Showing posts with label Under the Floorboards. Show all posts
Showing posts with label Under the Floorboards. Show all posts

Monday, April 20, 2026

Tabletop Sweet Sixteen - Semi-Final - OSE vs Under the Floorboards

Two well-tooled games with almost nothing else in common. OSE is a campaign chassis for years of dungeon delving. Under the Floorboards is an after-school special where getting eaten by the cat is technically on the table.

Both games scored identically on GM Scaffolding: lightweight but well-supported, purposeful without being prescriptive. That's where the overlap ends.

This article also marks the first appearance of RPG Description Radar Charts. I was looking for a good way to describe how a game feels in a consistent way. I was inspired by flavor-wheel tasting journals. 


OSE

OSE hands you tools and procedures that will sustain a campaign well, backed by one of the strongest ecosystems in OSR gaming. Character creation takes ten to fifteen minutes and you're playing immediately. The scope can feel broad for a new player, but OSE is still the game I'd use to introduce someone to the D&D family. It avoids the system creep that weighs down other entries in that lineage.

The GM and the dice build the world here. The book hands you a blank slate by default, with richly realized settings available if you reach into the ecosystem. You could bend OSE toward pulp adventure or light science fantasy without much trouble. Horror, mystery, and supers would require more work than the system wants to do.

A good OSE session feels like a sword and sorcery story: exciting, purposeful, with room for whimsy or darkness depending on what the table brings. It's a fantasy game, and it does that one thing across a very long campaign.

Radar Chart showing OSE values: Rules Weight 2, GM Scaffolding 4, Player On-ramp 3, Fisctional Range 2, Narrative Authority 1, Tone 2, World Presence 2



Under the Floorboards

Under the Floorboards has almost no friction. Two simple mechanics, three well-defined phases, and a setting that players inhabit immediately without explanation. You could hand it to someone who has never played an RPG and be in the scouting phase inside of fifteen minutes. The book hands you richly detailed locations: description, possible goals, obstacles, hazards, and complications layered in. You can play straight from the page on day one.

The scouting phase is where the table builds the world together: naming the location, placing obstacles, describing hazards. That shared authorship front-loads investment in a way most dungeon games skip entirely. Then the expedition tests what they built against what they actually find. The gap between the two is where the game lives.

The register is warm without being toothless. Getting eaten by the cat is on the table. For the most part, though, it's small creatures trying to make do in a big world, and that specific emotional frequency is something OSE can't replicate.

Radar Chart: Under the Floorboards - Rules Weight 1, GM Scaffolding 4, Player On-ramp 1, Session Shape 2, Fictional Range 2, Tone 3, World Presence 4


The honest case for the loser

Under the Floorboards is the more immediately accessible game in this matchup, and the more fully realized one out of the box. The radar chart shows it: World Presence at 4 against OSE's 2 means UtF hands you a complete, inhabitable world before you've written a single note. The scouting phase creates investment that OSE never tries to manufacture. And the emotional register, warm, specific, quietly tense, is something that compounds across a short campaign in ways that stay with a table. UtF might get back to my table first. That's not nothing.


The pick

OSE, and it comes down to Session Shape and scope. Under the Floorboards peaks at a short campaign. OSE peaks at years of play, a living ecosystem, and a community writing adventures for it every month. In a semi-final, the game that can carry a table across a decade deserves the nod over the game that produces one perfect kind of session. The little gems that a little less scaffolding unveils are still waiting. So is the study with the cat. OSE gets there first.

Combined Radar Chart for OSE and Under the Floorboards



That's my pick. Who'd you have sent through? Tell me in the comments.

Friday, April 10, 2026

Tabletop Sweet Sixteen - Under the Floorboards vs Mausritter

 

NSR Lane Final

Who doesn't want to play a tiny creature hunting for matches in a study, trying not to get caught by the family cat? Under the Floorboards puts you right there. Mausritter puts you in the same basic situation and hands you a magic sword.

