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PRINCIPIA APOCRYPHA

Lost Principles of Old School Gaming

Apocalypse Engine-style Principles and Advice from

Ben Milton Steven Lumpkin


for running RPGs in the Old School Style
curated, butchered, and amalgamated by David Perry
with miscellany from Bryce Lynch Chris McDowall



PRINCIPIA APOCRYPHA
Lost Principles of Old School Gaming

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Source Symbol 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 donetotheoriginalsourcetextto
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


might clash with the system, and get a
Introduction handle on how asetofprinciplescanaidin
running these games, especially if your
World of Dungeons is ostensibly the first players are new to Old School play.
system that attempted to emulate an
OSR-style game in the Apocalypse Engine. If you like the Old School play paradigm
However, I felt like the lack of GMAgenda and want to instantiate them in an
and Principles tailored to this style was an Apocalypse Engine orrules-lightsystem,or
unfortunate omission. I imagine new want to run pre-written Old School
gamers looking at World of Dungeons and adventure moduleswiththem,theseshould
being quite lost, and even (especially?) if make a perfect Agenda.
theyarefamiliarwithDungeonWorld,they
It should go without saying, of course,that
maybequitethrownofftrackbythelackof
the principles may not all apply equally to
context.
your game or a certain adventure,
Likewise, many OSR rules-light systems depending on its style, tone, scope, etc.
(such as The Black Hack) lack advice for
Here are some Old School style games to
how to run the game as a GM, and mostof
consider using these principles to run, and
those that do (such as Whitehack) provide
other sources of inspiration and advice. I
very basic practical advice, rather than the
wouldnotrecommendsimplyswitchingout
codifiedstylisticandproceduralframework
Dungeon Worlds principles with these. If
that I find so useful from the Agendas and
you want to run a PbtA game with them, I
Principles of Apocalypse Engine games
highly recommend Freebooters on the
(Maze Rats being a welcome exception).
Frontier or World of Dungeons.
So, I decided to compile and piecetogether
The Original Fantasy Adventure Game:
some of these principles. They are
Dungeons & Dragons, particularly the
primarily pulled from two sources that are
Basic & Expert sets (B/X)
excellent in their own right: Maze Rats by
BenMilton(PWYWonDriveThruRPG),and Closely inspired by early D&D:
some posts and vlogs on Steven Lumpkins Adventurer Conqueror King
blog, roll1d100.blogspot.com. Thesesources Basic Fantasy Role Playing
are attributed using the symbols noted in Dungeon Crawl Classics
the frontmatter.Ivetakensomelibertiesto Labyrinth Lord
editthemforcontext,trimming,rewording, Lamentations of the Flame Princess
and combining some, to produce a more Microlite81
cohesive whole, as well as adding a few Swords & Wizardry
pieces myself. Apocalypse EngineGamesinspiredbyearly
D&D:
If youre familiar with Apocalypse Engine Freebooters on the Frontier
games and are interested in playing The Funnel World
Original or another Old School game, not World of Dungeons
all the principles may be applicable, but
OSR Rules-Light Systems:
they should help distinguish how theyplay
The Black Hack
differently from Apocalypse Engine games.
Into the Odd
If yourefamiliarwithOldSchoolgameplay Macchiato Monsters
and want to bring that mindset to an Maze Rats
Apocalypse Engine or OSR rules-light Whitehack
system, these principles may help you Searchers of the Unknown
identify where your ingrained GM habits Many others!

Note: Ive gone back and forth on what

Old School term to use for the person runningagame,


to which these Principles are addressed;
many Old School games use Judge or

Principles Referee. But I finally decided that none of


them have quite the right connotations or
truly align with all the Principles.So,Iwill

for GMs default to the most commonly used term,


GM.

Honor the dice Challenge them


Divest yourself of their fate Offer tough choices
Build responsive situations Build challenges with
Ponder the next chapter answers...

