the roots of the rpg hobby

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This is a subreddit for news and discussion of Old School Renaissance topics. We primarily focus on D&D (LBB, 1st ed. AD&D, etc.) and the...

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The original was posted on /r/osr by /u/Evening_Finch on 2025-11-12 13:33:30+00:00.


The video details the character creation for my new ongoing play-by-post game that is run using YouTube shorts. The system used for the game is Scarlet Heroes. In the game players will vote on the course of action that a single PC will take in each scene. The link to the first session (Bubbles vs Bard - Game Session 0) should be in the video notes.

Interested parties are welcome to join in on the game at any time. Early session videos will be left up so people can catch up with the action. The game is for adults audiences and uses content from the LotFP system.

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The original was posted on /r/osr by /u/deckerdesign on 2025-11-12 23:30:08+00:00.

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The original was posted on /r/osr by /u/workingboy on 2025-11-12 14:20:05+00:00.


  1. Gravestone Door

A door that appears to be little more than a huge gravestone set onto hinges with a doorknob welded to it. A grinning skull is set above the inscription: "This door may not be opened by the living." 

Attempting to pry the door open triggers the necromantic enchantments set onto the door, dealing 2d6 negative energy damage to anyone touching the door.

A living person trying to open the door will always find it locked. It must be opened either by some contrivance where a living person is more than 30' from the door (wizard's hand from 35' away) or by some non-living creature. A zombie or a golem could do it. 

  1. Witching Hour Door

An iron door without lock or knob. It is inscribed with a witch on a broom flying over an hourglass. (Lore bids will reveal that 3:33 is the "witching hour.") 

If the clock in the room (or an adjacent room, to make the puzzle harder) is set to 3:33, the door will open.

  1. Watchful Door

As the players enter, they hear this door snap close. As they approach, they see an ornate door beautifully inscribed with a peacock. All of the eyes on the peacock's tail are animated and watching the PCs. Each eye stares back at the players, obviously making eye contact. The door has neither handle nor key. 

If the door is put to sleep, it will open. Alternatively, it will open if it doesn't see anyone--if the entire party is invisible. 

Or, even more simply, if the players actually all close their eyes, the door will open, too. It only watches for eye contact.

  1. Four-Part Door

Like a Zelda door, you can tell there's something supposed to be here. But searching for the right brick to press has proved fruitless. In the four corners of this room are four Grecian statues, each holding a strange object in their hands: a sort of flat rod in peculiar shapes. Maybe they look something like: L / \ ⅃

The statues can be slid with an effort. If put together, the four statues statues outline the frame of a door and the door appears.

  1. Snail Door

The door is made out of a colossal snail's shell. The shell is practically immune to any sort of mundane harm. In the center of the room is an empty brazier. 

Actually, the snail shell is a living but painfully slow flailsnail. Lure the flailsnail out by filling the brazier (actually its feeding trough) with rotten fruits and vegetables: it will come out willingly and move from blocking the passage.

5.5 Same Idea, Different Gimmick

The passage to the catacombs is too large to open by mortal hand. Instruments of torture litter the antechamber.  Inside the iron maiden is a petrified Nosferatu, a chain around its throat. The chain projects from the back of the iron maiden into the wall. A labyrinth is traced into the stone of the floor, culminating into a small stained basin in the very center.

Filling the basin with blood causes the petrified Nosferatu to animate. It drags itself and the iron maiden across the floor and laps at the blood. As it pulls the chain, the door opens. For now, at least. 

  1. Honeymoon Door

A heavy iron door, painted pink. It has neither key nor handle, but has a glass heart set in its middle.

In the middle of the room is an inscription surrounding a 10' radius circle. Above the circle is a skylight. The inscription reads: "Join hands, beloved, at noon / and pass on to your honey'd moon" 

If two married people join hands in the middle of the circle when the sun shines through the skylight (at noon), the light reflecting from their diamond rings will beam into the glass heart on the door, causing it to open. 

