e AD&D was the first “post-Gygax” version of the game. 

There are some rules differences between the two editions, of course, and in my view some favour 2e (e.g., the way thief skills were handled), others 1e (e.g., the presence of a distinct "illusionist" class). 

I much prefer the art in the original 1e AD&D books, especially the classic Dave Trampier Player’s Handbook cover. Overall, the 1e art seems “grittier” and less “family-friendly” than the 2e stuff. Trampier’s pictures often looked like etchings from some mysterious past (as did David Sutherland’s epic “Paladin in Hell”). Erol Otus’s pictures looked like visions of an alternate reality.  

But in terms of rules, I’m fine with 2e AD&D. I certainly prefer them over 3e (which I’ll never touch again), 4e (which I never played after reading halfway through the PHB), and 5e (which, admittedly, is the “least bad” of the post-TSR versions of AD&D/D&D, but still not my cup of tea). I'd be quite happy to play in a 2e campaign. But if I ever run an “old school” AD&D campaign again, it almost certainly would be (a house-ruled version of) Gygaxian 1e AD&D.

(*Note: Anders H is the author of the excellent Into the Unknown RPG, an “old school” variant of the 5e rules. Check it out! If you’re curious, I go over some of the main differences between ItU and 5e here.) 


03 December 2023

Swords and Wizardry special edition

Several weeks ago, I received the special edition of Swords and Wizardry - Revised Edition. It’s a beautiful book. I love the matte cover! If you like S&W, I recommend obtaining one for yourself, if possible.


For my overview of this version of S&W, go here.

18 September 2023

Classic Fantasy Imperative now available!

Classic Fantasy is the Mythras version of classic (1970s and 1980s) “Dungeons & Dragons.” The “Imperative” version is a somewhat stripped-down version of CF – think “Basic” D&D rather than “Advanced” – but a complete game (i.e., it does not require the use of the Mythras core rules) and offered under the “ORC” License. 

If I weren’t currently focused on developing my “Ukrasia” setting for a future Against the Darkmaster campaign (and already playing in a Mythras campaign) I’d be sorely tempted to use CFI to run a classic adventure like B4: The Lost City.

Here’s the announcement from the folks at The Design Mechanism:
It's here...

Classic Fantasy Imperative introduces role-players to old-school dungeoneering and high adventure through the lens of the Mythras rule system. A complete game, with all you need for play (barring dice), Classic Fantasy Imperative provides full character creation, with four classes (Cleric, Fighter, Mage and Rogue), four separate cultures, and six races. Extensive rules are provided for Class optimization and Rank abilities, along with a comprehensive system of skills, innovative combat mechanics, and an extensive list of spells and magical effects. The book rounds out with sample monsters and enemies, and magic items. As it is based on the Mythras games system, Classic Fantasy Imperative is fully compatible with the Mythras range of games published by The Design Mechanism.

Classic Fantasy Imperative is a broad canvas intended for individual and third-party development. It is published under the ORC License, meaning that its Licensed Material content can be freely used and adapted, and even combined with other ORC Licensed systems. Developers are free to create their own variations, supplements, adventures and expansions, as long as they abide by the terms of the ORC license.

Classic Fantasy Imperative is available as a free, 155-page PDF with an accompanying Word file containing the entirety of the game text as a System Reference Document (SRD). The game is also available as a Print on Demand (POD) softcover book, priced at $29.99, from The Design Mechanism webstore and Lulu. A POD version will be available through DrivethruRPG in due course.

The Design Mechanism store
https://thedesignmechanism.com/free-downloads/
https://thedesignmechanism.com/publications/rulebook/

Lulu
https://www.lulu.com/.../paperback/product-kyzjvq.html...

DrivethruRPG
https://www.drivethrurpg.com/.../Classic-Fantasy-Imperative

Don your armor, grasp your holy symbol, memorize your spells, and ensure you have all your lockpicking gear. Rumour has it that someone at the tavern is seeking adventurers for a special task, and your group may just fit the bill…
[The usual suspects…]


14 July 2023

The Unmagical Magic of 5th Edition Dungeons & Dragons

Time for another “airing of grievances” with respect to 5th edition Dungeons & Dragons!

I previously complained about the way resting and healing work in 5e – as well as noting some options for ‘fixing’ these problems, including options from the 5e Dungeon Master’s Guide and the Into the Unknown 5e variant. (I suspect that 99% of 5e players either ignore or are ignorant of these options in the DMG. But it’s only fair to note that they are indeed there; the designers of 5e were not oblivious to the possibility that some groups might not like the default “cartoon superhero” mode of the 5e rules.)

