OSR vs. D&D Gaming

As someone who is trying to dip my toe into OSR gaming right now, I have been having quite a few conversations online about the style of play and the general community that surrounds that style of play. 

While doing my research and prep I have observed what I think is a disconnect between what many think OSR is (or should be) vs a modern 5e system. So what does OSR mean? OSR is Old School Revival (or Renaissance) which bases the D&D game on the early D&D editions. I have spent quite a bit of time over on r/OSR and on Discord to facilitate my discussions on how to structure a game. I came into this process thinking that OSR = Rules Lite = narrative forward design. Many of the OSR systems I have seen tend to pull back a lot of the rules and complexity that modern 5e has.  I think the assumption that OSR is narrative focused is incorrect based upon the feedback I hear from the community. Ironically, it almost seems like the OSR community wants more tactical, more grit, more number crunching for battle with out-of-encounter RP to get out of the way. That seems counterintuitive to me when you are pulling away the more complex math and skills you might find in PF2e for example.

I wanted to take a break from 5e with my group because I feel like I am getting burned out on the load of prep that is expected of the DM. Im spending hours each week to prepare maps, NPC's, encounters, etc and my players just roll up to the table. Now my group is pretty evenly split on the role-play vs tactical battle divide of how they play 5e.

Cairn RPG

Following up on my blog post from a couple of weeks ago, I have been doing some research into various RPG systems that I would like to play. Some of those purchases and inquiries are starting to come to fruition and there has been one system that has really caught my eye. 

Cairn is a New School Revival system, which if I am being honest, I don't know exactly what that means. The term is used online often in conjunction with the Old School Revival (OSR) terminology, which references the D&D methods and designs from the early eighties. I'll talk about that more in another post, but I wanted to highlight a bit of what has caught my eye with Cairn. I'll be summarizing a bit on my interpretation, so this may not entirely be the designer's intent with the system design. 

"Cairn is an adventure game about exploring a dark & mysterious wood filled with strange folk, hidden treasure, and unspeakable monstrosities. Character generation is quick and random, classless, and relies on fictional advancement rather than level mechanics. 

It is based on Knave by Ben Milton and Into The Odd by Chris McDowall. The game was written by Yochai Gal."

The entire rules set is about 24 pages and can be downloaded over at cairnrpg.com. There is some very nice design aesthetic as well around the character sheet and pamphlet. 

One of the key things I would like to try and do with Cairn is to explore some of the tropes and mechanics that D&D 5e either falls short on or that our play group has not explored. For the purposes of my planning, I have solidified around three main concepts that I would like to explore with Cairn. 

  1. Make wilderness survival matter. When characters  venture out into the wilderness the management of their resources and the risk/reward to exploring should be tied into the system. The further they explore, the greater the treasure reward could be, but also the higher the risk. Getting back to a safe haven after your adventure should be considered in their resource management
  2. Make money matter. D&D 5e hands out a lot of money and after a few levels, characters have more than they can possibly spend. Additionally, living expenses become a chore and a waste of time when they have hundreds of gold burning in their pockets. Cairn's limited inventory system may not only help the player spend their money, but also manage all of the items they have and make considerations as to what is most useful for the adventure they are entering into.  
  3. Explore character advancement outside of the traditional “leveling up” system. There is a concept known as “Foreground Growth” where the characters can grow and advance through in the world and their adventures, not from resting overnight. I love the idea of exploring the concept your direct encounters and experiences lead to specific growth. Perhaps you had a close encounter with a Hag in the wilderness and as a result you learned about their critical weakness.  

This would be my first time running a system like this, so I am hoping to build the campaign around an adaptation of "The Lost Citadel" by Green Ronin Publishing. I am hoping that the concept of a single, last human city will help to facilitate this campaign style since the adventurers will have to head out into the wilderness and try to make their way back. Adventuring further from the city can result in increased risk and increased reward. 

Cairn has a lot of nice hacks built by the community to further some of the dungeon and hex crawl mechanics. I think that would be really fun to dig into an explore as a core component of the campaign. 

