Cool OSR Rule sets outside of Fantasy

Thank you for the link to the list! I’ll have to read through it to see what it has and follow it.

I’ve heard about MCC, but never was able to play it. I’ll have to see if I can do a One-shot with it. Never heard of Dark Trails RPG, I’ll have to look into it since it might be another Western rule-set I’ll have to use.

SWN’s core mechanics are basically a houseruled B/X with the Traveller skill system bolted on. It’s all systems bolted onto that which are the really interesting parts, from building ships, factions, systems, adventures, monsters, cool technology, trading empires, mercenary companies, etc.

Since OSR is more of a playstyle than a genre, I could imagine that it wouldn’t have to be super rules-dense. Instead of having rules for stuck doors or locked chests or piloting spaceships, the rulebook would focus more on game structure and etiquette. How to ask questions, how to reduce risk for your character, things like that. I could see the six original DND attributes remaining because they are broadly applicable, along with a generic currency C to maintain 1 XP = 1 C together with a rudimentary leveling system.

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You’re right, I am currently going through the process of rewriting the Design Doc for my “Knights on Bikes/Kids on Horses” project and what I have laid out is likely the closest I could personally see a Generic OSR rule-set could go since it could allow for easier modding and changing.

I do agree that OSR is certainly a play/game style more than anything else, which would make a Generic rule-set more geared towards “How to play OSR” more than “How to play XYZ genre in the same rule-set” (even though the later would still be present). It would certainly have the tone “How you can make this your own” to it.

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How do we split threads, does an admin have to do that? This is a really interesting topic, it reminds me of the standard currency thread!

I agree that modularity is key for a generic OSR system. We’ve all seen systems split up into modules, but not to the extent that the main system itself can be directly transferred to another setting (because of the base assumptions of what classes or abilities are characters comprised of). The main mechanics themselves could be self-contained modules, from abilities to classes to XP, with the assumption that you can add or remove at will without much work. Like you said, it would be good to have the tone that this is something you should make your own, or even specific guidelines on how to do that.

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Over the course of this evening, I can put together A “Generic OSR Ruleset” post and we can continue the discussion on that one since it would be good to open it up to everyone to hear what they have to say.

You hit the nail on the head about the Ruleset being as modular as possible and (basically) having to divorce (to put it harshly) or separate the rules from a given setting while maintaining the generic/general assumptions that comes with an OSR/D&D-esque rule-set that comes with it.

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Just split the thread to talk about this! Let’s see if others have good ideas :slight_smile:

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esoteric enterprises is modern fantasy in the vein of magnus archives/scp/other urban fantasy in media. not sure if that counts but it’s definitely leagues away from the traditional medieval feel of most OSR. uses a very intuitive ruleset for anyone who’s played b/x, 1e, or any of the retroclones.

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Star Wars D6 RPG is old school to me and I have an online collection of the “best of” rules here:

Star Wars D6 Rules Essentials

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What about Old School Essentials? The core rulebooks are modular so they can be swapped in and out.

It seems logical to me that you could swap out the Classic or Advanced Fantasy Genre rulebook and insert a different setting like Sci-Fi, for example.

I believe this was the intent and the system was designed with this in mind.

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I’m hoping this is the case! I have the boxed set and I’ve quite enjoyed playing B/X+ with it so far. I’m looking forward to future supplements and to seeing more new settings. I believe the author has confirmed a Post-Apocalypse setting is in the works and the Advanced Fantasy rules mentions a future Asian Adventures supplement which will feature the Monk.

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Same here, and with the community we have here with the OSR it’s not outside of the realm of possibility for someone outside of the original authors to write their own genre rules for OSE and publish them under the Old School Essentials Third Party License.

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One of my favorites: The Bat Hack, by Rich Rogers, a hack of The Black Hack to play a minor league baseball season. “The Diamond Crawl” replaces dungeon crawling, it’s a sweet sweet game that’s still in playtesting.

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Great discussion everyone! Here’s my 2 cents: the fantasy OSR ruleset as a concept distinguishes itself for the play style it encourages, like player skills instead of character skills, etc. Any fantasy light rules set could potentially fit any setting once you’ve adapted the item list. The problem arises when it’s time of running an adventure: you either play dungeon crawls in other settings or you need a different type of adventure. I think that the community would really benefit from a set of procedures to run and write scenarios in different settings that don’t support dungeon crawling, but still keeping the OSR play style.

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@jasonabdin already linked to my list if you want to dig in, so let me just mention the most well-known of them:

  • Esoteric Enterprises is a fun occult urban fantasy game. Dark Streets & Darker Secrets is also in a similar vein. Arcana Rising is a forgotten gem (based on the sci-fi dungeon crawler Hulks & Horrors), but it’s more straightforward.
  • Eldritch Tales is basically Call of Cthulhu powered by Whitebox. Silent Legions is more “generic” cosmic horror (and as usual for other Sine Nomine titles, it has loads of tools for generating your own aliens/cults/elder gods).
  • Engines & Empires is steampunk fantasy.
  • Ghastly Affair is rules light gothic romance (my personal favourite not-traditionally-OSR-but-recognisably-so game).
  • If you’re into military fiction, Ghost Ops OSR is modern black ops, I believe, and Operation Whitebox is WWII stuff (there’s also The Front, but I don’t know much about that one).
  • White Lies is an espionage game.
  • The most well-known sci-fi game is probably Stars Without Number, but there’s also White Star as well. Plus Tales of the Space Princess, a literal sci-fi dungeon crawler. Solar Blades & Cosmic Spellsis pulpy space opera.
  • As for superheroes, there’s Sentinels of Echo City, Guardians, Mystery Men, and Vigilante City.
  • BX Mars and Warriors of the Red Planet are inspired by planetary romance.
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Awesome and thank you for the list of rulesets, I’ll have to look into them.

I think the 5-room dungeon might be a contender for a procedure like that. It’s essentially five categories of challenges and some ideas about arranging them. Not tied to a specific location or activity like delving.

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Interesting! I didn’t know about it, thanks for sharing it!

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White star is a lot of fun.

I played in a game where the DM had us use Mothership rules for a play through of Death Frost Doom. It was awesome!