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f/PRINCIPIA

APOCRYPHA
Lost Principles of Old School Gaming

Modern Principles and Advice for running


Tabletop RPGs in the Old School Style from
Ben Milton & Steven Lumpkin
curated, presented, & expounded upon by David Perry
with miscellany from Bryce Lynch & Chris McDowall

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PRINCIPIA APOCRYPHA
Lost Principles of Old School Gaming
Version 0.10ish
September 24, 2017
Statement version, formatted for printing as a booklet

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Attribution Key
✦ - Ben Milton
Maze Rats - drivethrurpg.com/product/197158

☆ - Steven Lumpkin
Agendas for Old School Gaming - roll1d100.blogspot.com

✻ - David Perry
The humble additions of a fan of both Old School and New School gaming

NOTE: Some principles have their title changed, and some editing,
trimming, and recombination has been done to the original source text to
better fit context. The symbol indicates the source of the majority of the
text in the paragraph preceding it.

Cover artist unknown


Fonts used: IM Fell English SC, Averia Serif Libre
This work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International License
Introduction
If you’re familiar with Apocalypse Engine
games and are interested in playing The
Original or another Old School game, not
all the principles may be applicable, but
they should help distinguish how they play
differently from Apocalypse Engine games.
World of Dungeons was the first widely- If you’re familiar with Old School gameplay
available RPG system that attempted to and want to bring that mindset to an
emulate an OSR-style game in the Apocalypse Engine or OSR rules-light
Apocalypse Engine. However, I felt like the system, these principles may help you
lack of GM Agenda and Principles tailored identify where your ingrained GM habits
to this style was an unfortunate omission. I might clash with the system, and get a
imagine new gamers looking at World of handle on how a set of principles can aid in
Dungeons and being quite lost, and even running these games, especially if your
(especially?) if they are familiar with players are new to Old School play.
Dungeon World, they may be quite thrown
off track by the lack of context. If you like the Old School play paradigm
and want to instantiate it within an
Likewise, many OSR rules-light systems Apocalypse Engine or rules-light system, or
(such as The Black Hack) lack advice for want to run pre-written Old School
how to run the game as a GM, and most of adventure modules with these systems, this
those that do (such as Whitehack) provide should make a perfect Agenda.
very basic practical advice, rather than the
codified stylistic and procedural framework It should go without saying, of course, that
that I find so useful from the Agendas and the principles may not all apply equally to
Principles of Apocalypse Engine games your game or a certain adventure,
(Maze Rats being a welcome exception). depending on its style, tone, scope, etc.
So, I decided to compile and piece together In the Addenda is a list of games that
some of these principles. They are support Old School style play, which you
primarily pulled from two sources that are might consider running with these
excellent in their own right: Maze Rats by principles, and other sources of inspiration
Ben Milton (PWYW on DriveThruRPG), and and advice. I would personally recommend
some posts and vlogs on Steven Lumpkin’s against simply switching out Dungeon
blog, roll1d100.blogspot.com. These sources World’s principles with these as it may
are attributed using the symbols noted in clash with the intentions of DW’s design. If
the frontmatter. I’ve taken some liberties to you wish to run a PbtA game with them, I
edit them for context, trimming, rewording, recommend instead using Freebooters on
and combining some, to produce a more the Frontier or World of Dungeons.
cohesive whole, as well as adding a few
pieces myself.
Old School
Note: I’ve gone back and forth on what
term to use for the person running a game,
to which these Principles are addressed;
many Old School games use Judge or

Principles
Referee. I decided that none of them have
quite the right connotations or truly align
with all the Principles. So, I will default to
the most commonly used term, GM.

for GMs
Honor the dice, Challenge them
and the players Offer tough choices
Divest yourself of their fate Build challenges with
Build responsive situations multiple answers...
Leave preparation flexible ...And challenges with no
answer
Embrace chaos...
Subvert their expectations
...But uphold logic
Let them go off the rails
Instill fear, deal death
Deadly but avoidable combat
Make them think
Player ingenuity over Keep up the pressure
character ability Telegraph deadliness
Cleverness rewarded, not Let the dice kill them
thwarted
Ask them how they do it Fill their senses
Let them manipulate the Reveal the world
world Give them layers to peel back
Make tools unique Bring the world to life
Don’t mind the fourth wall See your world as real
Make your details matter
Principles without a bounds you can adjust amounts of treasure
available to indirectly control the rate of
home the party's progress. ✻

