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Wednesday, May 4, 2011

The "Quest" For A "Lite" RPG


In my search for a fast-paced "lite" version of fantasy role-playing, I came across two options that are both appealing.

The first is OSRIC, which stands for "Old School Reference and Index Compilation". The open Gaming License makes it possible for this rule set to exist and be published as a new product, even though it's essentially a re-print of the original edition rules of Dungeons and Dragons.

OSRIC is available as a free pdf download, or for purchase in a few different print versions. (color, bw, hardcover, softcover) The appeal for this system is that it doesn't have a lot of the clunky rules that were added to D&D in the second and third editions, and there are a TON of support materials (monsters, modules, campaign settings etc.) to go along with these rules, many of which are free online. The downside is that the art is a bit crappy (surprising what a difference this makes!) and the rules STILL have more detail than I want to use.

The second option is "Swords And Wizardry", another D&D clone also available as a free pdf download. These rules clone D&D BEFORE it became "Advanced Dungeons And Dragons". So they are really stripped down and fast-paced, just like I like to play. The art is also better, although I'm having trouble finding this one in a printed version, which I'd like to have if I'm going to actually play this game. (Printing it on my computer would be WAAY too expensive.)

At this point I'm considering buying a softcover B&W version of OSRIC and using the free PDF of Swords and Wizardry to notate which rules are essential and which could be optional for the kind of game I want to run. But I'm going to give it some more thought and see if a better option doesn't present itself, first.

2 comments:

Colin Snow said...

Paeter,

The thing about rules in a roleplaying game is that they are not always all necessary. D&D 3.5, for instance, has a ton of checks for surface area, eye sight, and hearing.

What matters is what the DM feels like doing. If you want a pure RP campaign with little fighting: Do it. If you want a battle heavy scene, you can do that to.

The player, in the end, needs to do what is right for them to have a fun experience. It is the DM's job, however, to make the game fun for the player. If your DM is someone you know, they know your play style and what you like to do. Talk it out with them a bit so the adventure can be fast-paced, but still challenging and fun for you.

Not all the rules are hard rules and can be "switched off" for your campaign.

Paeter Frandsen said...

Couldn't have said it better myself, Colin.

The challenge I run into is figuring out WHICH rules should/can be cut without breaking the game balance, which is why I'd rather find a game that is rules lite already and has been tested for play as designed, rather than take my guesses at what rules can be eliminated.

The starter set for D&D 4e is almost a tempting purchase for me because I've heard that it is a pretty stripped down version of D&D4e. If that's true, someone could buy the starter set AND the core books, using the starter set to identify which rules are vital. But that's an awful lot of money being thrown around.