Embrace chaos... ...And challenges without

...But uphold logic Subvert their expectations


Make them think Instill fear, deal death

Player ingenuity over Deadly but avoidable combat


character skill Telegraph deadliness
Cleverness rewarded, not Let the dice kill them
thwarted Keep up the pressure
Oblige fictional positioning

Ask them how they do it Fill their senses


Give them tools to manipulate Reveal the world
the world
Layer environments
Make tools unique
Bring the world to life
Dont mind the fourth wall
See your world as real
Make your details matter

Honor the dice Dont overdo the preparation! Keep your


situation ideas loose enough that they can
be adapted to the PCschoicesandtheflow
of the game. Remember that unused prep
Divest yourself of their fate can always be recycled in later sessions.
You are not an antagonist to theplayersor After each session, ask the players what
characters. Honestly portray the worldand they plan on doing next and prep a few
its denizens as they would react to the situations related to that. The direction of
characters behaviour. Don't intend to the game should be guided by the players
orchestrate the characters actions. decisions, not the GMs.

Be fair andimpartial.Donotfudgerolls,do Embrace chaos...


not roll in secret. This keeps the game
Listen to that capricious muse, the dice.
honest and dangerous, and prevents any
Relying exclusively on your own
accusations of favoritism or railroading. It
imagination canbeexhausting,predictable,
also encourages the players to manipulate
and feel less like an objective world to the
and engage with the fictional world,rather
players. External inspirationletsyoudivest
than with the GM.
yourself of responsibility for the partys
fate.
Build responsive situations
Use random tables to keep the game fresh.
Dont detail a plot to be played out;rather,
The surprising twists that random tables
establish situations with multiple actors
add can bringanenergyandmysterytothe
pursuing their own ends. Let the players
game that is hard to improvise.
actions affect this environment, and have
those changes affect the players. Let the Collect random tables. NPCs,names,items,
situations worsen if the players dont plot hooks, complications, relationships,
address them. locations, etc. Some great sourcesoftables:
Maze Rats, Perilous Wilds, Dungeon
During open sandbox play, create a
Dozen.
number of nearby situations that containa
reason to get involved, some problems to
overcome, and optionally a threat that will
...But uphold logic
worsen the PCs lives if not dealt with. Ifthereisanobviousreasonforaparticular
wandering monster to be here, that's why
One way to create interesting situations to they're here; don't bother rolling a random
draw a grid that maps the relationships activity or reaction. Thiscanhelpmaintain
between the elements of a situation and verisimilitude and let players make
how they relate, interact, or how the party reasonable plans, as well as emphasizing
might intervene. the surprise and interestoftheinstancesof
randomness when you do use them.
Ponder the next chapter
Dont prepare a plot for the players to
follow. During the game, observe how the
players deal with a situation, and
extrapolate the effects of their actions
based on what you know. Dont plan the
results ahead of time; players rarely do
what you expect them to.

Make them think Ask them how they do it


Assumecharactershavecommonsense,but
not their specific actions. Encourage or
Player ingenuity over require the players to interrogate the
fiction of the environment manually
character skill rather than eliding it via a roll or assumed
Old School PCs are very minimalistic character skill. But iftheygiveup,letthem
because the character sheet is mostlythere roll for a chance at a hint.
for when players make a mistake. Players
are not meant to solve problems with die Give them tools to manipulate
rolls, but with their own ingenuity.
the world
Therefore, present them with problems
that: The focusofthegameshouldbeoncreative
problem solving, not brute force, so give
Can be solved with common sense players the tools to make that appealing.
Have n o simple solution When you give playerstools,yougivethem
Have m any difficult solutions new ways to engage the world. For
example: rival factions to manipulate,
Examples: Cross amoatfullofcrocodiles.A
potions with weirdly specific effects, items
door in the bottom of a dungeon will only
that can be combined or repurposed,
open if sunlight shines onit.Retrieveakey
dungeons with shortcuts and back
from the bottom of a lake of acid.
passages. Add elements that allow the
players to bend the world to their will.
Cleverness rewarded, not
thwarted Make tools unique
Clever solutions to a problem should AgoodtooldoesntincreasePCsdamageor
usually work, as longastheyarewithinthe add an ability bonus; it does an odd, very
realm of possibility. Be generous. If the specific thing that is only powerful when
action is unlikely or dangerous, call for a used cleverly. This turns every problem
save or ability check, but only forbid a into a puzzle and encourages creative
creative solution if it is clearly solutions.
impossible.
Examples: A rope that becomes as rigid as
If players tend not to think this way, steel on command.Acointhatlandsonany
present them with situations that are result you wish when flipped. A bell that
nearly impossible to tackle head on, and produces a 1-foot sphere of silence around
strongly reward even slightly creative it. A ring that instantly grows you a
solutions. One of your goals as a GM is to different beard for each finger you put it
encourage this mentality. Feel free to tell on.
your players aswellthatclevernesswillget
them farther than brute force. Dont mind the fourth wall
Dont worry too much about meta-gaming,
Oblige fictional positioning or what the characters should know or
Give them the benefit of the doubt when realistically deduceaboutasituation.Favor
theyve worked to give themselves the player ingenuity over character
upper hand in the fiction. Dont shy away embodiment.
from translating this into mechanical
advantage.

