Winter's Daughter: Maps Are In!

I am delighted to announce that the cartographer for the upcoming Dolmenwood adventure, Winter's Daughter, is none other than the hyperdimensional Karl Stjernberg!

Here's a little preview of one of the maps for the adventure, laid out along with some quick summary text of a few of the areas:

Old-School Essentials: The Big "What's New" Post

So I've been going on about this Old-School Essentials thing recently, which I'll be bringing to Kickstarter in a few months. As you are probably aware, this is the revised edition of the original B/X Essentials books. But some people may be wondering what exactly is different. This post is for you!

What's Not New?

Weird to put this first, but it's important to state up front: the same as B/X Essentials, Old-School Essentials is a streamlined, easy-reference restatement of the classic B/X rules of yesteryear. Same rules ... new, improved presentation.

So with that out of the way...

What's New?

1. The Name

This one is pretty obvious. The game has a new name (Old-School Essentials) and subtitle (Retro Adventure Game) to make it more immediately obvious what it's about. This is especially important to make the game a bit more accessible to people who'd potentially be interested in old-school gaming, but who aren't familiar with the esoteric term "B/X". That's the sole reason for the new name.

2. A New Layout

Redoing the layout wasn't a major design consideration in the revised books, but came about because I decided to switch the books' format to A5 (instead of the 6" x 9" of the original editions). The reason for this was simply that A5 is an international standard, so is cheaper and easier to print around the world. (This connects to point 3, below.)

As I'd decided to change the physical format, the entire layout needed to be redone, so I also decided to change the style to something fresher, while I was at it. (Fortunately, I love doing layouts, so this has been a super fun part of the development process of the new books.)

3. New Art

The redone layout means that a lot of new art will be needed. Some favourites from B/X Essentials will also be returning, of course.

Andrew Walter is working on a new cover for Core Rules, as we speak!

4. Designed for Offset Printing

The original books were printed by Lightning Source as print-on-demand. The new books will be printed by an as yet not finally decided printer as a traditional offset run. There are a few reasons for changing the printing process:
  1. Quality. PoD quality is mediocre. Offset printing offers far better quality.
  2. Flexibility. Offset printing opens the way to fancy features that aren't possible with PoD, for example things like printed end-papers and ribbons. (More on this later.)
  3. Economics. Per unit, offset printing is much, much cheaper than PoD.

5. Expanded Introduction

As noted in Capt. Corajus' recent review, the B/X Essentials books are not that great for beginners. (Indeed they were explicitly designed for experienced players.) There's no explanation of a lot of fundamental concepts like AC, hp, HD, etc. which are familiar to all experienced players. This puts up an entry barrier. One of my primary aims for the revised books is to make them more accessible to people who aren't hardcore old-schoolers, so addressing this was a must.

To that end, the introduction to Core Rules has been expanded, covering the following topics:
  • About the game.
  • Very brief suggestions for people who are new to RPGs or new to old-school games.
  • A discussion on why the game is split into several books, and which books are required to play.
  • A discussion on compatibility with other games (e.g. the original B/X, Labyrinth Lord, etc.).
  • A brief section on the basic terminology used in the game.
  • A section describing the assumptions about the kinds of adventures that the rules are based around.
  • A full rundown on the game statistics that make up a player character.

6. Clarified Text

This might come as a surprise, given that B/X Essentials was already supposed to be a clarified reference for the B/X rules. The fact is that I learned a lot over the 2 year development cycle of BXE. By the time it was finished, looking back, I could see a lot of things in the earlier books that could be improved. So I took this opportunity to improve them. I'll post some comparisons of the original vs revised rules over the next weeks, so you can see what I mean. For now, suffice to say that I'm super happy with the way things are looking now.

7. Control Panel Layouts

This is probably the biggest change of all to Core Rules. In the original book, the main adventuring rules were listed alphabetically. So you had Ability Checks, Air Travel, Chases, Climbing, and so on. While this makes sense as a means of organisation, it's not a very intuitive order for rules to appear in. Ability Checks then Air Travel... huh?

