"An unholy union between OSR principles and PbtA mechanics. A modern take on fantasy rpgs compatible with the classics."
Let me state this up front - I am not a fan of Apocalypse World. That being said, I am intrigued by the potential hybridization of OSR rules with Apoc World or Dungeon World promised by Vagabonds of Dyfed.
Our design goals were simple: make a game that's mechanically compatible with OSR retroclones (and their mountains of content) while leveraging the compact but non-binary PbtA system.So yeah, intriguing.
- A single PbtA "move" core: 2d6 + mod, tiered results
- Player-generated character traits instead of predefined playbooks or attributes
- High character lethality
- Strong GM authority
How 2d6 as the core resolution check will be "mechanically compatible with OSR retroclones" should be interesting to see.
Heck, you can even download a draft of the rules now.
There is only one backer level:
Goal of $4k. Its at $4,500 with 17 days to go. Not too shabby. For 10 bucks I'll roll 2d6...
Interesting but I agree with you on not being a fan of the PbtA engine. I’d look at Index Card RPG (ICRPG) before this after reading the rules doc you linked to.
ReplyDeleteThat said if you are familiar with a system it shouldn’t be a big deal to convert any module to it. I can see an issue with systems where you have to build bad guys as full characters but for most systems conversions shouldn’t be a big deal.
I took a look at it and have yet to notice any OSR rule influences or see an innate compatibility. Mostly in favor of various story games (PbtA, Fate, BitD).
ReplyDeleteMaybe I missed something?
"An unholy union between OSR principles and PbtA mechanics. A modern take on fantasy rpgs compatible with the classics."
DeleteI think the key distinction here is OSR principles but PbtA mechanics. There is no easy out of the box compatibility here with TSRs back catalogue. Yes a competant GM could make it work, but for those already comfortably within the OSR, there's little incentive to. A thought experiemnt I don't require.
Unlike Dungeon World, there's no real need to port the standard modules' Maps, monsters, or the like. It's definitely easier to run a 1-2e, Basic, or even 3.5e/4e module directly in this system than it would be in "classic" Dungeon World. The "Converting Monster" section is 3 pages, but could probably be shorter with some tighter editing.
DeleteI came at Dungeon World a different wayu when I created the PWYW/Free Microlite74 3d6 Edition. It uses a die roll mechanism and partial successes similar to DW with a version of 0e. I used 3d6 instead of 2d6 to allow "space" for a modifier based on the character's level -- needed because level is TSR-based games are handled much differently than levels in DW. The Microlite74 3d6 Edition doesn't attempt to be PbtA compatible, but it uses (what I think is) one of the better ideas from PbtA games.
ReplyDeleteThe 2d6 mechanic of PbtA games is stolen from Chainmail's magic, so from that Point of View is at least "old schoolish".
ReplyDelete