Challenge them into the fiction, and explore. If a challenge


is critical for the continuation of the

adventure,considerplacingafewsolutions.
Offer tough choices Three is a good number. "Okay, a key, a
potion of Eat Metal... and if they befriend
Make the playersweighriskversusreward.
the Bisected Serpent, it can bore a hole
The deeper players go into the wilderness
through the stone."
or dungeon, the more perilous things
should become. Whether because their
...And challenges with no
resources are running low (food, health,
equipment, light, etc.) or because danger answer
builds the longer they linger, keep the "The deeps are stalked by a living
players asking if it is worth pushing their maelstrom of ravenous psychic energy. If
luck just a little bit farther. The greatest the players want to get the Golden Falcon
treasures are always the hardest to reach. they'll have togetpastit,butIhavenoidea
how they'll manage that."Thesearecritical
Risk and reward are also at the heart of
for old school gaming. These exist to force
combat. The PCs low health is meant to
players to be creative in waysthatsurprise
push combat quickly toward the point
everyone at the table. Be cautious with
where players ask themselves, Should I
placing these as challenges critical for the
retreat to fight another day, or do I risk it
continuation of the adventure (unless you
all to finish them now? The thrill of that
intend for players toretreatandcomeback
choices is at the heart of combat.
later), but sprinkling them around can
Look for situations where all obvious surprise everyone at your table.
choices come with a heavy cost. These
situations encourage unorthodox solutions Subvert their expectations
and lateral thinking. Its inevitable that players will have
knowledge aboutcommonfantasyelements
Build challenges with from pop culture and other games. Inject
multiple answers... commonmonsters,locations,andsituations
with your own uniquetwistsforthemtobe
Avoid singular chokepoints to progress.
surprised by. This encourages players to
Give them an obvious and equally but
explore these differences and solve new
differently-difficult alternative, but keep a
problems that they dontknowthesolution
thirdoption(ormore)inyourpocket.Then,
to already.
if they dig for it, give ittothem.Maybeits
obscure, but preferable. Maybe its just as
difficult, but more beneficial.

"There's a magically locked iron gate the


players have togetpast...howcouldthey?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 withchallengesthat
you know the answer to. Maybe the player
characters haveacorecapabilitytogetpast
the challenge, or maybe you've just placed
the solution somewhere else for them to
find. Use these to encourage players to dig

Instill fear, deal death feeling attached to their characters; they


will once they gain something to lose.

Keep up the pressure


Deadly but avoidable combat
Whether its through random encounter
Combat in Old School RPGs is neither
rolls when time passes, or because the
balanced nor fair, and PCs should
dungeon is filling with sand, or because a
encounter foes far more powerful and
PC will die in 10 turns from poison, keep
numerous than they are. Players should
the players desperate and on a clock.
learn to treat combat like real-world
Maintain a tension between the desire to
warfare and useingenuity,preparationand
explore and loot, and the terror of
underhanded tactics to rig the results in
remaining too long.
their favor. Encourage the players to
outsmart andout-plantheirenemiesifthey
want to survive.

Megadungeons especially are not about


endless combat encounters or clearingthe
dungeon. Megadungeons constrain and
focus possibilities,sothat(whiledifficultto
choose between and difficult to face,) they
are easy for boththeplayersandtheGMto
identify, reason about, and plan around.
This ensures that clever solutions can be
discovered and rewarded.

Telegraph deadliness
Give players the chance to think their way
around threats and obstacles by
telegraphing them ahead of time. No one
likes their death to be random chance.
When a PC dies, it should be their fault.