D&D: Testing Bibisco for D&D and Tabletop RPG Planning


I have spent a long time trying to find the right tool and system for campaign planning for D&D. I posted about my struggles and my approach back in 2019, and I have to say that since that time I never found a perfect setup.  I like to keep my session notes to paper as much as possible, and the Tül notebook has severed me really well, but with the past year going fully online for all of our D&D play, that has shifted my approach and perspective a bit. The notebook works great for my individual session planning, but has proven to be a bit harder to manage long term planning and tracking of multiple narrative arcs. 

I have tried a whole ton of different apps for the past couple of years, ranging from Evernote, to Apple Notes, to Onenote and more. I even tried online systems like World Anvil, Kanka and Obsidian Portal. All of them have left me "wanting" in different ways. 

OneNote was a strong contender for a while and there is an excellent template setup online. Unfortunately my work uses Office 365 and at least when I last checked this out in the spring, there wasn't a way to login to multiple accounts for OneNote on a single device, so writing and development became a bit hard. The OneNote template also looked gorgeous, but I found myself often times fiddling a bit too much with formatting and not actually "writing" the campaign out. 

I also looked quite a bit at the various online systems, such as World Anvil, etc. While I did like them, at the end of the day I just can't pay for another online service. They also never felt "quick enough" for me. I couldn't login and get to the page I wanted to fast enough to just "idea dump" when something came to my mind. 

What I have discovered over the past few weeks though is an application called Bibisco. I have found that it has a really nice breakdown of writing sections that works really well for campaign planning, breaking narrative elements into Scenes. This has worked out really nicely for how my brain approaches my D&D planning. There is too much to breakdown into a single blog post, so I have instead put together a video overview of how I have been using Bibisco over the past month or so. The software isn't perfect, and I try to identify some of its shortcomings, but it has been one of the better fits that I have found to date for D&D planning. 

If the developers take a few notes to improve some areas, it could really become an ideal world building application. 

I Finally Bought a 3D Printer

So it finally happened. I picked up a 3D printer. I have been toying with getting one for months, but I have just been waffling on finally pulling the trigger on it. Last week Woot had the Ender 3 Pro on sale for $200 and I pulled the trigger to get it. I had quite a bit of buyer's remorse when I initially pulled the trigger on this. But it arrived on Monday, Presidents' Day and I spend the late afternoon and evening putting it all together. 

We got the machine up and running on Monday night, but we did not get a successful print for the first couple of days. I bought a roll of black Hatchbox PLA for the printer and I have found thus far that it has been problematic, breaking on multiple occasions. We did though finally get a first print completed on Tuesday or Wednesday night, after I spent a few hours fiddling and tweaking with the Ender 3. Our first print was a small dog figurine for the game Betrayal at House on the Hill. 

We had a successful second printing of some D&D status rings on Thursday evening. Those took approximately 2 hours to make and allow me to use some of the white sample filament that came with the printer. That filament worked quite a bit better than the Hatchbox that I bought. 

So I wanted to buy some additional filament since I have not been happy with the aforementioned Hatchbox and I decided to make a run over to Microcenter in Downers Grove. To my surprise they had a very large section for 3D printers with two whole aisles of filament. Their house brand appears to be called InLand, so I bought two roles, grey and a really cool looking light blue. The filament has an interesting, "rough" texture to it on the roll, but it seems to have good reviews online and it was only $15, almost a third cheaper than the Hatchbox and most other filaments I found online. 

Today, I successfully printed up the first large print, utilizing that InLand light blue. The print took just over nine hours, but I think it turned our great, especially for a first go. Very excited to continue more of the 3D printing. 

Videogaming: Children of Morta

I have been playing a really cool game lately over on Xbox, called "Children of Morta". It has an absolutely gorgeous pixelated art style, something that is probably closer to 32-bit than even 8 or 16-bit. It is a rogue-like game where you play through procedurally generated dungeons over and over again. The point is that you are going to continually die, but your character will slowly get better and better as time rolls on, allowing you to progress in the game. 

