Vagabonds of Dyfed (PBtA)
n unholy union between the OSR and PbtA. A modern take on fantasy rpgs compatible with the classics.
Vagabonds of Dyfed is designed to emulate old-school rpgs with streamlined mechanics. It focuses on "traditional" emergent storytelling and fictional positioning¸ while leveraging a cut-down Powered by the Apocalypse mechanic.
Vagabonds picks the pockets of greater games: World of Dungeons ¸ Barbarians of Lemuria ¸ Blades in the Dark ¸ City of Mist ¸ the Black Hack and the Whitehack ¸ and of course Moldvay's venerable Basic.
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Less swingy and random than most d20 games
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Easy rules for tactics¸ clever approaches¸ and problem solving
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Players roll everything (usually)
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A single roll for attack and damage (which scales)
The game is (mostly) mechanically compatible with OSR retroclones¸ but benefits from a non-binary PbtA style system.
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A single PbtA "move" core: 2d6 + mod¸ tiered results
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Player-generated traits instead of playbooks or attributes
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High character lethality (low HP¸ old school damage)
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Strong GM authority (permissions¸ GM adjudication)
Basically¸ we set out to make World of Dungeons on steroids and came pretty close.
Character Sheet
Table of Contents
Quick Reference (by David Schirduan)
How Is It (Not) OSR?
The GM principles and methods are written to:
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Present situations¸ not plots
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Challenge both the player and the character
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Discard any notion of fairness or balance
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Remain an impartial judge and referee; an objective observer
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Reveal the world through immersive play -- things aren't collaboratively built by the group; it favors verisimilitude
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Maintain GM authority
The game is built to be as close to compatible to 0e and B/X (Moldvay style) as possible.
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HP and damage align with B/X¸ WoDu¸ and similar clones
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PC power level and growth curve is similar to Basic¸ only 6 levels (most abilities grant tools¸ not numerical power)
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Healing is difficult and can be time consuming; some injuries are permanent
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Spells demand sacrifice and can yield unintended consequences
While 2d6 + mod isn't compatible with B/X AC and attack rolls¸ this isn't the first OSR game to eschew such mechanics (Maze Rats¸ Barbarians of Lemuria¸ Black Hack). Since the roll is based more on what the character can accomplish as opposed to the nature of the challenge¸ it plays more like the Whitehack and many other OSR saving throw systems (Labyrinth Lord¸ etc).
Even though you can ignore a monster or a challenge's attack and AC¸ there are mechanics for tweaking especially difficult tasks or enemies. There's a thorough section on converting and creating monsters from old school games (with many must-have monster statblocks included) making it easy to adjust as necessary.
Module Flexibility and Incorporation
Most OSR modules¸ adventures¸ spells¸ and monsters are ready to pick up and play as is. Converting the few things that don't perfectly align is trivial and can be done on the fly. Grabbing your favorite adventure from DCC¸ LL¸ or Basic takes almost no additional prep.
Character Creation
One of the biggest departures from the OSR is the way characters are created; less random and more flexible than most old school games. The closest OSR analog is Barbarians of Lemuria or Whitehack¸ but chargen is solidly in the "new school" camp.
Each player defines a fe