Let the dice kill them


Remember, we're not antagonists to the
players- but their survival is on them.

If the dicesaythatsomeoneisdead,theyre
dead. Protecting thePCsfromdeathresults
in games that lack tensionandplayerswho
only solveproblemswithbruteforce.When
a PC dies, tell its player to roll up a new
character and havethemre-enterthescene
as soon as plausible.

Absolute and unambiguouscharacterdeath


is essential for both the risks and rewards
of play to have weight. Character creation
is simple and quick in these games for a
reason. Dont worry about players not

Be their senses found factions. Playing at this level can


open up new ways for the players to
interact with the world and affect its
history.
Reveal the world
Dont hide important information fromthe See your world as real
players. If the PC could reasonably know This place you've created, or are reading
something,telltheplayerandmoveon.The about- it's a real place. It exists! You could
game is about making decisions, and go there, if you had the technology! You
players cant make good decisions without don't, though, so it's up to you to
good information. communicate it to others. Whatdoyousee,
when you're there? Hear, smell, taste, feel,
Layer environments sense? What do you know about that's
What are the PCs aware of already? What hidden, and what subtle signs are there?
do they notice at their first glance? Which The players will be probing your vision of
of those "first glance" things hides this place for useful information. Put your
information on closer inspection? How mind into that world, explore, and bring
would players get that information? Does back what's valuable.Likewise,applyareal
that information lead them somewhere world logic to populations and challenges,
else, or deeper? What's obvious, what's rather than building a carefully balanced
subtle, what's hidden, and what'sinvisible? sequence of fights. If an encounter is too
Create layers ofinformationfortheplayers tough to fight, it's up to the playerstodeal
to peel back and explore. with some other way.

Bring the world to life Make your details matter


Old School RPGs shine with improvisation When you're seeing your world as realand
and extrapolation, not rigid plots. During building layered environments, also
the game and in between sessions, think remember to keep details of your world
about how the other characters and gameable. Players should be able to act on
factions would respond towhatthePCsare the information you're telling them: "Her
doing, and develop them accordingly. Your eyes are a shifting mottled green" helps
guiding principle should be What are the players remember the NPC, sure- but "...
logical consequences? and you notice she never standsmorethan
one long step away from the table and its
Treat NPCs like real people. Think about contents" gives them information they can
what NPCs want, especially in combat. act on. "The pillars are ornately carved
NPCs want to stay alive, and will rarely marble" - "... the furthest one is crossed
start fights that they dont have a high with a latticework of cracks." Your details
chance of winning. Only fanatical NPCs should allow players to make informed
will fight to the death; most will try to decisions and takeeffectiveaction.Youcan
retreat or surrenderiftheyarelosing.Also, hide these details within your layered
remember that enemies and allies can be environments for players to discover, but
made to switch sides if given the right remember to make them matter.
motivation.

Givetheplayersastakeintheworld.Asthe
game goeson,playersmayaccumulatealot
of money from completing jobsandlooting
treasures. Encourage them to use this
money to buy property, hire retainers, or

Old School Principles Engage the fantasy as real


If you were in a room with a heavyvasein
for Players one corner, and you wanted to know what
was behind it, what would you do?