My other big complaint about 5e D&D concerns the magic system. Magic, and spellcasting in particular, is laughably common and easy. Spellcasters can cast cantrips without end, as well as the “ritual” versions of spells, including ones like “Identify,” “Detect Magic,” and “Alarm.” Moreover, magic-users … er, wizards, recover a number of spells following a short rest (one hour in the standard 5e rules) thanks to their “Arcane Recovery” ability.

The upshot of this is a game in which spells are ridiculously common. In my experience, no magic item goes unidentified for more than a few minutes, characters communicate via magical iPhones (the “Message” cantrip), campsites are surrounded with “Alarm” spells (making it almost impossible for the party to ever be surprised, except for attacks from the air or from below), and so forth. I certainly don’t blame my players for using their characters’ spells in these ways – they’re making intelligent use of the resources available to them! I applaud their excellent playing of the game – it’s the game itself that annoys me.

Hence its spell system is another reason why 5e D&D does not resemble at all “old school” D&D or AD&D, wherein spells were a precious commodity (at least until characters were of very high level) and “short rests” did not exist. 

If I were to “fix” 5e D&D so that it had more of a classic feel, I would: 
  • Either eliminate cantrips altogether or allow them to be cast only a limited number of times per day (perhaps equal to the character’s proficiency bonus).
  • Require that spells with the “ritual tag” be cast as “rituals” (i.e., take 10 minutes to cast) and take up spell “slots” (so no endless casting of Alarm, Identify, etc.). 
I note (yet again) my positive experience with the Adventures in Middle-earth roleplaying game based upon 5e D&D (the second edition of which is called The Lord of the Rings RPG). That experience led me to have a high opinion of the 5e core mechanics. And I do think that the core of 5e can make for an excellent game. But the way in which 5e D&D handles rest, recovery, and spells – all elements entirely reworked by AiME/LotR – has made me conclude that I never want to run 5e D&D RAW again.

[Trampier's classic "Emirikol" picture from the 1e AD&D DMG]

[2023-08-01: Edited to add the reference to wizards’ “Arcane Recovery” ability in the third paragraph.]


12 June 2023

Recommended: Swords and Wizardry Complete – Revised Edition

The kickstarter for the revised version of the Swords & Wizardry Complete rules was a great success. Backers (like myself) now have PDFs of the new core rulebook. I’ve looked it over and am very favourably impressed. The organization and layout have been improved from earlier versions. Information is presented in a direct, economical, but nonetheless aesthetically pleasing way. Kudos to Suzy Moseby on doing such a fine job on the layout. The art is solid, with a few very good pieces, and nothing objectionably unappealing. I like all three covers (the Erol Otus one [depicted below], as well as the green and blue designs by Del Teigeler). (But I do miss the original wonderful S&W cover by Pete Mullen.)

It's amazing to me how much content Matt Finch has managed to pack into such a slim package (144 pages) in a clear and accessible way. Roughly speaking, Swords & Wizardry Complete, gives you pretty much everything in the original D&D 1974 box set, and a lot (but not all) from the subsequent supplements (Greyhawk, Blackmoor, and Eldritch Wizardry). What you end up with is something very close to Advanced Dungeons & Dragons (as realized in 1979), but somewhat simpler and lower-powered. The main (or at least most noticeable) differences: in S&W there are no half-orcs, gnomes, illusionists, or bards; alignment is three-fold (Lawful, Neutral, Chaotic); hit dice are lower (e.g., fighters have d8 in S&W instead of d10 as in AD&D); and slightly lower level-limits for demi-human characters. Aside from these changes – which, of course, are easy to modify if one wishes – S&W provides a “simplified” version of AD&D, and is readily compatible with most material produced for D&D and AD&D prior to 3rd edition.

 

There are some minor but helpful innovations in S&W that distinguish it from "0 edition" D&D. Among them: the ‘ascending’ scale for AC is used (which I appreciate and find preferable to the older system, although the old ‘descending’ system is provided as an option as well); a single unified ‘saving throw’ is provided for each class (but with the option to use the older system, broken down into categories like “death rays and poison”); four different options for determining initiative are outlined; rules for morale are provided; and rules for two-weapon fighting are included. These are all helpful additions to the game in my view.   

 

Since it is a “clone” of early (0e) D&D, S&W includes elements from that system that personally I am not that keen on. For instance, the special abilities of thieves (as well as assassins and monks) are quite miserable, with very low chances for success at anything until characters achieve higher (7+) levels. If I were to run S&W again, I’d probably just use my version of the class instead. Likewise, I’ve never been a fan of the way earlier editions of D&D and AD&D implemented “level limits” on non-human characters. I think that there are better ways to “balance” non-human characters against human ones. (S&W does include an optional rule to permit non-human characters to advance beyond their level limits, but with a 50% penalty to experience points earned by those characters. I’d likely either use that option, or simply grant some additional bonus to human characters instead.) Of course, one cannot really fault a retro-clone like S&W for “cloning” such rules from earlier editions, and in any case such things are easy to house-rule.  