Rulings over Rules


The primeval old school principle. Old
school style games are usually sparse in
what situations their rules cover. There are
often minimal, or no "skills" or "feats". This
is a feature, not a bug, and is part of the
appeal of old school games: the flexibility
this openness allows. Let players take
advantage of this openness, and allow them
to try crazy things (apply logic to taste). ✻

And when you encounter a situation the


rules don't seem to cover, don't get
distracted poring through each page in
search of it; instead, make a common-sense
ruling within the spirit of the game, employ
it, and move on. It doesn’t have to be
perfect. Make a note of the ruling if it will
come up often, and apply it consistently. ✻

XP for treasure
Many old school style games correlate XP
earned directly with the amount of treasure
returned to safety. This isn't intended as a
throwback to 80's "high-score" arcade
games; it's a convenient abstraction for the
characters learning from exploration and
overcoming adversity. ✻

Most of these games also grant XP for


defeated monsters, but the emphasis is
usually on overcoming rather than killing,
and it is usually a negligible amount
compared to what can be gained from the
gold they guard. This incentivizes players
to think their way around powerful
monsters, instead of defaulting to violence
in every situation. ✻

XP for treasure is like the fuel of the game's


engine, and player decisions almost always
end up hinging on it. It is also an effective
control knob. Reward should always be
proportional to risk, but within those
Honor the dice, how they relate and interact, or how the
party might intervene. ✦

and the players Embrace chaos...


Divest yourself of their fate Listen to that capricious muse, the dice.
Relying exclusively on your own
You are not an antagonist to the players or
imagination can be exhausting and
characters. Honestly portray the world and
predictable, and can feel less like an
its denizens as they would react to the
objective world to the players. And external
characters’ behaviour. Don't intend to
inspiration and random results help you
orchestrate the characters’ actions. ✻
divest yourself of their fate. ✻
Be fair and impartial. Do not fudge rolls
Use random tables to keep the game fresh.
and avoid rolling in secret. This keeps the
The surprising twists that random tables
game honest and dangerous, and prevents
add can bring an energy and mystery to the
any accusations of favoritism or
game that is hard to improvise. ✦
railroading. It also encourages the players
to manipulate and engage with the fictional The random “reaction roll” is a particularly
world, rather than with the GM. ✦ good way to add some spice. Collect
random tables. NPCs, names, items, plot
Leave preparation flexible hooks, complications, relationships,
Don’t prepare a plot for the players to locations, etc. In the Addenda is a list of
follow. During the game, observe how the great sources for these. ✻
players deal with a situation, and
extrapolate the effects of their actions ...But uphold logic
based on what you know. Don’t plan the If there is an obvious reason for a
results ahead of time; players rarely do particular wandering monster to be here,
what you expect them to. ✦ that's why they're here; don't bother rolling
a random activity or reaction. This can help
Don’t overdo the preparation! Keep your
maintain verisimilitude and let players
situation ideas loose enough that they can
make reasonable plans. It also emphasizes
be adapted to the PC’s choices and the flow
the surprise and intrigue of the instances of
of the game. Remember that unuse;d prep
randomness when you do use them. ✻
can always be recycled in later sessions.
After each session, ask the players what
they plan on doing next and prep a few Let them go off the rails
situations related to that. The direction of Feel free to let them know where most of
the game should be guided by the player’s your prep is, but if you expect them to zig
decisions, not the GM’s. ✦ and they zag, don’t resist. If you don’t know
what comes next, roll for it. Then build it
Build responsive situations out between sessions. Find the excitement
they see and embrace, too, the chaos of the
Establish situations with multiple actors players. ✻
pursuing their own ends. Let the players’
actions affect this environment, and have
those changes affect the players. Then, let
the situations worsen if the players don’t
address them. ✻