Probably drag it to the side,right?Looking
for an air current? Lick afingerandholdit
Your sheet has no answers
up. Judgingtheslopeofafloor?Spillalittle
Rules and mechanics are only triggered by water on the ground. Engage the fiction of
the fiction. To do something, describeyour the game world as real. Describe the real
character doing it; if you need to roll actions youtaketoachievetheeffectyou're
anything, the GM will let you know. When looking for. Remember, other games may
presented with a problem, instead of have dice rolls to do thisforyou-manyold
using skills or abilities on it, look to the school games don't, so engage!
environment and investigate the situation
by asking the GM questions.
Dead ends are opportunities
Heroism is proven That dead-end hallway may hide a secret
door, or maybe there's another passage to
Unlike many modern RPGs, your character
investigate. The gargantuan monstrosity in
doesnt start a hero. Your meager means
the courtyard? Maybe you can get around
and abilities at first (or zeroth) level
it,ornegotiate.Arecalcitrantnoble?Maybe
encourage lateral thinking togetyououtof
someone knows how to get some leverage.
trouble. And rising to challenges mean
Couldn't pick that iron door? Maybeoneof
something when their life is on the line.
those unidentified potions will help. Old
School games have lots of hard blockers.
Live your backstory When your first attempt fails, change
Dontputtoomuchworkintoestablishinga tactics- the dead end is just the beginning
backstory for your characters. Their of your solution. Often, digging into the
experiences at Level 1 (or 0) will feelmuch fiction and engaging the world as real will
more real. Their likely early death wont open up new and unexpected avenues.
sting quite asmuch,andthesurvivorstruly
have tales to tell, and levels to cherish Let your creativity flow
Your class and/or race can do someunique
Dig into the fiction things the other folks can't. Learn to
Discard your assumptions about D&D, and recognize when it's your turn to shine,and
be curious about the game world. Pay when it's someone else's. When it's your
attention to details- about characters, the turn, really go for it. Outside of the game
environment, social situations, and more. mechanics of yourcharacter,whatareyour
Take notes on them! Make maps of them! unique inspirations andideas?Doyouseea
Those details can save your life. When you clever use foramagicitem?Doyouwantto
write your notes, write questions for try negotiating withtheferociousmonster?
yourself too- What do they eat? Do they Do you see a weakness in the defenses the
have any social rituals? What's that smell? others don't immediately recognize? Could
Why is thereabreezeinthisroom?Isthere you combineafewoftheseopportunitiesin
an empty space where a room should be? a unique way? Open up your brain, andlet
Information is leverage, my crafty friend. in the weird and the creative. The world is
so bizarre... it just might work.

Combat is war, not sport


Dont expect encounters to be balanced.
Approach combat withasmuchtrepidation
and preparation you might in real life.Nor
are encounters self-contained. Think
outside thebox,outsidetheencounterarea,
outside the dungeon.

Know when to run


Old school adventures often present
encounters that, to a modern gaming eye,
look like fights- only, if you fight them,
you'll just die. Learn to dig into the fiction
to see the relative power of what you're
facing, and don't be afraid to cut your
losses. A party that drags away one dead
body is a party on their way to a Cleric,
instead ofontheirwaythroughamonster's
digestive system.

Play to win, delight in loss


Everyone wants to succeed, and certainly
everyone wants to play with friends they
feelareaimingtosucceed-butthatmaynot
always happen. Your characters may get
turned into frog-people, lose limbs, be
stricken by leprosy, turned into stone,
cursed to burp up slugs, entombed in the
earth for 10,000 years, or just die from
being stabbed in the gut byafarmerwitha
pitchfork. Learn to love the disgusting,
horrifying, shocking, surprising, and even
disappointing ways your characters are set
back.

30 Principles of
Miscellaneous
Adventure Design
Addenda Bryce Lynch, summary by Jon Miller

I. General Tips: The 5 Cs
A Procedure for Play 1. Color: The referee should give brief but
Chris McDowall - Into the Odd evocative descriptions of locations,
monsters, NPCs, and treasures. Avoid the
When you're Refereeing Into the Odd and vague or generic.
the players do something, look at the list 2. Context: In order for their actions to be
below. Work from toptobottom,andwhen significant and purposeful, players must
you find a solution to whatyou'retryingto generally have some information aboutthe
resolve, don't go any further down. likelyconsequencesoftheiractions,suchas
likely reactions of monsters or NPCs.
1. Can you make thisintoaDilemma?If
3. Choices: There should be more than one
so, do it. Give a clear choice between
course of action available to players in
two desirable outcomes. The players
order for the adventure to continue. Avoid
pick one or trytocomeupwithaway
choke pointsboth literal choke points in
to get both, usually by expending a
the physical layouts of dungeons andother
resource or taking a risk.
locations, and figurative choke points
2. Does it make sense for it to just which require auniquedecisionorsolution
happen? If so, go right to the in order for the adventure to proceed.
Consequences. Make their action 4. Consequences: Player actions should be
matter in the world and push things allowed to make a real difference in the
forwards. Give them information adventure and in thecampaign.Avoidaset
about the new situation they find storyline or sequence of events immune to
themselves in. If the consequences player interference.
can ripple out to effect the world, all 5. Creativity: Related to (3) and(4),reward
the better. player creativity by allowing them to
pursue unanticipated courses of action or
3. Is it still uncertain? If so, call for a to produce unanticipated consequences,
Save. Saves always carry a risk, so rather than restricting player action and
explain what's at stake before the player creativity by setting up arbitrary
players commit to their action. constraints in the location layout orcourse
of events.
4. I guess it was impossible; give the
players more Information to help
them comeupwithreasonableaction. II. Hooks
If in doubt, give the players more 6. Dont rely on a single hook;usemultiple
information and ask them frankly kinds (treasure; reward; magic; glory;
what they're actually trying to political power).
achieve with their actions. Don't be a 7. Create a rumor table with hooks and
distant referee, get down in the mud color.
with them and discuss the situation. 8. Hooks should appeal to the players (not
just their characters).
9. Hookscanandshouldbemadecomplex/
nuanced; e.g., working for an evil NPC, or
working for rival factions.

