- Adventure Fantasy Game (a simple but robust d6-based D&D-variant by none other than Paolo Greco; most notable for the 5MORE and EXPERT systems)
- Avatars & Annihilation (I don't think it's ever got released, but I always thought the bits and pieces found on the author's blog heralded something extraordinary)
- Cascade Failure and Errant (beautiful full colour D&D variants for sci-fi and fantasy, respectively; you can still find Cascade Failure on DTRPG, although Errant I believe was succeeded by Novarium)
- Champions of ZED (I believe it was plagued by a late Kickstarter; still, best to read the KS page for a good summary; available on DTRPG)
- Chanbara (a complete Japanese-themed fantasy B/X variant; I'm especially fond of the social interaction rules; available on DTRPG)
- Epées & Sorcellerie (a French D&D-variant; first edition available in English for free; it's nothing extraordinary, aside from using d6s only, but it's still good craftsmanship)
- Faerie Tales & Folklore (a re-imagination of D&D based on myths and Chainmail; a preliminary version is freely available along with lots of notes from the author; the finished product would be Kickstarted and incorporate my extensive editorial notes; alas, I haven't heard from Morgan in a long time)
- Five Ancient Kingdoms (already reviewed it here)
- Humanspace Empires (an EPT-based sci-fi game; sadly incomplete; lots of stuff on the author's blog, though)
- Mazes & Minotaurs (although there's lately been some chatter regarding M&M, it's still relatively rarely discussed, even though it's obviously the best and most hilarious old-school game that isn't a clone of D&D; and it's completely free)
- Platemail (a re-imagination of D&D based on Chainmail)
- Renegade and Corruption (probably the most complete S&W-variants; available on DTRPG)
- The Big Brown Book (another d6-based re-imagination of OD&D)
A place to post my ramblings on gaming, house rules, setting and adventure ideas, etc.
Tuesday, 27 July 2021
Forgotten Gems
Monday, 7 September 2020
Review: Skaldic Sagas
Disclaimer: Note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you or the publisher).
James M. Spahn's Whitebox Viking game was a-coming well before the demise of Google+ - and now it's here! Powered by the same engine as The Hero's Journey 2nd edition, Skaldic Sagas is a tight little fantasy game focussing on community and kinship and viking shenanigans.
Monday, 24 August 2020
Review - The Hero's Journey 2nd edition
Disclaimer: Note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you or the publisher).
When it comes to Whitebox-based materials, James M. Spahn is definitely the first name that comes to mind. After all, he's penned White Star, White Box Compendium, White Box Omnibus, and Untold Adventures - among other things.
The Hero's Journey is a game unsurprisingly also based on Swords & Wizardry Whitebox - but note that even though the base is clearly recognisable, the end result isn't readily compatible with it (as such, it's in similar shoes to Helvéczia and Exemplars & Eidelons).
Note that this review is concerned about the 2nd edition of the game (although I have written a shorter piece about the original (released in 2016) on EN World).
Wednesday, 18 March 2020
Review - Esoteric Enterprises
Disclaimer: Note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you or the publisher).
Esoteric Enterprises is a modern occult horror dungeon crawling sandbox RPG. It is a synthesis of the premise of World of Darkness and the structured gameplay of old-school D&D, where outcasts and/or adventurous souls venture below the city and become involved in all sorts of illegal things, rub shoulders with the underbelly of society, ally themselves with vampires, and get in the crossfire of various gangs, cults, and supernatural big baddies.
The author, in an interview, describes the game as follows:
- This is a world basically like our own, except magic is real, and dangerous, and wildly illegal. Of course, plenty of things are dangerous and illegal – such as drugs and organ-legging and bank robberies – so the worlds of organised crime and the supernatural have become inexorably linked. Things are only like our familiar world on the surface; beneath every city there is a literal underworld, where strange things hide from scrutiny, and the reckless or desperate traffic in things humans really shouldn’t be meddling with.