One way to create interesting situations is


to draw a grid that maps the relationships
between the elements of a situation and
Make them think ability. But if they give up, let them roll for
a chance at a hint. ✻
Player ingenuity over Let them manipulate the
character ability world
Old School PCs are very minimalistic
The focus of the game should be on creative
because the character sheet is mostly there
problem solving, not brute force, so give
for when players make a mistake. Players
players the tools to make that appealing.
are not meant to solve problems with die
When you give players tools, you give them
rolls, but with their own ingenuity.
new ways to engage with the world. ✦
Therefore, present them with problems
that: For example: rival factions to manipulate,
potions with weirdly specific effects, items
● Can be solved with common sense
that can be combined or repurposed,
● Have no simple solution
dungeons with shortcuts and back
● Have many difficult solutions ✦
passages. Add elements that allow the
For example: Cross a moat full of players to bend the world to their will. ✦
crocodiles. A door in the bottom of a
dungeon will only open if sunlight shines Make tools unique
on it. Retrieve a key from the bottom of a A good tool doesn’t increase PCs’ damage
lake of acid. ✦ or add an ability bonus; it does an odd, very
specific thing that is only powerful when
Cleverness rewarded, not used cleverly. This turns every problem
into a puzzle and encourages creative
thwarted solutions. ✦
Clever solutions to a problem should
usually work, as long as they are within the Examples: A rope that becomes as rigid as
realm of possibility. Be generous. If the steel on command. A coin that lands on any
action is unlikely or dangerous, call for a result you wish when flipped. A bell that
save or ability check, but only forbid a produces a 1-foot sphere of silence around
creative solution if it is clearly it. A ring that instantly grows you a
impossible.✦ different beard for each finger you put it
on. ✦
If players tend not to think this way,
present them with situations that are
nearly impossible to tackle head on, and
Don’t mind the fourth wall
strongly reward even slightly creative Don’t worry too much about meta-gaming,
solutions. One of your goals as a GM is to or what the characters should know or
encourage this mentality. Feel free to tell realistically deduce about a situation,
your players that cleverness will get them versus what the players know. Favor player
farther than brute force. ✦ ingenuity over character embodiment. ✻

Give them the benefit of the doubt when


they’ve worked to give themselves the
upper hand in the fiction. Don’t shy away
from translating this into mechanical
advantage. ✻

Ask them how they do it


Encourage or require the players to
interrogate the fiction of the environment
“manually” rather than eliding their
actions via a roll or assumed character
Challenge them potion of Eat Metal... and if they befriend
the Bisected Serpent, it can bore a hole
through the stone." ☆
Offer tough choices
Make the players weigh risk versus reward. ...And challenges with no
The deeper players go into the wilderness
or dungeon, the more perilous things answer
should become. Whether because their Trust in your players; let them surprise you
resources are running low (food, health, and find answers to problems that you
equipment, light, etc.) or because danger couldn’t expect, and can’t help them with.
builds the longer they linger, keep the
These can be the most rewarding
players asking if it is worth pushing their
luck just a little bit farther. The greatest challenges. ✻
treasures are always the hardest to reach.
✦ "The deeps are stalked by a living
maelstrom of ravenous psychic energy. If
Risk and reward are also at the heart of the players want to get the Golden Falcon
combat. The PCs’ low health is meant to they'll have to get past it, but I have no idea
push combat quickly toward the point how they'll manage that." These are critical
where players ask themselves, “Should I for old school gaming. These exist to force
retreat to fight another day, or do I risk it players to be creative in ways that surprise
all to finish them now?” The thrill of that everyone at the table. Be cautious with
choice is at the heart of combat. ✦ placing these as challenges critical for the
continuation of the adventure (unless you
Look for situations where all obvious intend for players to retreat and come back
choices come with a heavy cost. These later), but sprinkling them around can
situations encourage unorthodox solutions surprise everyone at your table. ☆
and lateral thinking. ✦
Subvert their expectations
Build challenges with It’s inevitable that players will have
multiple answers... knowledge about common fantasy elements
from pop culture and other games. Inject
Avoid singular chokepoints to progress.
common monsters, locations, and
Give them obvious and equally-but-
situations with your own unique twists for
differently difficult alternatives. You can
them to be surprised by. This encourages
also keep an extra option in your pocket
players to explore these differences and
that they have to dig for. Maybe it’s
solve new problems that they don’t know
obscure, but preferable. Maybe it’s just as
the solution to already. ✻
difficult, but more beneficial. ✻

