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Vagabonds of Dyfed $10.00 $6.70
Average Rating:4.6 / 5
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Vagabonds of Dyfed
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Vagabonds of Dyfed
Publisher: Sigil Stone Publishing
by gavin b. [Verified Purchaser]
Date Added: 11/16/2018 01:53:49

Disappointed there is apparently no way to print out parts of the pdf as a booklet (as the page order comes out wrong). It seems the only way to print is on A4, which is inconvenient to say the least. With every other poduct I've bought here on DriveThruRPG this is possible.

Hi Sigil Stone,

in reply to your suggestion to print single column, it doesn't make a difference. If I had a pdf editor, I could probably reformat the thing, but I don't, and while I might simply print out the entire book, scan the bits I want as booklets (mainly to put on the table for players to consult during the game or character creation) and then print them out in the format I want, that's a lot of work...

There's no need for a refund, I think like the game in itself, but $10 for a pdf that lacks the flexibility & ease of use of just about every other pdf game product is disappointing. My suggestion is you take a good look at your pdf, and fix it so that it becomes print-friendly, and is not just a file to be read on electronic devices.

(there seems to be no way to reply to a reply, so I've edited my original comments)

[2 of 5 Stars!]
Creator Reply:
Hello! Did you try printing the single column mobile-friendly version? If you use a PDF program such as Adobe Acrobat it should be able to print with 3-4 columns per standard US Letter page depending on how you select your print / display options. So sorry for the disappointing experience, we would be happy to provide a refund for you. Let us know here and we'll try to help solve it!
Vagabonds of Dyfed
Publisher: Sigil Stone Publishing
by John B. [Verified Purchaser]
Date Added: 07/23/2018 14:55:53

TL/DR: Hippy love-child of OSR and PbtA game theories. Takes the deadly, simulationist aspects of OSR, as well as being somewhat compatible with OSR material (to some degree, tho not to my satisfaction, really). Marries that with the smooth, player-driven narrative and 2d6 mechanics of Apocalypse World Engine games.


  1. Very easy to memorize and implement game mechanics that allow a vast range of freedom for both the players and the GM while still retaining some semblance of simulationism reminiscent in old-school revival games.
  2. Flexible character creation that should not take a very long time but allows flexibility for players to emulate many different fantasy tropes or mash ups of different tropes.
  3. Conversion is pretty simple for OSR creature stats to VoD format. But not necessarily that easy for creatures with class levels.
  4. Things like money, economy, encumbrance, resources, and even equipment are somewhat abstracted to speed up play.
  5. At least moderately compatible with literally thousands of OSR adventures.
  6. System lends itself well for "Adhoc" sandbox GMing style where little to no prep can still mean a fun time and meanigful story progress.


  1. Conversion of characters or NPCs with class levels from OSR material significantly more work than the monsters without too much guidance in rules so far.
  2. Some things are glossed over while in reality can become sticky points in a simulationist style gameplay going for "harsh but fair" reality. These things can be proactively fixed by adding a little bit more details to the rules based on OSR examples.
  3. The "speed" or initiative system uses negative numbers, seems as if this should have been scaled outward to simplify it by only positive numbers.
  4. OSR magic items and spells will not directly translate over well to VoD, but they are so intrinsically important to the balance of a lot of OSR adventures, this will require the GM to prep more and either convert the spells and items ahead of time OR rework portions of the adventures that make use of them.
  5. While there's a pretty good amount of special abilities for characters presented in the core rules, this is one area that could easily be expanded upon and provide some "advanced" abilities that are unavailable until higher levels. As a result, characters using the core rules only for advancement will tend to have more options and become better at more variety of things rather than getting better and better at whatever their core concepts are about. What you'll end up with is a party of Jack of All Trades instead of a party of specialists, which could make it harder for the GM to spotlight certain PC's for certain things.

Final Thoughts: When I heard about this Kickstarter for Vagabonds of Dyfed I was elated AND saddened. I had already started my own attempt to write a PbtA / OSR style game compatible with OSR material but using PbtA mechanics! So yeah, someone else was already doing my thing. Which is cool, because it saved me from having to do the work, I guess, but kind of sad because I realized I'd never be able to get my rules out before Vagabonds landed. :) However, they had some really great ideas and things I hadn't thought of, so this along with my own conversion ideas has allowed me to finally have a set of OSR style rules that get rid of the d20 in favor of the 2d6 and most importantly requires no-rolling for the DM, other than for random tables and such (but not in combat, fortunately). I feel like Vagabonds of Dyfed is a good "first attempt" at what ultimately will be perhaps the best fantasy RPG rules I could imagine playing. There's a lot of rough that still needs some polish, but I expect that the community for this game will iron out most of that and maybe in a few years we'll have a Vagabonds 2.0 that will include everything I would ever want.