The mechanics are chiefly based on Lamentations of the Flame Princess with a few twists here and there. The game also comes with a robust system to generate various underground factions and undercity locations to facilitate the sort of free-spirited dungeon crawling and conspiracy the game is built for.
Sunday, 9 February 2020
Mini-Review: Mazes & Minotaurs
This one is, I believe, the last mini-review I originally wrote for EN World but never got around to publish, slightly edited.
Disclaimer: The article includes affiliate links.
Back in 2002, Pault Elliot wrote an article about how different D&D (and the whole TTRPG scene) could have been if its inspirations were different; say, Jason and the Argonauts and the Odyssey instead of Conan and the Lord of the Rings. Olivier Legrand became fascinated with the concept and soon began working on such a game that could have existed back in the 70s, first on his own, and then collaborating with Paul himself. Eventually, the fruit of their collaboration was the design of Mazes & Minotaurs.
Mazes & Minotaurs was not just a design experiment, however. It was minimalistic, amateurish, and even parodistic, but it was a game to be played, nonetheless. Soon the original version received numerous supplements, and then a major revision, bringing us the advanced versioní of the game, which is now available on DriveThruRPG.
A shtick of M&M is that every product is written as if it were a re-release of something from the 70s or 80s, and a whole fake history of role-playing games is constantly referenced (like MAZECON and the Griffin magazine), which makes it a hilarious read on its own. As noted above, however, M&M is not merely a parody; it is a fully functional game with a simple but powerful core.
M&M has a slightly tweaked list of Attributes (Might, Skill, Wits, Luck, Will, Grace), whose modifiers are used extensively to calculate various secondary statistics (such as melee and missile attack bonuses, and saving rolls like Danger Sense and Mystic Fortitude). There is no standard resolution mechanic per se, even though every test is made using the familiar mechanic of "d20 + modifiers vs. target number". There is no skill system either (just like in the early editions of D&D), but there are various Background Talents detailed in the Companion.
The Players Manual describes twelve classes (such as Centaur, Lyrist, Spearman, and Thief). They differ in their starting Hits (the equivalent of hit points), primary attributes, and special abilities (everyone gets two or three of these, except for casters who only have their spells). Combat is very straightforward, but the supplements detail a fair amount of special maneuvers. Magic uses spell points (called Power Points), and every caster class has access to six unique spells.
The Maze Masters Guide provides information regarding the setting (called Mythika), whose bare-bones descriptions are further detailed in a series of articles (cf. Atlas of Mythika). It also has a handful of random generators (adventure plots, city states, temples, mysterious islands), and an easy-to-use monster creation system (the actual monsters are presented in the Creature Compendium; circa 200 opponents of various types and power levels).
Mazes & Minotaurs is an amazing work of love. It retains the simplicity and familiarity of old-school D&D, while improving upon it at the same time. There are a lot of supplements covering a wild range of topics (new monsters, mythic items, classes, and adventures), yet the game remains simple and elegant. And the best part is that the entire product line is completely free.
Wednesday, 15 May 2019
Review: Vigilante City (Core Rules)
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
Vigilante City is a superhero game inspired by the many animated series of the 90s. It uses the same basic system as Dark Places & Demogorgons, the publisher's previous game. This is going to be a rare 3-part review. First, I'm taking a look at the Core Rules; in the second part I'll create a few sample characters to showcase the versatility of the system; finally, I'll review the Villain's Guide, the game's GM's book.
Wednesday, 17 April 2019
Review: Crypts & Things Remastered
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
Crypts & Things Remastered is a sword & sorcery role-playing game built on the Swords & Wizardry Core rules and Akrasia's house rules. I do have the original edition from 2011, but I haven't read it in quite some time, so I will not be comparing the two.
Wednesday, 6 March 2019
Review: Eldritch Tales
Note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
Eldritch Tales, as its subtitle says, a Lovecraftian White Box role-playing game. It takes place in the 1920s (like the majority of games centred around the Cthulhu Mythos), where the player characters investigate mysteries and strange phenomena (just like in Call of Cthulhu or Stalkers of the Elder Dark).