"There's a magically locked iron gate the


players have to get past... how could they? I
guess one of the NPCs has a key... and
there's a potion of Eat Metal hidden in
room 12C." When you build your
adventures, seed them with challenges that
you know the answer to. Maybe the player
characters have a core capability to get past
the challenge, or maybe you've just placed
the solution somewhere else for them to
find. Use these to encourage players to dig
into the fiction, and explore. If a challenge
is critical for the continuation of the
adventure, consider placing a few solutions.
Three is a good number. "Okay, a key, a
Instill fear, likes their death to be random chance.
When a PC dies, it should be their fault. ✦

deal death Let the dice kill them


Deadly but avoidable Remember, we're not antagonists to the
players, but their survival is on them. ☆
combat
If the rules and dice say that someone is
Combat in Old School RPGs is often neither dead, they’re dead. Protecting the PCs from
balanced nor fair, and PCs should death results in games that lack tension
encounter foes far more powerful and and players who only solve problems with
numerous than they are. Players should brute force. When a PC dies, tell its player
learn to treat combat like real-world to roll up a new character and have them
warfare and use ingenuity, preparation and re-enter the scene as soon as plausible. ✦
underhanded tactics to rig the results in
their favor. Encourage the players to Absolute and unambiguous character death
outsmart and out-plan their enemies if they is essential for both the risks and rewards
want to survive. ✦ of play to have weight. Character creation
is simple and quick in these games for a
Old School dungeons are not about endless reason, not to mention they may have
combat encounters or being “cleared”. hirelings or retainers to inhabit if they die.
Dungeons constrain and focus possibilities, And don’t worry about players not feeling
so that (while difficult to choose between attached to their characters; they will once
and difficult to face), they are easier for they gain something to lose. ✻
both the players and the GM to identify,
reason about, and plan around. This helps
ensure that clever solutions can be
discovered and rewarded. ✻

Keep up the pressure


Whether it’s through random encounter
rolls when time passes, or because the
dungeon is filling with sand, or because a
PC will die in 10 turns from poison, keep
the players desperate and on a clock.
Maintain a tension between the desire to
explore and loot, and the terror of
remaining too long. ✦

If the players want to attempt a challenge


multiple times, such as re-rolling a check to
open a door, give them a consequence, such
as rolling for wandering monsters. Do be
sure to let them breathe; back in town, on
long trips through the wilderness, or if they
seek and find (or build) safe asylum. But
always consider a chance for trouble, be it
1-in-6 per hour, day, week, or otherwise. ✻

