Showing posts with label ose. Show all posts
Showing posts with label ose. Show all posts

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.

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.

Wednesday, April 15, 2026

Tabletop Sweet Sixteen - AD&D 1e v OSE

 

OSR Lane Final

This one feels like a heavyweight championship all on its own. It's also a rematch, forty-odd years in the making, of the AD&D vs BECMI argument that split the gaming world in the early eighties. I was on the AD&D side then. I looked down my nose at Basic D&D because I already played Advanced D&D. The irony of where I've landed is not lost on me.


AD&D 1e

AD&D 1e has a mini-game for almost everything. Figuring out the right set of rules for your table has always been part of the fun. THAC0 takes a lot of heat, but Weapon Speed Modifier and weapon type versus armor class were there too. Poison types, mining rates, construction costs: more options than you could keep in your head, and a specific pleasure in finding the combination that worked for your table.

That toybox is also a relationship. Decades of memories live inside those rules. Kreega Two-men-tall, the half-ogre fighter who rampaged through my Riverton Campaign. Maine, the spoon-flinging halfling thief from Hochheim, just concluded. Those characters ran on this chassis and couldn't have existed anywhere else.

AD&D rewards the kind of player who wants to go deep. The mini-games, the subsystems, the Dragon Magazine expansions: all of it is there for the table willing to dig.

I find myself looking back at AD&D the way you look at a place you grew up. The memories are vivid and the floorplan is still in my bones. I know where everything is, even the rooms I never used.


OSE

OSE is slim, fast, and fun. The writing is clear and well organized, which is not something Gary Gygax was ever accused of. You can run from the page without translation, find what you need without hunting, and hand the book to a new player without apology.

The design choices compound over time. Customizable thief skill advancement from Carcass Crawler is exactly the kind of thoughtful addition that shows OSE isn't just a restatement of the old game. It's a refinement.

OSE is also the common language of OSR gaming right now. When the community writes adventures and supplements, this is the chassis they're writing to. That portability means everything you run in OSE connects to a living ecosystem of material.

I'm looking forward to rewriting some of my earlier campaign material into OSE. There are little gems waiting underneath the scaffolding, and I want to find them.


The honest case for the loser

AD&D has a special place in my heart, and I find myself looking there for ideas more often than I expected. The mini-games, the subsystems, the sheer appetite the game had for everything: none of that goes away. If you want advanced play and don't mind the scaffolding, AD&D is still the answer. And if you're having fun and not hurting anyone, you're playing the right game the right way for you. That was true in 1979 and it's true now.


The pick

OSE, and it comes down to where I am right now. Lighter systems, higher portability, and the promise of new memories crafted with friendlier rules. AD&D gave me Kreega and Maine and forty years of table. OSE is going to give me whatever comes next. The little gems that a little less scaffolding unveils are worth finding.

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

Friday, March 20, 2026

Tabletop Sweet Sixteen - Old School Essentials v Index Card RPG

Old School Essentials is the gold standard of OSR today: the edition everyone writes to, even if they play something else at their table. It's the common language of OSR gaming.

Index Card RPG is the stripped-down street racing version of OSR. Gonzo, fast, and genuinely fun at the table in a way that makes it the obvious pick for a convention one-shot.

One game is the common tongue. The other is a joyride.


OSE

The design aesthetic is the first thing you notice. Readable, clean, and organized so that an entire race or class lives on a single spread. You don't hunt for information. It's just there.

Adventures and locations described in tight bullet points produce a specific quality of clarity that most RPG products don't manage. You can run from the page without translation.

If I were to start a new OSR campaign today, or go back seven years and restart my Hochheim campaign, it would be in OSE. That's not a small thing to say about a game when you've been running AD&D since 1979.

A magic-user, a cleric, and a ranger haggled with a goblin and a troll at the door to the Tower of the Winter's Daughter. They were trying to get inside to deliver a ring, to repair a wrong that had happened so long ago. That negotiation, measured and careful and charged with the weight of an old story, is what OSE produces at its best.


ICRPG

The target number by area mechanic makes running the game smooth in a way that's hard to appreciate until you've used it. One number. Everything in the room rolls against it. The friction disappears.

The practiced imprecision is the other great gift. A finger width apart. A finger length. Near. Far. Sketch the room on index cards and toss them on the table. No minis, no scatter terrain, no setup time. Just the fiction and the roll.

Both of those design decisions add up to the same thing: a game that gets completely out of the way and lets the chaos happen.

Three Erblin warriors and a human sorceress crawled down into the Old God's Hole. There was chaos. There was bloodshed. There was fun. At the end, they weren't entirely sure what they'd done. Then the Old God walked free to wreak havoc upon the earth. The table was okay with that. That's ICRPG working exactly as intended.


The honest case for the loser

ICRPG does something OSE doesn't try to do: it makes the table feel like a joyride from the first session. The target number by area, the practiced imprecision, the index cards tossed down in place of terrain: all of it adds up to a game that generates chaos and fun with almost no overhead. For a convention one-shot with strangers, ICRPG is hard to beat. The Old God walked free and everyone was okay with that. That's a specific kind of magic.


The pick

OSE, and it comes down to longevity. ICRPG is a great game for a session. OSE is a great game for a campaign, a shelf, a community, and a common language. The spreads, the bullet points, the clean design: all of it compounds over time in ways that make it the game you return to. If I'm going back to the dungeon for years rather than an afternoon, OSE is where I want to be.

That's my pick, and I don't think it was close. Prove me wrong in the comments.

If you're interested in seeing some of my OSR (and other) work, check out https://mountainfoot.itch.io/