Luckily, any directed light will do the same. A bull's-eye lantern would work.

  1. Regent's Door

A scrap of map swears there's a door in the cliff face here, but it will only open in the presence of the King Under the Mountain.

Unfortunately, there's no good way to trick the enchantment. The dwarven spells are too strong. You'll either have to bring the current king of the dwarves (and his halfling retainer) to the door. Or, worse, you might have to dig up the bones of old Thror and present them to the door. Either will open it.

  1. Turn Undead Door

The door isn't a door. It's a presence projected from the twin statues of wraiths that flank the archway. An evil will that cannot be overcome, forbidding entry.

Across from the door is a more hopeful statue: a cleric, an empty vial in their hands, raised in rebuke. 

A cleric in the party can Turn Undead to temporarily quell the evil will that stops the PCs from crossing the threshold. If no cleric is in the party, the cleric statue's vial can be filled with holy water, which will have a similar effect for 24 hours.

  1. Dead Can Dance

The door into the cathedral is a stone door inscribed with a danse macabre. It has neither key nor handle. In the courtyard, the skeletons of the executed hang from large bells like grim clappers. 

If the skeletons are moved or pulled, the bells still ring. Each bell is a different tone. Playing the funeral march (A - A - A - A - C - B - B - A - A - A♭ - A) opens the door.

  1. Wind Door

A stone door without latch, carved in the face of a blowing wind. 

Elsewhere in the dungeon are four statues shaped like the four winds. Turning the statues changes the direction that wind flows through the room. 

The wind door opens when a "circuit" of wind is conducted through the dungeon from room 1 into the room with the wind door.

Bonus: Candelabra Door

(A similar theme to the last door where the key to opening the door is exploring the dungeon and interacting with features in different rooms.)

A bronze door depicting a maiden fleeing from a castle with a candelabra in her hand. In the chamber, there is an unlit candle on a sconce set in a niche on the wall.

If the candle is lit, one of the candles on the door glows. 

There are several such niches and candles throughout the dungeon. Light all seven before any one candle burns out to open the candelabra door.

(Originally posted at my blog and reposted here for your convenience)

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The original was posted on /r/osr by /u/jtickle86 on 2025-11-12 19:55:57+00:00.

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The original was posted on /r/osr by /u/LoreMaster00 on 2025-11-12 17:42:40+00:00.

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Knave 1e vs 2e (old.reddit.com)
submitted 5 months ago by bot@lemmit.online to c/osr@lemmit.online
 
 
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The original was posted on /r/osr by /u/Devilyou_know on 2025-11-12 15:34:04+00:00.


Hi all! I’ve been poking around in the OSR community after playing DnD 5E ages ago, and I really enjoy what I’ve seen! I was interested in a rules lite system to do a play by post game with some old friends, and Knave caught my eye. However, I’ve seen a few complaints about 2e being inferior to 1e, and I was wondering if anyone could elaborate further on the idea? Furthermore, if anyone has ideas for other systems that might be just as good/better, I’d love to hear about it!

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The original was posted on /r/osr by /u/FleeceKnees on 2025-11-12 14:29:49+00:00.


You and your crew have a ship. You also have debt—crushing, inevitable, inescapable. The galaxy is vast, but survival means taking jobs from crime lords, corporations, and more. It means trading in strange ports, scavenging the ruins of failed colonies, and outsmarting rivals who are just as desperate as you.

Opera is designed for groups who want the tension of hard science fiction with the playability of OSR-inspired systems. It’s a game about taking risks, making hard choices, and seeing how far your crew can push their luck before the void swallows them.

Its PWYW on Itch.io with a (to be proofed) Lulu option if you want a physical copy.

https://troy-r.itch.io/opera

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The original was posted on /r/osr by /u/GM_Odinson on 2025-11-12 14:20:08+00:00.

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The original was posted on /r/osr by /u/blorp_style on 2025-11-12 06:56:25+00:00.