Telegraph deadliness
Give players the chance to think their way
around threats and obstacles by
telegraphing them ahead of time. No one
Be their senses retreat or surrender if they are losing. Also,
remember that enemies and allies can be
Reveal the world made to switch sides if given the right
motivation. ✦
Don’t hide important information from the
players. If the PC could reasonably know Give the players a stake in the world. As the
something, tell the player and move on. The game goes on, players may accumulate a lot
game is about making decisions, and of money from completing jobs and looting
players can’t make good decisions without treasures. Encourage them to use this
good information. ✦ money to buy property, hire retainers, or
found factions. This can open up new ways
Assume the characters have common sense,
for the players to interact with the world
and mention potential danger when it and affect its history. ✦
becomes obvious. Don’t make them
plummet from a 50 foot cliff because the See your world as real
player said they would “hop down” it; they
This place you've created, or are reading
may have heard “five” instead of “fifty”. about–it's a real place. It exists! You could
go there, if you had the technology! You
Give them layers to peel back don't, though, so it's up to you to
What are the PCs aware of already? What communicate it to others. What do you see,
do they notice at their first glance? Which when you're there? Hear, smell, taste, feel,
of those "first glance" things hides sense? What do you know about that's
information revealed on closer inspection? hidden, and what subtle signs are there?
How would players get that information? The players will be probing your vision of
What's obvious, what's subtle, what's this place for useful information. Put your
hidden, and what's invisible? Create layers mind into that world, explore, and bring
of information for the players to peel back back what's valuable. Likewise, apply a
and explore. ☆ real-world logic to populations and
challenges, rather than building a carefully
Some pre-written adventure modules balanced sequence of fights. ☆
handily indicate the obvious stuff in a
location most clearly, so you don’t need to Make your details matter
parse these layers yourself. If that’s not the When you're seeing your world as real and
case, take care not to blurt out the secrets building layered environments, also
in a list of the contents of a room. ✻ remember to keep details of your world
gameable. Players should be able to act on
Bring the world to life the information you're telling them: "Her
Old School RPGs shine with improvisation eyes are a shifting mottled green" helps
and extrapolation, not rigid plots. During players remember the NPC, sure–but "...and
the game and in between sessions, think you notice she never stands more than one
about how the other characters and long step away from the table and its
factions would respond to what the PCs are contents" gives them information they can
doing, and develop them accordingly. Your act on. "The pillars are ornately carved
guiding principle should be “What are the marble... the furthest one is crossed with a
logical consequences?" ✦ latticework of cracks." Your details should
allow players to make informed decisions
Treat NPCs like real people. Think about and take effective action. You can hide
what NPCs want, especially in combat. these details within your layered
NPCs want to stay alive, and will rarely environments for players to discover, but
remember to make them matter. ☆
start fights that they don’t have a high
chance of winning. Only fanatical NPCs
will fight to the death; most will try to
Old School Principles Power is earned
Unlike many modern RPGs, your character
for Players doesn’t start with much power. Your
meager means and abilities at first (or
zeroth) level encourage lateral thinking to
get you out of trouble. And rising to a
Learn when to run challenge really means something when
Old school adventures often present deadly lives are on the line. ✻
encounters that, to the eye of a modern
gamer, may seem like you’re expected to Heroism is proven
beat them. Learn to dig into the fiction to Likewise, if you wish to play a hero, don’t
see the relative power of what you're expect anyone to salute you when you first
facing, and don't be afraid to cut your ride into town. Prove your heroism through
your character’s actions. ✻
losses. A party that drags away one dead
body is a party on their way to a Cleric,
Dig into the fiction
instead of on their way through a monster's
digestive system. ☆ Discard any assumptions about other
fantasy worlds, and be curious about the
one you’re playing in. Pay attention to
Combat is war, not sport details- about characters, the environment,
Don’t expect encounters to be “balanced”. social situations, and more. Take notes on
Approach combat with as much trepidation them! Make maps of them! Those details
and preparation you would in real life. Nor can save your life. When you write your
notes, write questions for yourself too.-
are encounters self-contained. Think
What do they eat? Do they have any social
outside the box, outside the encounter area, rituals? What's that smell? Why is there a
outside the dungeon. ✻ breeze in this room? Is there an empty
space where a room should be? Information
Don’t rely on your character is leverage, my crafty friend. ☆

