Monday, August 24, 2026

DCC: A Mirror to Appendix N

While it isn’t sold as an OSR game, Dungeon Crawl Classics is my favorite OSR game. It actually goes beyond the OSR, all the way back to Appendix N, and rebuilds from there. While the OSR is very interested in simulating specific versions of the rules, DCC is more a game that takes the “look and feel” of the 1970s and early 80s, and develops the game in a new direction, taking 3.5E concepts and rebuilding the entire game from the chassis up.

Joseph Goodman has been explicit about this from the start. He didn’t set out to clone B/X or 1e. He spent years reading every book on Gygax’s Appendix N list—Howard, Vance, Moorcock, Leiber, Burroughs, Wellman, Anderson, the pulps—and then asked what a game would look like if it tried to enable those stories instead of recreating the 1974 or 1981 rulebooks that grew out of them. The result uses a streamlined 3.5 chassis (d20, classes, three saves) but immediately starts tearing it apart and putting it back together in service of that older, weirder literature.

That’s the real difference. A lot of OSR work is an act of preservation or reconstruction: get the math of B/X just right, make the modules interchangeable, recapture the exact procedures of a particular edition. DCC treats those editions as one possible outcome of Appendix N, not the destination. Magic isn’t a reliable resource you spend; it’s dangerous, unpredictable, and frequently corrupting, the way it is in Vance or Moorcock. Warriors don’t just swing a sword—they attempt Mighty Deeds that let them do the kind of cinematic, slightly impossible things Conan or Fafhrd actually do on the page. Characters start as 0-level nobodies rolled 3d6 down the line and thrown into a funnel because that’s how a lot of those stories begin: ordinary people with no special destiny, just the scores they were born with, tossed into the meat grinder until they either die or become legends. Luck is a real, spendable, dwindling resource because pulp heroes live on it.

The art and presentation lean hard into the same era without being a museum piece. Doug Kovacs, Jim Roslof, and Jim Holloway- that whole late-70s/early-80s visual language of lava-lamp covers, shag-carpet grimness, and velvet-poster excess. It looks like the paperbacks on the shelf when those first games were being played, not a later attempt to recreate the rulebooks those games produced.

This is why it sits in a strange but productive place. It’s “OSR” in the sense that it wants the same sense of wonder, lethality, and player-driven chaos that people chase in the old books. It’s not OSR in the sense that it refuses to stay inside the fences of any particular edition. In the core book, Goodman asked other publishers to consider moving past the boundaries of “TSR mimicry” and go one era further back. The game itself followed through on that idea.

The more I play it, the more I think that’s the part that actually feels old-school to me now: not the exact procedures, but the willingness to let the literature lead and the rules follow. A lot of the OSR is still in conversation with D&D itself. DCC just went and held a mirror up to Appendix N instead.

Wednesday, August 19, 2026

Shadowdark is My Favorite Version of 5E

I like the other alternate 5E systems. Tales of the Valiant keeps the familiar chassis and sands off some of the worst 5E edges. Level Up Advanced 5E gives you more options, more depth, and more things to tinker with if that’s the game you want. Both are solid. I own them, I’ve run them, I get why people like them.

Shadowdark is the one I actually want to play.

It’s clean. It’s simple. It’s easy. You sit down, you make a character in minutes, and you’re in the dungeon. No feat tax, no bloated skill list, no “let me look that up” every other round. The traditional DC system just works: roll d20, add your modifier, beat the number. That’s it.

And it handles magic perfectly.

No spell slots. You know your spells. You try to cast one by rolling against a DC based on the spell’s tier. Succeed, and it happens — you can try it again later. Fail, and that spell is gone until you rest. Natural 1 and something goes wrong (mishap table for wizards, atonement for priests). That’s it. Magic feels dangerous again instead of being a reliable toolbox you manage like a spreadsheet.

I’m not flipping through hundreds of pages of rules just to sit down and play a game. One book. Real-time torch. Darkness that actually matters.

This isn’t a traditional rules-light game. There aren’t many rules, but the ones that exist- the real-time torch, the tight focus, the way failure actually costs you- create an intense experience. Shadowdark is laser-focused on dungeon runs. It does dungeon crawling better than 5E.

Mainstream 5E feels more interested in character-building. It puts the burden of balancing the mess the players’ creativity creates on the referee. “I’m a monk-warlock-paladin!” What is even that? What game-breaking powers does this combo bring to the table? I’m sure we’ll all find out together and suffer through it as the adventure is blown through with ease.

If I want expansions, they’re there. The community has published a lot of good stuff — extra classes, new ancestries, whole settings, adventures that slot right in. Variety is there for the taking if that’s what you’re after.

But the core stays tight. The torch timer keeps the table moving. There’s no time to debate the perfect multiclass combo or flip through three sourcebooks looking for the right feat. The light is burning. The dungeon is waiting. You either go forward, or you go back.

That’s the difference. 5E keeps adding more character options and then asks the referee to make it all work. Shadowdark gives you a focused game and lets the community add the extras on top if you want them. The crawl itself never gets buried.

That’s the game I want to run tonight.