Until then, BUY THIS, by all means, this is a superb mix of fast and player-oriented indie-gaming Apocalypse World Engine style that can still make use of all of those wonderful toys you've collected in your OSR library. Vagabonds of Dyfed is highly recommended for anyone who likes OSR and also likes Dungeon World, Blades in the Dark, or things like that. Or for anyone, really, looking for a solid yet rules-light fantasy RPG rules.

[5 of 5 Stars!]
Vagabonds of Dyfed
Publisher: Sigil Stone Publishing
by Yochai G. [Verified Purchaser]
Date Added: 06/25/2018 16:11:31

There are a couple of things that have always bugged me about PbtA games, and I don't consider myself a particularly good OSR referee. I'm not a huge WoDu fan. This seems to take much of what I like from both the indie rpg community and OSR, and mash them together.

However, what I like about VoD after reading the rules:

  • PbtA dice rolling is something I like, especially as an improv-heavy GM
  • The OSR philosophy (heavy on the "GM is the adjudicator" / rulings, not rules, brutal, zero to hero, player skill over character skill, etc)
  • Not having attributes and instead just using trait tags (strong, brutal, magical adept etc) to add bonuses (aptitude) 
  • Rolling once for an attack and its damage (you take the lowest die and add the aptitude)
  • Building your own class/trope (which I know some OSR games do) seems super easy (though perhaps limited at the moment)
  • XP for kills, social interactions, treasure
  • Compatible (mostly) with OSR modules, if that's you're thing

[5 of 5 Stars!]
Vagabonds of Dyfed
Publisher: Sigil Stone Publishing
by Brett M. [Verified Purchaser]
Date Added: 06/03/2018 18:04:06


  • The OSR community is often bustling, intriguing, and is constantly putting out great content to use for games new and old. A couple of shortcomings (in my opinion) with OSR games is that they typically focus solely on the player and never the character, and also, combat can get really swingy for groups that are less initiated.

  • Apocalypse World has changed the face of tabletop RPGs for better or worse. Mixed success (while not necessarily invented by AW) is a fantastic mechanic that keeps play at the table compelling. Some of the shortcomings with most PbtA games (again, in my opinion) are that they rarely challenge the problem solving skills of the player, and also, events can move too quickly for players to feel truly immersed in the world. Finally, PbtA games aren't usually lethal, which can definitely be a good thing, but lethality brings out qualities in players that are rarely seen elsewhere.

  • I love both of these communities greatly despite being near-polar opposites of each other. But just like Romeo and Juliet, forbidden love is always interesting. Vagabonds of Dyfed is the baby that PbtA and OSR had out of wedlock. Nobody asked for it (well, maybe some people did), yet I truly believe that it is the chosen one.


The book is objectively well put together. It's a neat little 8.5" x 8.5" square clocking in at approximately 105ish pages. The page layout is among the finest of OSR games. Most elements or subheadings do not go beyond the page they start on, making it incredibly easy to read through the rules as well as reference them later when needed.

The artwork probably won't make your jaw drop, but it gets the job done. The pieces, like the rules, are concise as well as easy on the eyes. The star of the show is honestly the cover art which is well colored and does a good job at showing what the game's about. The old man looks like he has the lid of a coffin for a shield which makes me smile. And the tattoos on the face of the knife-holder are mysterious and intricate. Also, if you look closely, the characters are battle-damaged. A nice touch.

I would imagine that character creation could take a while for a brand new group as they carefully decide on their traits, but the examples provided in the book are helpful tools whether it's for use or inspiration. Lineages are cool and enticing depending on the player, and Techniques are fun little feats/abilities that can go a long way in an adventure. The equipment section is awesome and provides the GM with the skeletal framework of how to make more which is great.

I don't think I need to go over the mechanics too much because it's all so well laid out on the product page.

Overall, this game really shines from the Game Master perspective. All rolls are condensed into a single mechanic, so GMs can spend their time focusing on the important stuff: making traps, puzzles, magic items, adversaries, plot hooks, and a more believable world


Vagabonds of Dyfed is simultaneously quick and dirty, and beautifully elegant. I have yet to test it out, but it looks more than capable for handling great adventures as well as stories with interesting characters. This game piqued my interest with its fusion of my two favorite RPG communities, held my attention with excellent mechanics and great page layout, and blew me away by changing the way I look at OSR. This is the first RPG book I have ever read cover to cover (and I've seen a LOT). Do yourself a favor and buy the PDF at least.

[5 of 5 Stars!]
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