What do we have here? Issue one of a zine supporting what is easily my favourite OSR game, Old-School Essentials. The game is a masterpiece. Go and buy it immediately.
So, the zine; any good? Let’s find out.
Firstly, it’s up to the standard of other OSE publications, crisply laid out, concise, easy to read and reference, with wonderful artwork. My favourite illustration is the trio of wolf-riding goblins. I suppose the only issue would be the goblins and wolves being much bigger than the adventurer pictured in the foreground. Still, the piece is excellent; very much in the DAT style.
We get 32 pages which include the front covers, a couple of leading and trailing blank pages and the OSR License.
The writing is strong, although littered with jarring exclamation marks such as: “…players may choose from when creating a character!” Should we be exclaiming that? It’s a small point I know but as an editor, these things tend to pop. Oh, there are also a few errant apostrophes but that’s inevitable these days.
First up we get a two-page spread preceding new class as race descriptions and for the Advanced version of the rules, races. Both Mage and Acolyte are the result of a “thought experiment”; I’m not sure what that means exactly. Perhaps the author thought it was a good idea then wrote it down?
Of the new class-as-race creations we have the Acolyte, a cleric replacement with six percentile abilities handled in a way similar to thieves’ skills, doing away with spells. The Acolyte can use some of these “skills” to perform spell-like effects and can use them at first level; interesting, but the character trades near-assured success and a vast array of powers for six skills with a very real chance of failure. At level two, the chance of succeeding with the Bless skill is 35%, with the Bless spell the chance is 100%. At second level, the Acolyte can heal 1D3 lost hit points. Hmmm…however, that can grant a second saving throw to resist and existing malady.
The Mage follows a similar path; a Magic-User replacement trading the certainty of spells for the random throw of percentile dice. In the case of both Acolyte and Mage it is mentioned that these new classes would suite a low-fantasy setting nicely. It surely would. Very nice. The Mage has a Gandalfy feel and that was the intention, he can wield a sword, is harder to hit and his staff packs a punch. Don’t be rude now.
Next up: The Gargantua, big and muscly and the Goblin, short and weedy. Very nicely done with fully integrated abilities.
A pair of sci-fi inspired classes are included and they are well imagined with interesting abilities that won’t derail your game.
After the Basic classes come the Advanced race details. This is where I find that my 32 pages has been diluted. I only play the basic game and I’m sure others will only play the Advanced game. Half of this material will only find a home in one of those two camps.
The Firearms rules are an excellent addition to any game, well conceived and as complete as they can be. Having read this section I’m keen to introduce guns to my games.
Fighters are treated to six talents adding some flavour and provide a small bonus. They have all been seen elsewhere but are a welcome inclusion here.
To my tastes the most useful and inspired chapter covers the transition of thieves’ skills from percentile to a six-sided die. I’ve always wanted to see a workable implementation and here it is. I’ll say no more but if you want to see Thief skills how they should have been, buy Carcass Crawler. I’ll say a bit more after all: the two pages outlining ways for the referee to apply the new system logically, is outstanding. Even if you use percentile dice, read this.
That’s it. To my taste there is some necessary redundancy built in, the author’s want to provide meaningful material for players of both Advanced and Basic games, this they do but as I’ve mentioned, I only play Basic. That aside, this is a must-have for OSE players, beautifully produced and for a first issue it’s clear this will be a fantastic run. More please.
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