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Principia Apocrypha
Principia Apocrypha
APOCRYPHA
Lost Principles of Old School Gaming
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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
To Do
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2. Test print & finalize booklet formatting, margins
3. Finalize text, smooth justification, spacing, capitalization,
principle name sizes, update principle name summary list, symbol
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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.
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. ✻
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. ✻
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. ☆
● Dungeon Alphabet
● Dungeon Dozen
● Maze Rats
● Perilous Wilds
● Abulafia, a wiki where you can
automate your own tables, at random-
generator.com