10. To support sandbox play, particular Example:InsteadofstatingthatOneofthe


dungeon, town, and wilderness locations, guards in the camp is a cruel bully, say
monsters, and NPCs should all have hooks. that The burly Manfred takes a leak on
poor Tobiass bedroll, and thenhesnatches
III. Locations Tobiass roasted chicken dinner from his
hand and quickly gobbles it down.
11. Location descriptions should be terse
22. Use trulyevilmonsterstoevokeaSense
(not verbose) but evocative (not boring,
of Terror.
obvious, generic).
12. Only include background info that
affects gameplay. Avoid long descriptions V. Treasure
of irrelevant info. 23. Treasure should be valuable enough to
13. Roomsshouldhavefeaturesthatplayers motivate players and to make the
can interact with to produce meaningful challenges worthwhile.
consequences.Giveconcretedescriptionsof 24. Non-magical treasure should relate to
secret doors, traps, etc. the setting and give clues or information
14. Floor plan tips: about monsters, NPCs, locations, etc.
a. Multiple routes (vs. chokepointsor 25. Avoid standard magic items.
linear, one-way paths). 26. Give evocative descriptions of magic
b. Multiple entrances / exits. items. Give concrete descriptions of their
c. Multiple stairs per floor. appearance and how they must be
d. Open spaces with balconies, manipulated to produce their magical
galleries, and ledges at various effects.
elevations. 27. Use magic items to evoke a Sense of
e. Pools and rivers that connect Wonder.
different rooms or levels.
f. Bridges and ladders. VI. Format and Functionality
28. Include the following kinds of
IV. Monsters and NPCs references:
15. Create interesting, believable a. Rumor / hook table.
motivations for monsters and NPCs. b. Monster / NPC table which lists
16. Create factions of monsters and NPCs their main traits, motivations,
(which lead to a dynamic, interconnected location, etc.
strategic situation). c. Room / building table which lists
17. Give players the choice of allying, the rooms in a dungeon (or other
attacking, or having other relationships keyed locations).
with monsters and NPCs. 29. In published modules, put maps and
18. Create schedules, routines, tactics, and monster stats on separate sheets (so they
orders of battle for monsters and NPCs. are easy to refer to in play).
19. Wandering monsters too should be 30. On maps, usekeyedsymbolstoindicate
given motives, goals, hooks, and tactics. standard features (e.g., lit / unlit, locked /
20. Avoid standard monsters. Failing that, unlocked, secret, trapped, etc.), ratherthan
describe standard monsters in a a verbal description in the location key.
non-standard way (e.g., dont just name
their species).
21. Give evocativedescriptionsofmonsters.
Give concrete descriptions of their
appearance and activities. Go for the
telltale sensory detail, rather than the
generic abstract trait. Show, dont tell.

More Free Old School


Resources
A Quick Primer for Old
School Gaming
Matthew Finch
lulu.com/content/3019374

A classicintroductiontoplayingOldSchool
style RPGs for modern gamers.

Philotomys OD&D Musings


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

Another classic collection of thoughts on


Old School gaming. Half is specific to
OD&D but the bits on dungeon design and
the mythic underworld are widely
applicable but often ignored in modern
games.

Tomb of the Serpent Kings


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

Excellent introductory dungeon covering


many aspects of Old School play in action.

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