Unbalanced but Fair Encounters

RPG players expect every combat to be winnable, the result of decades of balanced design. This 'Rambo' generation faces dragons without hesitation. The OSR style proposes the opposite: unbalanced, yet fair, encounters, using foreshadowing so that escape, negotiation, and creativity win—not just swords.

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Does Shadowdark have no abilities?

Shadowdark doesn't have skills? Yes, but that's not a problem. The game replaces complex lists with an elegant binary system: attribute + Advantage. The Advantage functions as a 'level 1 skill', transforming an average character into an expert. No character sheets, just narrative and data.

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Between rest and the next crisis

Game Masters of long campaigns face a dilemma: skip the tedium of rebuilding with timeskips or detail each week? Players complain about both extremes. The hybrid solution combines procedural downtime, faction clocks, and short cutscenes – the world doesn't pause, and nobody yawns.

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How the OSR Community Really Plays

Slogans like 'combat is a state of failure' dominate OSR theory, but do they reflect the reality of the tables? An analysis of dozens of Reddit posts shows a more diverse and self-critical movement: groups fight, explore, and manage resources in their own way. True OSR is attitude, not dogma.

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Improving Shadowdark magic

Vancian fixed-list magic contradicts the OSR philosophy of 'rulings, not rules'. For Shadowdark, we propose a free-form system: no slots, with real risk (failures penalize attributes). The mage describes the effect, the DM judges the DC. Creativity, not buttons. Danger and wonder, not predictability.

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An in-depth analysis of homebrew RPG systems

Do you prefer to create your own RPG system or use an existing one? A Reddit post exposed the community's prejudice against amateur creators. But every established system, from D&D to FATE, was once a personal experiment. In this article, I analyze the debate and recount the 10 years it took me to develop my own.

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