The revised Core Rules instead lays things out on 2-page spreads of related content -- also known as "control panels". Here's the list of the PC and adventuring rules control panels, in the order they appear in:
  1. Player Character game statistics.
  2. Character creation.
  3. Ability scores.
  4. Alignment, languages, experience, and wealth.
  5. Domains, hirelings, and party organisation. (The latter now describes the roles of the Caller and Mapper, which weren't mentioned in B/X Essentials.)
  6. Time, weight, movement. (Including encumbrance.)
  7. Hazards and challenges. (Including ability checks and saving throws.)
  8. Dungeon adventuring.
  9. Wilderness adventuring.
  10. Waterborne adventuring.
  11. Encounters.
  12. Evasion and pursuit.
  13. Combat.
  14. Other combat issues and morale.
  15. Retainers.
  16. Vehicles.
The rest of the book continues in the same manner, with rules for Magic, Monsters, Running Adventures, and Treasure.

Just for fun, here's an example of one of these control panels: the revised Combat rules.


8. Expanded Core, Focused Modules

Another thing that I only noticed in retrospect, after having completed the 2 year development of B/X Essentials: I ended up with some bits of rules in later books that should have gone in Core Rules. The rules for character creation and alignment are obvious ones. The treasure tables are another example.

In Old-School Essentials, these things have been moved into Core Rules, where they belong. This makes the other rules modules much more focused. We now have:
  • Classic Fantasy Adventures: All the rules for creating PCs and running campaigns in the classic B/X-style fantasy genre.
  • Classic Fantasy Spells: Cleric and Magic-User: Spells for the named classes. (This book is pretty much unchanged.)
  • Classic Fantasy Monsters: All the classic B/X monsters, now also with the accompanying random encounter tables. (The latter originally appeared in Adventures and Treasures. They are now reunited with the monster descriptions that they refer to.)
  • Classic Fantasy Treasures: All the classic B/X magic items.

9. Ascending Armour Class (Optional)

This is a potentially contentious change. The game could now be accurately described as a precise clone of B/X with one single addition: Ascending AC.

The reason for adding this one extra (optional) rule comes back to accessibility again. A lot of players are just more comfortable or more familiar with AAC. Some people even refuse to play games that uses DAC. (Personally, I regard this as a bit of an extreme attitude, but to each their own.)

One could quite reasonably argue "well, every group wants to apply its own house rules... why incorporate this one into the core of the game?". There's a good reason why I chose to do this with this one, specific house rule. To quote the Old-School Essentials author's notes document that I published recently:
  • Use of ascending AC is probably the most common house rule applied by modern players to the classic Basic/Expert rules framework. (The second most common probably being separating character race and class, in the vein of the traditional Advanced rules.)
  • Armour Class is a fundamental game mechanic, and, as such, is referred to throughout all rules modules. Applying house rules to such core mechanics of the game is awkward, entailing either the significant adaptation effort of all materials in use, or an on-the-fly conversion whenever the mechanic comes up. Neither is trivial. (In contrast, for example, optional rules for creating characters with separate race and class can be easily addressed in a rules supplement, without affecting the core rules of the game.)
For those (such as myself) who like using the traditional DAC system, the optional AAC rules are very easy to ignore. They amount to small sidebars on 2 pages, and a dual AC format that looks like this: AC 7 [12]. (This is the same format used in Swords & Wizardry.)

10. Errata Fixes

Not a lot of errata has been reported for B/X Essentials (if you know of some, please do report it!), but everything reported has been fixed in Old-School Essentials.

Additionally, as part of my own work on clarifying the text (point 5, above), I spotted some things in B/X Essentials that (despite great effort!) weren't 100% accurate to B/X. These things have also been fixed. They're mostly pretty subtle things that only ├╝ber rules-nerds (like myself) will notice, but I'm passionate about addressing them. An example that comes to mind is the description of actions in combat: B/X Essentials described where "other actions" take place in the initiative sequence, whereas B/X is a bit looser, making no mention of this.

11. All-in-One Hardcover

This is where the offset printing will really come into its own: the plan is to produce a high quality, sewn binding, A5 hardcover (probably around 250 pages) of the complete game. Plans for exactly how the Kickstarter will be set up aren't complete yet, but the offset printing process will allow lots of nice extras (for example as stretch goals):
  • Printed end-papers, probably replicating some of the most commonly used tables for easy reference.
  • One or more ribbons.

12. Boxed Set

Since the inception of the B/X Essentials project, it's been my dream to produce a boxed set of the individual booklets. Why? I just love boxed sets. My plan is to make this a reality for the upcoming Kickstarter.

What If I Already Have the B/X Essentials Books?