What seems to set this game apart from some of the other rogue-likes that I have played is that this seems to be a much more narrative driven game. Each time you die, you are often brought back to your family's home and shown an intimate narrative bit that progresses the story. I was actually quite surprised at how many of these little narrative passages there are in the game, considering how often you are doing to die. f

There is something really fun and really cool here, but with a lot of these games the repetition of the constant dying, red-awning and playing the same level over can get a bit repetitive. I have found that I have really enjoyed this game in bite sized gaming moments, playing 2-3 runs (which can last anywhere from 5-30 minutes) rather than playing it for a long gaming session. I am probably 5-6 hours into the game at this point and only about halfway through the second of the three worlds. This may be a bit of a slow burn, but it is very good.  

Book Review: Binti


Binti by Nnedi Okorafor
My rating: 4 of 5 stars

This is a really an interesting novella and deserving of all of the praise and awards it has received. I haven't read a good sci-fi book in quite a while an this one does a really great job of focusing on what I think sci-fi's strongest point really is, cultural critique and not science.

The book is told from the perspective of Binti, who comes from a tribal heritage. It is not explicitly stated where she comes from, but it is presumed to be Africa. The book covers quite a bit on topics of race, cultural differences, and family values, all while tying these anchor points back to a much larger story that expands to an interplanetary conflict. Binti is an very smart and very strong female lead character. She is known in her world as a "Harmonizer". The book never explains precisely what this is, but it is a topic that becomes important to the story as it progresses. The challenges she face progress through the novel and flow through her progression from leaving Earth to traveling to another planet. The story does a really interesting take on transferring her challenges from very relatable ones (i.e. a family not wanting her to leave her tribal land, expectations of woman and marriage) to the broader intergalactic problems, which she must deal with. 

To say any more probably would give away the story. This is simply really well told and at under 200 pages can be read fairly quickly.

View all my reviews

Book Review: The Mysterious Affair at Styles

The Mysterious Affair at Styles by Agatha Christie
My rating: 3 of 5 stars

Road trips are great for audiobooks and I was able to listen to this one in the span of a single day. I discovered Hercule Poirot about a year ago while reading Murder on the Orient Express. I was completely in love with that book and I am obviously a fan of the old detective novels like this and Sherlock Holmes.

This is a solid entry in the series and is the first Poirot adventure. The story follows the similar formula, or perhaps establishes the formula for the Poirot series. Half the fun of these novels in my opinion is to try and catch the clues throughout the book to try and identify the murderer using the same methodology as the detective. There is a bit of narrative stretch that occurs sometimes. Characters seemingly pull out pieces of information from the world that you are not privy too, but overall Christie does put the pieces there for you as a read to draw upon.

I wasn't as enraptured as I was with Orient Express, but this was a solid and fun book in the series.

View all my reviews

Book Review: Sabriel


Sabriel by Garth Nix
My rating: 5 of 5 stars

Wow. This books certainly came out of nowhere and surprised me. I started listening to this book a few weeks ago and it didn't catch me at first. I let the library rental expire and then I decided to give it another go a few weeks later. Once the story got going, it absolutely pulled me in.

This is labeled as a "Young Adult" book, but it is probably the most "adult" YA book I have read. The story is well put together. While it does cover many of the standard fantasy tropes, the world that Garth Nix has put together is incredibly well thought out. The magic system and world history is interesting. There are elements here that harken back to the John Carter or Narnia series in the way the world is constructed. It is tight and focused, keeping the world building isolated to the immediate land that the story is taking place in. We don't learn about the "whole planet", but that doesn't matter in the story telling.

I really liked the story arc that our main character, Sabriel went through. She was portrayed as a strong female lead character. She was capable where she needed to be, but knew that she was inexperienced. That inexperience was a primary plot device as it related to the Old Kingdom, but it was never used to victimize Sabriel. She didn't fall into the traps that are so commonly used with YA or genre fiction where her decisions were driven by teenage emotions. Sure, she is a young adult in this book, but her character showed the right amount of composure and emotion to make her believable. I really love that the other characters in the world held respect for her, for the Abhorsen, despite her age. It really showed a lot about the world.

Narratively I felt like this book was written as a result of Garth Nix playing D&D. Several of the plot points played out like D&D encounters in my opinion. They were satisfying though, nonetheless.

Overall, I loved the book. Any let me just put a final note in for that cover art. I absolutely love that artistic choice.

View all my reviews