 

In short, this revised, updated version of Swords & Wizardry is excellent, the best version yet. It was the “retro-clone” that helped inspire this blog in 2009 – and for which I wrote a number of house-rules – and it remains my favourite. I highly recommend it to anyone who enjoys the spirit of old school Dungeons and Dragons!


 

(For a more comprehensive review, check out this one at the blog “It’s Okay; Gary Sent Us.”)

09 June 2023

Rest and Recovery in Into the Unknown versus 5e D&D

One of the things that I dislike the most about the standard 5th edition Dungeons & Dragons rules is its system of “rests.” Even if adventurers have been in the savage wildlands for several weeks, so long as they can manage to camp for eight hours, i.e., take a “long rest,” all of them will be (almost) as good as new. After a long rest, characters recover all their hit points, spells, abilities, and so forth. The only minimal kind of attrition that they experience is that they can recover only half of their hit dice (but another long rest a day later can get them back to full).

 

The potency of long rests greatly reduces the roles of attrition and resource management in adventuring, things that were very important in earlier (TSR era) versions of the game. Attrition and resource management make the game more interesting and challenging, in my view. And while D&D has never been very good with respect to “simulation” (to say the least), completely “recharging” after a nap in a sleeping bag is “video-gamey” at its worst. 

 

Now there are options that DMs can use alter the unfortunate nature of rests and recovery in 5e D&D. The Dungeon Master’s Guide mentions a few decent ones in Chapter 9. One is “Healer’s Kit Dependency,” which requires the use of a healing kit in order for a character to spend any hit dice (healer’s kits come with 10 ‘uses’ each). Another is “Slow Natural Healing,” which eliminates the automatic recovery of hit points after a long rest (characters have to spend hit dice in order to recover any hit points, whether after long rests or short rests). And then there is the “Gritty Realism” rest variant, according to which a short rest is eight hours, and a long rest one week. A version of the latter option is used in Adventures in Middle-earth (now Lord of the Rings Role-playing), with “long rests” possible only in ‘safe’ locations (e.g., Rivendell or Lake-town), which perhaps explains why I was so thrown off by the standard 5e rules after having run an AiME campaign in the past.

 

The Into the Unknown rules make rest and recovery somewhat less easy than do the standard 5e rules, although they don’t go as far as AiME or the “Gritty Realism” variant. Below I’ve summarized them. I also added “safe rest,” although I think that it just makes explicit what is already implicit in the rules. Obviously, these rules could be used in any 5e D&D game (given the compatibility of ItU with 5e). 

 

Short rests: One segment (10 minutes) with no strenuous activity (e.g., combat).

 

·       No more than one short rest can be completed in any given hour. (Characters can “rest” for longer than one segment if they choose, of course, but they will gain the benefits for only one short rest in doing so.)

·       Characters must consume rations (one-third of one day’s worth) in order to gain any benefits from a short rest.

 

·       During a short rest, a PC can:

 

o       Spend one hit die to recover hit points (only once/PC).

o       Use a healing kit to spend one additional hit die to recover hit points (only once/PC).

o       Regain “Second Wind” (fighters).

o       Regain “Mighty Deeds” (fighting style – fighters).

o       Regain “Action Surge” (fighters).

o       Regain “Indomitable” (fighters).

o       Regain “Channel Divinity” (priests).

o       Use “Arcane Recovery” (magic-users).

o       Regain “Arcane Study” (magic-users).

o       Regain “Spellcraft” (magic-users).

 

Long rests: Two watches (8 hours) with no significant disruptions (e.g., combat, strenuous actions, chases, etc.).

 

·       No more than one long rest can be completed every 24 hours. (Characters can “rest” for up to 24 hours if they choose, but they will gain the benefits for only one long rest in doing so.)

 

·       After a long rest, a PC:

 

o       Recovers one used hit die.

o       Can spend multiple hit dice to recover hit points (these rolls are made with advantage, unlike rolls after short rests).

o       Recover one level of exhaustion.

o       Prepare spells.

o       Regain spell slots.

o       Regain “Arcane Recovery” (magic-users).

o       Regain any abilities that would be regained after a short rest (see above).

 

Safe rests: At least one full day (24 hours) of rest in a safe, civilized location (e.g., a well-protected keep, an inn within a friendly town, an elf-lord’s haven, etc.).

 

·       After a safe rest, PCs recover all lost hit points, hit dice, spells, class abilities, etc. 

o       Certain unusual conditions (e.g., specific diseases) may require multiple safe rests or special treatments (e.g., potions, spells, rituals, divine intervention, etc.) to remove.

 

 


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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).