If you're happy with your original B/X Essentials books, by all means continue using them and being happy with them! As I said above, the only actual change in the rules is the addition of Ascending AC as an option. The revised books do contain some fixes to things that slipped through the net originally, but I wouldn't say anything really major has been affected. This is still the same B/X rules that we all know and love.

The main benefits of buying a set of the new Old-School Essentials books, for people who already own B/X Essentials, would be the following, I'd say:
  • If you've been waiting for a combined, all-in-one edition, this is it.
  • If you want that tasty, integrated Ascending AC.
  • If you want the improved structure, the fixed errata, and the control panel goodness discussed above.
  • It's just great to have multiple copies of the books at the table. Maybe you only have one of each.
  • If you love collecting nice old-school books. The Old-School Essentials books should be a really nice addition to any collection, whether for use in your games, as reference, or simply to look nice on the shelf!

When / How?

The plan is to bring this all to Kickstarter in a few months. Current estimates place the campaign around May/June, but of course I'll give more specific details when things are fully concrete.

Current status: I'm well ahead of schedule on layout, and proofreading of Core Rules is now underway.

These books will be a manifestation of my own personal gaming dream. I hope they fulfill the dreams of many other people!

Old-School Essentials: First Pass Layouts Finished!

Phew! Today, I completed the first pass layout of the fifth and final book in the "classic fantasy" Old-School Essentials line. That means I have the following books in a semi-decent, laid out state:

  1. Core Rules
  2. Classic Fantasy Adventures
  3. Classic Fantasy Spells: Cleric and Magic-User
  4. Classic Fantasy Monsters
  5. Classic Fantasy Treasures
My next steps will be to go through making all the small tweaks and corrections that get everything in its final state. Then it'll be off to proofreaders for serious checking of everything. And then the really exciting stuff begins: commissioning new illustrations, putting together the all-in-one book, Kickstarter preparations!

Very exciting times.

Layout Examples!

Note: these are not final and have not been proofread! So there may be errors or things that I'll tweak further in the coming weeks. But I thought it'd be nice to give people a preview of what I've been working on.

Core Rules

Here's the first spread in the Running Adventures section of the book.

Classic Fantasy Adventures

Here's an example character class spread, the Cleric.

Classic Fantasy Monsters

And finally a spread from the Monsters section of the book. (The other main section being Encounter Tables.)


Old-School Essentials

People who have been following my work on the revised edition of B/X Essentials have probably come across my blog posts and discussions on social media (soul-)searching for a new name for the brand. (Many thanks to everyone who gave their input into that process!)

To summarize, the reason for wanting to change the name is the following:

  • The term "B/X" is only meaningful to a very small niche of dedicated old-school players who spend their days chatting about the minutiae of different vintages of D&D online.
  • I include myself in this niche, naturally, and have a great love of this scene and its inhabitants. However...
  • To anyone outside of that niche (including people who play old-school games but aren't involved in the online OSR scene!), the term "B/X" is meaningless and obscure. Only the cover art really conveys what the books are.

Finally, after many months of back and forth, considering a huge number of weird and wonderful names, the final decision that I've come to is simple:

Old-School Essentials

I feel this name has a really nice balance of continuity with the old name and wider appeal to people who are interested in old-school gaming but maybe haven't dipped their toes (and thus don't know what "B/X" means). And it has a nice ring to it, in its own right.

Now some picture (some with colours)!

The New Brand Logo

Firstly, here's the logo I've been playing with:


You can also see the use of a brand subtitle there, conveying a bit more info as to what this mysterious book in the hands of a hypothetical gamer is about.

I'm viewing this logo as semi-final. Final in the sense that I'm happy with it and haven't wanted to tweak it any further over the last few days. Semi- in the sense that it's not actually been printed on anything, so theoretically could still be tweaked.

Cover Mock-Ups

While working on the logo, I played around with how it will look on the covers of the books. Here it is in place on four of the five revised books:





Note that I've not included a mock-up of the revised Core Rules cover as Andrew Walter is working on a new piece of art for that! I'll reveal that when it's ready.

B/X Essentials: Revised Core Rules TOC Preview

I just reached a milestone in my work on the revised edition of B/X Essentials: I've finished the initial layout pass on the revised Core Rules!

Here's a preview of the table of contents, so you can see what's included and how much space it takes up.

The revised Core Rules will go on to form the basis for the mythical all-in-one hardback edition. Here's where the extra bits of content will be inserted to form the all-in-one book:

In conclusion: this is going to be awesome!