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PRINCIPIA APOCRYPHA
Lost Principles of Old School Gaming
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September 17, 2017
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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!
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.
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.
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.
Givetheplayersastakeintheworld.Asthe
game goeson,playersmayaccumulatealot
of money from completing jobsandlooting
treasures. Encourage them to use this
money to buy property, hire retainers, or
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.
A classicintroductiontoplayingOldSchool
style RPGs for modern gamers.