Both games knocked out higher seeds to get here. Under the Floorboards sent Cairn home in round one. Mausritter edged out Mothership. Two different takes on tiny adventures in a big world, and two very different ideas about what the table needs to make that work.


Under the Floorboards

The scouting phase is still the thing that sets this game apart from everything else in its lane. You build a mental map before you go in. Then the space surprises you. The gap between the plan and the reality is where the game lives, and no other dungeon game I know manufactures that gap as reliably.

The cozy register keeps doing work. Small stakes produce real tension because the creatures living them are so vulnerable. A flooded cellar is a catastrophe. A cat in the hallway is a boss encounter.

Writing a supplement for UtF taught me what the game is asking of its designers. A room for UtF needs description, complications, obstacles, changes over time, and goals. It's a toybox for the Narrator, layered and alive. The game is fundamentally about the place.

I'd go back to this game with new tools now. Years of running narrative games have given me a sharper eye for complication and escalation. I know things about pacing and reincorporation that I didn't know in 2019. The study with the cat and the missing matches is still waiting. I want another run at it.


Mausritter

The faction system remains the game's quiet infrastructure. Factions pursue their own agendas, create pressure the players didn't generate, and make the world feel like it exists between sessions. That's harder to build than it looks.

The magic system compounds across play in ways that keep sessions surprising. Spells as items, items as spells, recharging as a decision point: it rewards players who pay attention to what they're carrying.

Writing two collections of magic items (here and here) for Mausritter taught me what that game is asking of its designers. Mausritter needed fuel: objects that spark adventure, that players pick up and carry and use and argue about. The game is fundamentally about what you find. Put enough interesting things in the world and the fiction generates itself.

A crew of adventurer-mice outfitting themselves for the cats of Zyan (hat tip to Ben Laurence) is the campaign I keep turning over in my head. The faction system and the magic items and the sheer weight of a strange city at that scale: it's all there waiting.


The honest case for the loser

Mausritter is the better game for a campaign. The faction tooling, the magic system, the way the world accumulates pressure between sessions: all of it compounds over time in ways UtF isn't built for. If you want to run six months of mouse adventures with real stakes and a living world, Mausritter is the answer. The cats of Zyan aren't going anywhere.


The pick

Under the Floorboards, and the designer lens tipped it. What UtF asks of its Narrators and its supplement writers is a deeper engagement with space and place than Mausritter requires. That depth produces something I keep wanting to return to and push harder. Whichever of these I play next, I'll borrow tools from the other. But the study is calling, and the cat is somewhere in the hallway, and I want to find out what changed while we were planning.

That's my pick. Who got robbed? Tell me in the comments.

Monday, March 23, 2026

Tabletop Sweet Sixteen - Under the Floorboards vs Cairn

 Cairn is a classless OSR-adjacent adventure game descended from Into the Odd and Knave. Characters are defined by what they carry, combat is fast and dangerous, and you can run almost any adventure you already own with this system.

Under the Floorboards is a cozy dungeon-crawl game about small creatures exploring the spaces humans leave behind. It has a scouting phase where players build a mental map of their target, and then the game tests that memory against what they actually find when they go in.

These two games are both working the same territory: light, fast, dangerous-feeling play, and arriving at completely different feelings at the table.

Tuesday, March 17, 2026

The Study Is Now on Itch

A while back I was prepping a session of Under the Floorboards and needed a room. I wrote one up, as one does. Atmospheric description, a list of things worth risking your neck for, some obstacles and complications to combine, a table to tell me what had changed since the Scout's last visit. It did its job at the table, then sat in a folder until I put it out on Patreon.

Now it's on itch, where more people can find it. The Study is a one-page location supplement for the Guiding Voice: a Victorian study full of pipe smoke, taxidermied animals with glass eyes, and at least one framed photograph that probably deserves a closer look. Pay what you want, including nothing.

Patreon supporters got this one first, that's the deal over there. If you'd like early access to whatever comes out of the drafts folder next, that's where to be.

If you haven't played Under the Floorboards, Chris Bissette's game of inch-tall expedition and daring is right here and well worth your time.

The Study is over on itch.