Old-school speed, modern design
Bridges the speed and simplicity of OSR play with modern design sensibilities and a clearer adventure framework.





OSR · Core Rulebook
Dangerous adventuring. Heroic deeds.
OS&R bridges the gap between the speed and simplicity of the Original Seed and OSR games and more modern design sensibilities. Adventuring is dangerous, but the player characters are heroes capable of daring deeds from the onset. Combat is visceral and plays well, and magic does not cast spells once and then forget them; spells are cast until they kill the caster, sometimes literally.
The game skips the 3-18 ability score range and uses only modifiers for Attributes. GM rulings matter more than mother-may-I, giving groups room to play how they want while still using a clear framework for adventure and role-play.
System
OSR
Format
Softcover - 134pp
Game Line
OS&R
Printing
Print on Demand
Status
Available now
What's inside
Bridges the speed and simplicity of OSR play with modern design sensibilities and a clearer adventure framework.
Adventuring is deadly, but player characters begin as capable heroes ready for daring deeds from the onset.
Magic is cast until it kills the caster, sometimes literally, making sorcery powerful, dangerous, and memorable.

"We made the game more about player choices and GM rulings vice mother-may-I."
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