Wednesday, 28 November 2018
Mini-Review - Blood & Bronze
This one is another mini-review I originally wrote for EN World, slightly edited.
Disclaimer: I edited one of the adventure modules for the game (Across the White Marsh). Furthermore, the article uses affiliate links.
Blood & Bronze is a sword & sandal game by Cyclopean Games set in a mythic Mesopotamia. The players portray daring adventurers seeking gold and glory in a realm having just recovered from a cataclysmic flood, where monsters prowl the wilderness, resources are scarce, and the gods literally rest in ziggurats.
The setting is painted in loose strokes only. There is a pretty map (with hexes added to help measure distances), and a couple pages are dedicated to the cultures and people of the area, but it's all about providing a tonally consistent feel for the world rather than laying out precise details.
The system is a fusion of the old-school adventuring mindset and a more modern approach to rules. The mechanics are easily recognisable for most gamers (ability tests, damage rolls, saving throws, etc.); however, skills work more like Basic Moves in Powered-by-the-Apocalypse games, as they are available for all characters, and they sometimes offer choices (for instance, if Force is rolled, damage may be avoided if the target yields).
There are six classes (Mercenary, Rogue, Mystic, Desert Farer, Courtesan, and Seer) that come with unique ability choices and starting equipment. Magic is resource-based (lotus powder for Mystics and bone salt for Seers), and it is geared towards utility rather than firepower. Tests are rolled with a pool of six-siders (a handy probability chart is included to ensure clarity), whereas saves are made on a d20. Endurance is a combination of “hit points” and “encumbrance allowance”. Combat doesn’t require a grid, as distances are abstracted into zones. Advancement is based on offering wealth to a god or ruler (collectively called "covenants"), and it may provide advantages outside of one’s class abilities.
The rules are simple and generally worded clearly, and the layout is extremely good (there are a handful of typos, but they only hurt the text’s aesthetic value). Another strong point is how much advice is packed into the otherwise slim book detailing the responsibilities of referees and players (again, similarly to Agendas in PbtA games), how to get the maximum out of the light-weight system, and how to adjudicate situations where no clear rules apply (much of which is applicable to other games, too).
It is a complete game in the sense that character creation, the resolution mechanics, and a general description of the setting are included (the part of the rulebook that pertains to players is also available for free), although enemy stats can only be inferred from a sample random encounter table. There is a neat starting dungeon, Slave Pits of Sippar, while Wonders of the Wild describes a couple wilderness zones (mostly through unique random encounters) – both free. There are also a couple adventures released that you can even get in a bundle along with the core rules.
Blood & Bronze is probably not your game if you prefer tactically deep combat systems, carefully crafted character builds, or vanilla fantasy adventures. I recommend it to those who like loose rules and pulp fantasy, and those really into the DIY attitude, as many cool things are only hinted at (such as the potentials of the covenant-based advancement).
Wednesday, 31 October 2018
Mini-Review - Romance of the Perilous Land
I actually wrote this post for EN World about a year ago, but since it never made to the site, I thought I might as well share it here. I have two other similar mini-reviews, but I wanted to start with RPL, because I just saw a post on MeWe about an updated release coming in August 2019 from Osprey Games, that will hopefully have more inspiring setting details and gameable material (with 160 pages, it can go either ways, really).
Disclaimer: This article includes affiliate links.
One of the most iconic releases of 2016 in OSR circles was The Black Hack. It is an elegant framework that simplifies some of the burdensome aspects of D&D-esque games (cf. ditching attribute modifiers and using a roll under mechanic, advantage and disadvantage instead of assigning modifiers, or usage dice in place of unit-based resource management). Since its entirety was released under the OGL, there has been a surge of TBH-based games and supplements. Romance of the Perilous Land is one of these games.
Romance of the Perilous Land is published by Trollish Delver Games (Quill, In Darkest Warrens, Tequendria, Wired Neon Cities, English Eerie). It is inspired by British folklore and tales of romantic chivalry. These things have been part of the D&D experience, of course, but there has only been a few games that really focus on the Arthurian legends and British folk tales, especially if we only consider D&D settings and its derivatives.