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The original was posted on /r/osr by /u/Horrorcartoonistftw on 2025-11-11 23:48:55+00:00.


In your opinion what are the "must run" osr adventures? What opened your eyes to new ways games can work or be done? What are the best examples of adventure design? What did your group have the most fun with? What woukd you recommend as just all around great adventures?

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The original was posted on /r/osr by /u/fren180619 on 2025-11-11 20:14:00+00:00.

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The original was posted on /r/osr by /u/LieutenantFreedom on 2025-11-11 20:09:17+00:00.


I'm currently running Caverns of Thracia using AD&D 1e, but I'm planning on changing games because it's been pretty taxing (I don't know if this is a common sentiment, but 1e is one of the worst written / organized rpgs I've read).

I'm looking for something that's:

  • relatively easy to comprehend
  • easy to convert monsters / loot from Caverns of Thracia (I think it was written for OD&D or B/X?)
  • has strong exploration / crawl systems

I'm planning on either switching to OSRIC (from what I've heard it's kinda just A1e repackaged?) or a different game (Knave or Shadowdark maybe). Which one seems best suited for what I need?

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The original was posted on /r/osr by /u/redcheesered on 2025-11-11 18:49:18+00:00.

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The original was posted on /r/osr by /u/b_jonz on 2025-11-11 17:59:31+00:00.

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The original was posted on /r/osr by /u/alexserban02 on 2025-11-11 16:35:02+00:00.


When we talk about Dungeons & Dragons, the names Gygax and Arneson rightfully dominate the myth. But behind them stood other brilliant minds who refined, clarified, and gave heart to the game we know today.

Holmes, Moldvay, and Mentzer are three names that don’t always echo through the halls of gaming history, but absolutely should. Holmes gave the game clarity and tone. Moldvay gave it elegance and wonder. Mentzer gave it warmth, structure, and approachability.

This piece is my small attempt to shine a light on those early titans who helped shape what D&D became, and who newer players might not know by name, but whose fingerprints are all over the games they love.

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The original was posted on /r/osr by /u/GM_Odinson on 2025-11-11 16:23:35+00:00.

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The original was posted on /r/osr by /u/CastleGrief on 2025-11-11 13:42:20+00:00.


Hey folks -

Wanted to let people know that my latest zine is live, made entirely by hand, and chock full of fun stuff to see and do.

You can read more at the link -

Calen March is a love letter to the old Sega and arcade games I played as a kid like Gauntlet, Golden Axe and the like, and started as a campaign journal for my own solo play using BX.

I did my best to keep that feel at the center of the design, from the color choices to the naming conventions and play style.

Hope you enjoy it and thanks for looking either way!

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The original was posted on /r/osr by /u/Wraithdrit on 2025-11-11 03:29:47+00:00.


Working on an ORC licensed game based on BRP. Fantasy survival horror setting. Leaning into some OSR vibes. Hex crawls, plays West Marches well, black and white art. Kinda grimdark post apocalyptic fantasy setting. But it’s not d20 based. It’s very BRP at its core (d100 system, skill based, passions like Pendragon). Anyways, I’m curious if you saw all that and the product described itself as OSR inspired would that make sense or is it really just not that.

I’ve read about OSR principles, and a lot of them track but not all of them? I dunno. Just curious on people’s thoughts.

Thanks.

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The original was posted on /r/osr by /u/No-One-4076 on 2025-11-11 00:32:45+00:00.

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The original was posted on /r/osr by /u/deltamonk on 2025-11-10 21:47:35+00:00.

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The original was posted on /r/osr by /u/RedPenDraft on 2025-11-10 19:06:36+00:00.

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The original was posted on /r/osr by /u/SAlolzorz on 2025-11-10 18:39:27+00:00.


I am not affiliated with TL, just think this is cool.

https://trolllord.com/school-game-clubs/

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The original was posted on /r/osr by /u/thirdkingdom1 on 2025-11-10 12:39:27+00:00.