sheet Engage the fantasy as real


Rules and mechanics are only triggered by
If you were in a room with a heavy vase in
the fiction. To do something, describe your one corner, and you wanted to know what
character doing it; if you need to roll was behind it, what would you do?
anything, the GM wil l let you know. When Probably drag it to the side, right? How
presented with a problem, instead of would you look for an air current?Looking
expecting to “use” skills or abilities on it, for an air current? Lick a finger and hold it
first look to the environment and up. How would you judgeJudging the slope
of a floor? Spill a little water on the ground.
investigate the situation by asking the GM
Engage the fiction of the game world as
questions. ✻ real. Describe the real actions you take to
achieve the effect you're looking for.
Live your backstory Remember, other games may have dice
rolls to do this for you- many old school
Don’t put too much work into establishing
games don't, so engage! ☆
a backstory for your characters. Their
experiences at level 1 (or 0) will feel much Dead ends are opportunities
more real. Their likely early death won’t
That dead-end hallway may hide a secret
sting quite as much, and the survivors truly
door, or maybe there's another passage to
have tales to tell, and levels to cherish. ✻
investigate. The gargantuan monstrosity in
the courtyard? Maybe you can get around
it, or negotiate. A recalcitrant noble?
Miscellaneous
Maybe someone knows how to get some
leverage. Couldn't pick that iron door?
Maybe one of those unidentified potions
will help. Old School games have lots of
hard blockers. When your first attempt
fails, change tactics- the dead end is just Addenda
the beginning of your solution. Often,
digging into the fiction and engaging the
world as real will open up new and
unexpected avenues. ☆
A Procedure for Play
Let your creativity flow Chris McDowall - Into the Odd
Your class and/or race can do some unique When you're Refereeing Into the Odd and
things the other folks can't. Learn to the players do something, look at the list
recognize when it's your turn to shine, and below. Work from top to bottom, and when
when it's someone else's. When it's your you find a solution to what you're trying to
turn, really go for it. Outside of the game resolve, don't go any further down.
mechanics of your character, what are your
unique inspirations and ideas? Do you see a 1. Can you make this into a Dilemma? If
clever use for a magic item? Do you want to so, do it. Give a clear choice between
try negotiating with the ferocious monster? two desirable outcomes. The players
Do you see a weakness in the defenses the pick one or try to come up with a way
others don't immediately recognize? Could to get both, usually by expending a
you combine a few of these opportunities in resource or taking a risk.
a unique way? Open up your brain, and let
in the weird and the creative. The world is 2. Does it make sense for it to just
so bizarre... it just might work. ☆ happen? If so, go right to the
Consequences. Make their action
Play to win, savor loss matter in the world and push things
forwards. Give them information
Everyone wants to succeed, and certainly about the new situation they find
everyone wants to play with friends they themselves in. If the consequences
feel are aiming to succeed- but that may can ripple out to effect the world, all
not always happen. Your characters may the better.
get turned into frog-people, lose limbs, be
stricken by leprosy, turned into stone, 3. Is it still uncertain? If so, call for a
cursed to burp up slugs, entombed in the Save. Saves always carry a risk, so
earth for 10,000 years, or just die from explain what's at stake before the
being stabbed in the gut by a farmer with a players commit to their action.
pitchfork. Learn to love the disgusting,
horrifying, shocking, surprising, and even 4. I guess it was impossible; give the
disappointing ways your characters are set players more Information to help
back. ☆ them come up with reasonable action.
If in doubt, give the players more
And remember, through play, your group information and ask them frankly
creates a story larger than any one what they're actually trying to
character. You will make your mark on the achieve with their actions. Don't be a
world, be it a misleading arrow scratched distant referee, get down in the mud
into a dungeon wall, or a crater where a with them and discuss the situation.
city was. ✻
30 Principles of 10. To support sandbox play, particular
dungeon, town, and wilderness locations,
Adventure Design monsters, and NPCs should all have hooks.