There are six classes: Knight, Ranger, Cunning Folk, Thief, Barbarian, and Bard. As in most D&D-esque games, classes are differentiated by HD, armor and weapon proficiencies, and class features. Each class also has three skills that provide advantage on tests. The class features are largely what you would expect: Knights are good in melee, Rangers are fine archers, Thieves get sneak attacks, Cunning Folks have spells, Barbarians rage, and Bards have access to various buffs and debuffs through song. The mechanics are fairly straightforward, although some classes seem less interesting than others (Barbarians mostly just deal more and more damage while raging, for instance).
There is an optional background system that provides extra skills and equipment, but only five backgrounds are detailed (Artisan, Outlaw, Priest, Seafarer, and Aristocrat). It seems like it was an afterthought, which is a shame, because it could have been used to introduce additional setting flavor.
Magic uses a spell point system. Spells have individually defined spell point costs, as well as a level (casting a spell higher level than one's own may result in weakness, severe HP loss, or even self-paralysation). The spell descriptions are brief and focus on the mechanics (e.g. "The Miracle of Levitation, level 6, cost 10, The caster levitates up to 100ft for 1d10 minutes." or "Rot Flesh, level 10, cost 22, 1d6 near targets with HD7 or below rot and die.").
A 3-page gazetteer describes a few places within the Perilous Lands (such as Dinhelm, Penbridge, or Larnbrooke Castle). Nothing revolutionary here (cf. "A headless phantom rider has been seen in the small hours searching for his long lost bride." or "A Red Etin lives in a lair close by. Sometimes one can hear his singing on the wind and see his tracks in the snow."), although I liked how the interesting bits are presented using bullet points (I love bullet points!).
I really wanted to like this game. The source material begs to be used at the gaming table, and the genre is severely underrepresented among D&D-esque games. The uninspiring prose combined with the lack of proper editing, however, leave Romance of the Perilous Land a mediocre product at best. It is not completely useless, to be fair, but a genre-hack of a game should include more tools and gameable material than just reflavouring the already available ones. Its potential saving grace is that it is a PWYW product, and a short one to skim through (roughly 13k words on 52 pages).
Thursday, 27 September 2018
Review: Dark Places & Demogorgons
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
The subtitle of Dark Places & Demogorgons is "It's the 1980s and there are strange things happening everywhere!" (emphasis not mine), and it surely is accurate. In this game the players portray teenagers from a small town (the default setting is Jeffersontown, Kentucky), solving mysteries. The game is built on the familiar old-school rules chassis, but the game completely focuses on investigating strange occurrences. There are combat rules, but fighting monsters isn't sustainable for teenagers.
Wednesday, 8 August 2018
Review: Engines & Empires
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
Engines & Empires is an old-school steampunk fantasy game. It has seen multiple iterations over the years (the first version saw the light of day in 2008, I think). This review concerns itself only about the most recent edition released in 2017.
Monday, 28 May 2018
Review: Ghastly Affair
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
Ghastly Affair is a romantic horror game. It is a genre variation that features all the classic elements of D&D (classes, levels, hit points, to-hit and damage rolls, etc.). Mechanically the game strives for simplicity first and foremost, and the genre emulation part comes from the content (classes, spells, and antagonists) and referee advice.
Monday, 7 May 2018
Review: Pugmire
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
Pugmire is a DnD-esque game about uplifted dogs exploring a post-Man world. The dogs (along with other uplifted animals, such as cats, rats, badgers, and lizards) are capable of using tools and language, and they have built their own society upon our ruins (the details of mankind's disappearance are kept intentionally vague). It is a very upbeat and moderately cinematic game: a beacon of optimism in the despair of murderhobos and grand futility of gonzo adventuring. It's post-apocalyptic from our point of view, but to the characters, the Ages of Man are parts of their mythology rather than history, and the remnants of our civilisation are more like holy artefacts than archeological evidence.
