Monday, April 27, 2026

Tabletop Sweet Sixteen - Final - OSE v Public Access

I've been running this bracket for weeks, and I want to be honest with you before we get into it. I'm not neutral here. I'm currently running Public Access. I'm writing supplements for it. My own megadungeon, Beneath Ahknoor, is built on its Carved from Brindlewood chassis. I have more skin in this game than in any previous round, and you deserve to know that up front.

I still think the pick is right. But this is the one that cost me something to make.

Combined Radar Chart for OSE and Public Access (axes are described in text below)

The axes on the chart describe the kind of experience each game produces, not the quality of it. Both of these games are excellent. The question is what they're excellent at, and whether that matters to your table.

Old-School Essentials

OSE is the common language of OSR gaming right now. Trim, fast, clean enough to run from the page without translation, organized so that an entire class lives on a single spread. Character creation takes fifteen minutes and then you're playing. The ecosystem behind it is one of the strongest in the hobby: modules, settings, supplements, and a community writing new material every month. When you reach into that ecosystem, you reach into years of accumulated craft.

The blank slate on the World Presence axis isn't a weakness. It's an invitation. The GM and the dice build the world here, and what gets built belongs to the table that built it. That ownership compounds over time in ways that are hard to quantify and easy to feel.

A good OSE campaign runs for years. Characters die and are replaced. The dungeon remembers everything. Legends get made slowly, across dozens of sessions, by players who are changed by what they survived. If you want to build something vast and slow and accumulative, something that outlasts any individual character or story arc, OSE is the answer. Nothing else in this bracket does that better.

Public Access

Public Access hands you Deep Lake, New Mexico, in 2004, and the Latchkeys, and a mystery that nobody at the table knows the answer to yet, because there isn't one until you make it together. The writers room mystery system is still the most interesting design I've encountered for this problem: no canonical solution before play starts, everyone building the answer from what gets noticed and pursued. The Keeper support is extraordinary: phase structure, move guidance, detailed locations, side characters textured enough to feel real when they come back months later.

The World Presence spike on the chart is the honest read. Deep Lake arrives fully inhabited. The gaps are invitations, not absences.

Eight months at the table with the Latchkeys delivered payoff that compressed what a much longer campaign produces. The Licorice Beastie still limps. That's not atmosphere. That's what the system is designed to build, session by session, until it lands.

The honest case for OSE

This is the round where I have to work hardest, because OSE's argument is genuinely strong and I am genuinely compromised.

OSE won its semi-final on longevity. It beat Under the Floorboards because a game that sustains a decade of play deserves the nod over a game that peaks at a short campaign. That argument doesn't go away in the final. Public Access has a natural arc. OSE just keeps going. Six, eight, ten years of a living dungeon, a rotating cast, a community still writing adventures for it when you need something new: that's not a small thing to walk away from.

And here's the part I have to say out loud: the AD&D campaign I ran for six years produced some of the best table moments of my life. Kreega Two-men-tall. Maine the halfling thief. Those characters lived on an OSR chassis and couldn't have existed anywhere else. OSE is the refined version of the game that made those possible. There is a version of this bracket where that lineage wins the whole thing, and it isn't a wrong answer.

If your table wants to build legends across years of play, OSE is probably the better pick. I won't pretend otherwise.

The pick

Public Access. And here is the argument I'd make even if I weren't the person making it.

OSE beat Under the Floorboards on session shape, on the grounds that a longer campaign deserves the nod. But Public Access is also a long-form campaign game. The question isn't which one goes longer. The question is what you get when it ends, and how often you get there.

A Public Access campaign of eight or nine months produces a complete story with a climax the whole table helped build, a solved mystery, a Deep Lake that means something specific to everyone who was there. Then you can do it again. Six extraordinary nine-month campaigns in the time one OSE campaign runs isn't a lesser outcome. It's a different philosophy about what games are for.

I'd rather have better stories more often than longer legends less often. That's the preference the bracket was always pointed toward, and I followed it here even knowing I'm not a disinterested judge.

The series asked a question I thought was about game design. It turned out to be about what I actually want to be doing at the table. Public Access is the answer. Beneath Ahknoor is what happened when I decided to build in that direction.

That's the bracket. I'm glad we ran it. Tell me in the comments who you'd have sent through, and whether you think I got the final wrong.


If the mystery system running through a dungeon sounds like your kind of game, Beneath Ahknoor is my Carved from Brindlewood megadungeon. The 0.5 playtest version is free, the 0.6 release is coming this summer, and the devlog is running through the development process. Find it at mountainfoot.itch.io/beneath-ahknoor. Patrons get free access to the paid releases when they drop.

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