Bryce Lynch, summary by Jon Miller III. Locations


11. Location descriptions should be terse
I. General Tips: The 5 C’s (not verbose) but evocative (not boring,
1. Color: The referee should give brief but obvious, generic).
evocative descriptions of locations, 12. Only include background info that
monsters, NPCs, and treasures. Avoid the affects gameplay. Avoid long descriptions
vague or generic. of irrelevant info.
2. Context: In order for their actions to be 13. Rooms should have features that players
significant and purposeful, players must can interact with to produce meaningful
generally have some information about the consequences. Give concrete descriptions
likely consequences of their actions, such of secret doors, traps, etc.
as likely reactions of monsters or NPCs. 14. Floor plan tips:
3. Choices: There should be more than one a. Multiple routes (vs. choke points or
course of action available to players in linear, one-way paths).
order for the adventure to continue. Avoid b. Multiple entrances / exits.
choke points—both literal choke points in c. Multiple stairs per floor.
the physical layouts of dungeons and other d. Open spaces with balconies,
locations, and figurative choke points galleries, and ledges at various
which require a unique decision or solution elevations.
in order for the adventure to proceed. e. Pools and rivers that connect
4. Consequences: Player actions should be different rooms or levels.
allowed to make a real difference in the f. Bridges and ladders.
adventure and in the campaign. Avoid a set
storyline or sequence of events immune to IV. Monsters and NPCs
player interference.
5. Creativity: Related to (3) and (4), reward 15. Create interesting, believable
player creativity by allowing them to motivations for monsters and NPCs.
pursue unanticipated courses of action or 16. Create factions of monsters and NPCs
to produce unanticipated consequences, (which lead to a dynamic, interconnected
strategic situation).
rather than restricting player action and
17. Give players the choice of allying,
player creativity by setting up arbitrary attacking, or having other relationships
constraints in the location layout or course with monsters and NPCs.
of events. 18. Create schedules, routines, tactics, and
orders of battle for monsters and NPCs.
19. Wandering monsters too should be
II. Hooks given motives, goals, hooks, and tactics.
6. Don’t rely on a single hook; use multiple 20. Avoid standard monsters. Failing that,
kinds (treasure; reward; magic; glory; describe standard monsters in a non-
political power). standard way (e.g., don’t just name their
7. Create a rumor table with hooks and species).
color. 21. Give evocative descriptions of monsters.
8. Hooks should appeal to the players (not Give concrete descriptions of their
just their characters). appearance and activities. Go for the
9. Hooks can and should be made complex / telltale sensory detail, rather than the
nuanced; e.g., working for an evil NPC, or generic abstract trait. Show, don’t tell.
working for rival factions. Example: Instead of stating that “One of the
guards in the camp is a cruel bully,” say
that “The burly Manfred takes a leak on
poor Tobias’s bedroll, and then he snatches ○ Basic & Expert sets (aka B/X)
Tobias’s roasted chicken dinner from his ○ Original D&D (OD&D, aka 0e)
hand and quickly gobbles it down.” ○ Advanced D&D (AD&D, aka 1e)
22. Use truly evil monsters to evoke a Sense
of Terror. Closely inspired by early D&D
● Basic Fantasy Role Playing
V. Treasure ● Blueholme
● Dungeon Crawl Classics
23. Treasure should be valuable enough to ● Labyrinth Lord
motivate players and to make the ● Lamentations of the Flame Princess
challenges worthwhile. ● Microlite81
24. Non-magical treasure should relate to ● OSRIC
the setting and give clues or information ● Swords & Wizardry
about monsters, NPCs, locations, etc.
25. Avoid standard magic items. Apocalypse Engine Games
26. Give evocative descriptions of magic
items. Give concrete descriptions of their inspired by early D&D
appearance and how they must be
● Freebooters on the Frontier
manipulated to produce their magical
● Funnel World
effects.
● World of Dungeons
27. Use magic items to evoke a Sense of
Wonder. OSR Rules-Light Systems
● The Black Hack
VI. Format and Functionality ● Into the Odd
28. Include the following kinds of ● Macchiato Monsters
references: ● Maze Rats
a. Rumor / hook table. ● Whitehack
b. Monster / NPC table which lists ● Searchers of the Unknown
their main traits, motivations, By no means is this an exhaustive list!
location, etc.
c. Room / building table which lists A guide to editions of D&D:
the rooms in a dungeon (or other web.fisher.cx/robert/rpg/dnd-id/
keyed locations).
A huge list of games inspired by D&D:
29. In published modules, put maps and
taxidermicowlbear.weebly.com/dd-
monster stats on separate sheets (so they
retroclones.html
are easy to refer to in play).
30. On maps, use keyed symbols to indicate
standard features (e.g., lit / unlit, locked /
unlocked, secret, trapped, etc.), rather than
a verbal description in the location key.

Games Supporting Old


School Style Play

The Original Fantasy


Adventure Game
● Dungeons & Dragons, particularly the
early editions:
More Free Old School
Resources

A Quick Primer for Old


School Gaming
Matthew Finch
lulu.com/content/3019374

A classic introduction to playing Old School


style RPGs for modern gamers.

Philotomy’s OD&D Musings


Jason Cone
save.vs.totalpartykill.ca/grab-bag/philotomy

Another classic collection of thoughts on


Old School gaming. Somewhat specific to
OD&D but there are many bits that are
widely applicable.

Tomb of the Serpent Kings


Skerples
coinsandscrolls.blogspot.ca/2017/07/osr-
tomb-of-serpent-kings-20.html

Excellent introZductory dungeon covering


many aspects of Old School play in action.

Random Tables and


Inspiration

● Dungeon Alphabet
● Dungeon Dozen
● Maze Rats
● Perilous Wilds
● Abulafia, a wiki where you can
automate your own tables, at random-
generator.com

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