Saturday, September 26, 2026

The OSR is Steady

What I love about the OSR is that the rules are cross-compatible and the community is mostly steady, predictable, and consistent. We don't need a rules revision or tons of special action types based on some made-up game designer's feelings about what D&D should be. Since version 3, D&D has been this ever-changing thing, like an MMO that needs to turn over the compost pile of class balance to keep things interesting. We get game-designer fads that sweep through the core game design and then get abandoned.

The OSR? They usually pick a version, clean things up, make a few optional expansions, and leave it there. While DCC makes the most changes, the designers of DCC don't put the game in the OSR at all, and that is a good choice.

Old School Essentials is my favorite BX, and Swords & Wizardry is my all-time favorite Zero Edition. Adventures Dark & Deep is an incredible First Edition implementation. Any adventure written for them is cross-compatible.

I don't get that in 5E. I am buying shelves of books for piles of options I will never use. The library grows and grows. The game gets fat and bloated. I am not really getting anything for all that bloat, and as it grows, the game gets worse, not better.

Why am I buying rules I will never use?

It feels like the worst of hoarding and collector-market game design, and at a point, it is tough to even call the bloated behemoth of a library a "game" anymore.

For me, a game has to be simple, and you should be able to store the rules in your head. For most OSR games, this is easy.

For 5E, it starts off easy, but as your library grows, you are the frog in a slow-boiling pot, and you don't realize your game is a pile of dead books until it is already too late.

Sunday, September 6, 2026

Swords & Wizardry Revised Revisited

I like Swords & Wizardry Revised and the two expansion books that pair nicely with the system. This is a true reflection of a "zero edition" game, before the D&D and AD&D split, but pulling in a few new ideas, first edition creatures, and a simplified play style that grabs me much more than most OSR games. This game competed with Old School Essentials for me just in its completeness, high-level play support, and options once the other two books are considered.

That still feels right.

Swords & Wizardry Complete Revised is a single book that behaves like a finished game. Nine classes. Five ancestries. Spells, monsters, magic items, wilderness procedures, hirelings, strongholds, naval and siege combat. High-level play is in the text instead of waiting for a later product. The treasure tables are cleaner than earlier printings. Morale is in the book. Tougher monsters pay better XP. There are procedures for random castles and spell research. You can take a campaign from first level into domain play without assembling the last third of the rules from three other games.

That is the zero-edition idea I keep coming back to. Not White Box starvation, and not a B/X clone wearing a 1974 jacket. OD&D as it grew through Greyhawk, Blackmoor, and the magazine material people actually used, then tightened so it plays.

OSE is still the prettier shelf game, and it is easier to teach in pieces. I understand why it won the presentation war. The new OSE even adds a page of rules for high-level play, which helps. What it does not give you is the spell support that high-level play needs. Past the B/X ceiling, you are still improvising, converting, or pulling high-level spells from other games. That is workable. It is also the exact gap that kept S&W in the conversation for me.

S&W Revised still feels like the game before the Basic/Advanced split hardened into doctrine. Ascending or descending AC, the table's call. Saving throws that do not need a flowchart. Combat that does not pause the room for a condition lookup. The referee is trusted. Player skill still matters.

Then the two books that sit next to the core.

The Book of Options is the pile of magazine material you would have photocopied in 1978. Eleven optional classes: barbarian, bard, chivalric knight, demon hunter, dwarven priest, elf-blade, illusionist, necromancer, troubadour, warlock, wrath-chanter. Gnomes and Stygians as ancestries. More spells and magic items. Multiclassing written out. Terrain encounter tables in the back so a wilderness hex is not a blank stare. You can ignore half of it and the original nine classes still stand. That is the part I like. Options stay optional.

Fiends & Foes is the other half. Complete Revised already has a working bestiary. This one adds more than three hundred additional monsters, including a lot of the old Monstrosities material brought in line with Revised morale and XP, plus new weirdness that still feels like original D&D gonzo. Ultharians on plane-shifting flamingoes. Foul-mouthed fey cats. Artificers of Yothri. First-edition creatures sitting next to things that would have lived in a Judges Guild booklet. You do not need every Tome of Horrors on day one. You need this if you want the campaign to stop recycling the same dozen stat blocks.

Add to that, anything out of BX, AD&D, or 2nd Edition just works with this game as-is. OSE Adventures? Labrinth Lord megadungeons? Classic D&D or AD&D Modules? It all just works, just like anything for this game would work with the rest of the OSR.

Together, the three books do the unglamorous thing: they stop asking you to finish the rules somewhere else. Completeness is not flashy. High-level play is not flavor text. Options are not automatically bloat if you can leave them on the shelf.

I still keep For Gold & Glory and OSRIC around. I still like character kits more than a new class every time someone wants a gladiator. Swords & Wizardry Revised is simply the version of 0e I want to run. Close enough that the adventure pile still works. Complete enough that I am not patching holes mid-campaign. And once Options and Fiends & Foes are on the table, OSE has to work a little harder to stay in first place.

That is the game. A zero-edition engine that grew up without forgetting why it was fun.