Friday, 9 March 2018
Review: The Nightmares Underneath
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
The Nightmares Underneath is a monstrous game sewn together from various bits of both classic and modern games; it combines both old-school and modern design sensibilities in an exemplary way. The basics are simple, but it seems quite complex at first as it addresses a plethora of situations that may arise in play.
The premise of the game is that the mortal realms (collectively called the Kingdom of Dreams, where law and science provide the ruling ideology, as opposed to most fantasy setting's pagan idolatry) are threatened by incursions from the realm of nightmares. The upper levels of these dungeons resemble the mundane world to a certain degree, but the deeper one goes, the more surreal and alien (dare I say nightmarish) they become. Most people are helpless against the influence of these nightmare dungeons and their denizens', except for the player characters.
Tuesday, 20 February 2018
Review: Return of the Woodland Warriors
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sale without extra cost to you).
Return of the Woodland Warriors is a fantasy game inspired by animal tales. The protagonists are anthropomorphic animals, heroes and protectors of the Abbey. They go on Quests to protect the weak, save the innocent, and punish the unjust. It is a fairly light-hearted game in tone, simple in design, building on well-trodden traditions. This review makes no comparisons to the original edition of the game (published in 2011).
Monday, 29 January 2018
Review: Five Ancient Kingdoms
This review is part of a series on thematic OSR games (as defined here). Also note that some of the links below are affiliate links (meaning I get a small percentage of the sales without extra cost to you).
Five Ancient Kingdoms is an old-school D&D-esque game focussing on adventures in a vaguely Middle Eastern fantasy world. The terms and game mechanics closely resemble those of D&D, but there are a couple differences as outlined below.
Thursday, 18 January 2018
Thematic OSR Series
I have talked about thematic OSR games in the past. What I mean by the term are D&D-esque games that are not merely clones (e.g. Labyrinth Lord or Delving Deeper) or house ruled variants (e.g. Dungeon Questing or Blood & Treasure), but rather games rebuilt to serve a niche setting or campaign structure (e.g. Wulfwald or There is Therefore a Strange Land) or very particular genre conventions (e.g. Arcana Rising or Silent Legions). It definitely isn't an objectively measurable property of games, and it's more of a continuum than a binary attribute (that is, the easier it is to simply reskin the game without changing the mechanics, the more abstract it is, therefore either more divorced from its theme, or the less unique its theme is). I would like to note, though, that virtually any mechanical change introduced will result in a slightly different game, and I'm not arguing the opposite.
In the following weeks, I will take a closer look at some of the games I consider thematic to some degree and discuss how they tweak the rules or call attention to the specifics of the genre or setting through the mechanics and procedures (including adventure generation tools).
These reviews are compiled from extensive notes I took while reading (or often rereading) the games in question, and they follow the same formula. First, I describe the game system and its most significant departures from the original games. Then I list the things I liked the most about the game (be they design choices, layout, or just a clever little tweak), then the things I didn't like. There ought to be a lot of subjectivity involved in this, but I try my best to make the list as relevant as possible for those who feel otherwise (and for them, the whole thing should be a simple list of features). Finally, I write about how the game approaches its premise and whether it falls short in some areas (again, in my humble opinion). I plan on releasing one such review every other week, and I have written a handful of them in advance, just in case. I have identified more than 20 games that fit this series (a few of them are yet to be published at this point).
My main goal with all this is to shed light on some of the more neglected games and present the state of a particular segment of the OSR. I don't intend to bash on products, but I will obviously point out their shortcomings (again, from my point of view). Familiarity with the structure and terminology of D&D-esque games is assumed (e.g. HD, AC, saves, etc.).
Saturday, 20 August 2016
Thematic OSR Games
The OSR has many wonderful things to offer from straight-up clones (e.g. OSRIC and Labyrinth Lord) to neo-clones with refined mechanics (e.g. ACKS and AS&SH), from fantastic adventures (e.g. Slumbering Ursine Dunes and Deep Carbon Observatory) to innovative supplements (e.g. Red Tide and Vornheim). But one of the many kinds of products - one that I might enjoy the most - seems to attract less appreciation: thematic games.