Welcome to the second News Roundup of November, 2025. The big news is that Mausritter Month is upon us, on Backerkit, and there are some really neat projects being funded right now. All of the projects look fantastic, and you should check them out. One of the ones I'm really excited about is the only one (at the time of this writing, at least) that hasn't fully funded: Mechritter is pretty much what it says on the tin, but instead of minis it comes with a selection of mix and match stickers to build your mouse 'mechs. But honestly, they all look amazing.

We had a pretty packed week last week, but this week is a bit slower, it seems. Still, there's some really cool stuff for you to check out!

  • I've been a big fan of David Blandy for awhile now -- he was one of the first publishers I carried when I first opened the webstore -- and last week he reached out to let me know about a project that I, ironically, was already following and really excited about. ECO Mofos was released . . . jeez, has it really been two years? . . . well, awhile back. It's billed as a weirdhope game of post-apocalyptic survival, and the game is pretty fantastic. David and co are currently crowdfunding Islands of Weirdhope, an official supplement for ECO Mofos. It's being described as "Windwalker meets Waterworld."
  • Oudfort, by jcd, is a short adventure set in their "Grassbraids" setting, itself an offspring of the Gygax75 challenge. Oudfort, however, can be easily dropped into any system or setting. It features an old fortress from a more prosperous time, but the cliff upon which it is perched has partially collapsed, providing a hook for investigation. What secrets have been revealed?
  • I'd mentioned Fortnightly Adventures a few Roundups back; vol. 2 is now available. It's statted for OSE. This adventure takes place on a remote island and features a mini-hexcrawl and environmental challenges.
  • Into the Deep Country is a hexcrawl written for Into the Odd. It's one part hexcrawl, one part hexcrawl toolkit generator, and includes rules for hexcrawling in Into the Odd.
  • Merry Manticore has published The Secret Life of Monsters, a supplement for OSR-style games designed to make encounters more interesting.
  • Ever & Anon, the spiritual successor to Alarums and Excursions, has just released their fifth issue of entirely free content for all different kinds of games. It's 183 page of gaming goodness, and is definitely worth checking out.
  • Choir of Flesh is a complete ttrpg, set in the year 1000 AD, in a medieval Europe in the middle of the Rapture, but not the one expected by the faithful of the church and cathedral.
  • I'd also mentioned Ruination Pilgrimage awhile back when it was crowdfunding; Chain Censer #1 is now out, the official zine for that system, and if features art by a ton of Roundup favorites.
  • It Comes from the Deep is funding on Kickstarter. It's a two-fer adventure for Pirate Borg. I'm glad to see Pirate Borg getting more support these days.
  • Another game funding on Kickstarter is Notorious: Tales of Hardscrabble Bounty Hunting. It's a solo, sci-fi ttrpg that uses cards to drive the narrative forward. The art is really nice, reminiscent of the Painted Wastelands.
  • There's only a couple of days left to back Populated Hexes Monthly, Year Four. It compiles Issues 37-48 into a single volume, and will be replacing all of the stock art I used in the original issues with commissioned art.
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The original was posted on /r/osr by /u/HypatiasAngst on 2025-11-10 04:11:43+00:00.


After more or less releasing my own mega dungeon as outsider art — I decided to dig into barrowmaze after a RIDICULOUS amount of people said it was boring which caught my attention.

I will tell you — it is not boring and I kind of love the barrowmound maze pre barrow maze

I’ve decided this is the best (only) megadungeon I’ve read.

I intend to run it with modern characters (rifles and stuff).

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The original was posted on /r/osr by /u/Previous-Poem8166 on 2025-11-09 19:59:06+00:00.


I was wondering what published adventure work best exemplifies the best practices of the OSR. I now Tomb of the serpent kings is the go to tutorial dungeon, while stuff like B2 is considered the benchmark against which others are measured. Basically, if you had to point at a module and say "if you tun that as written, it's an osr experience", what would you choose?

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