So I was asked by a friend what I thought of Basic Fantasy. I knew nothing about it. Instead of telling him I'd never looked at it I thought I'd take it upon myself to look into the game and see what it was all about. Keep in mind that I'm a mostly "narrative" gamer, who rarely dabbles in the OSR, although Trophy Gold has definitely turned me on to the concept. Eventually it's my goal to have an OSR group to run things with. So I was curious to see what Basic Fantasy was about. And how it would hold up to the other two OSR games I own: Whitehack and Trophy Gold.
But before we get into it I need to get something clear with you, the person who's reading. A lot of systems in the OSR are deliberately interchangeable. The OSR is largely built off of BDnD, which means that the movement often resembles Model T's: you can just swap out parts and tech with very little difficulty. Even systems that aren't similar at all, like Trophy Gold and Basic Fantasy, aren't that hard to hack into each other, especially since the systems are so simple that it hardly even takes a statistic class to know what is going on where in the system.
So the goal of this little versus post isn't to say which game is better. Honestly there are elements of all three games that I would use in an OSR campaign; that is a feature, not a bug. The question is what chasis would I use? And that's a very subjective question. Your answer will not be mine. That is part of the point of the OSR. So this post will cover what I look for in a game, just in general, and why I would pick an OSR game.
So, for me, the OSR is the other half of the RPG coin from "narrative" games. When I play a "narrative" game I want characters who can survive long enough to tell a good story about them. I give a crap about theme, about the meaning of the story. I deliberately put in recurring symbols and ideas and spend a lot of my time thinking about how on earth to make something that is purposefully edifying to me, the player(s), and anyone who reads any of the blog posts (assuming I write about it). That's my goal with a "narrative" game. I want something that becomes a form of mythology for everyone at the table. I do it on purpose. I also want to strip the player characters of what they think the are, until there is an answer, way down at the core of them. So, while my campaigns can be really brutal and dark, there is a purpose beyond just making the players suffer: what's down there, way down, at the core of someone? What's their primary choice?
When I get an OSR game? I flip that around. I don't want to hold hands and prevent deaths. I don't want to sit around and ask questions about the deeper meaning of things. It's not that it's not there; I've read too much about story structure and mythology and I care way too much about it for it to not show up. But honestly? The real world is a bloodbath. And sometimes it's nice to sit down and make sure the other asshole can't get dinner reservations anymore. So I want something simple, but flexible, and definitely something that allows people to make characters again quickly, because the dungeon just chewed up the last three people and we need another sad sack to go in and feed the need. Life ain't fair, buddy, get back in the meat grinder!
I do not pretend that there are not other ways to do the OSR.
That's the point.
Nor do I think that meaningful stories cannot be constructed using those mechanics. I know they can. But sometimes a hammer is really good for bashing in a head, as opposed to making a house. And the OSR makes really, really, really awesome hammers.
So how does that square up with Whitehack, Basic Fantasy, and Trophy Gold?
Well, let's take a look.
Whitehack is a modern riff off of BDnD. I say modern because there's only one resolution mechanic (d20 roll under the character's stat), character classes are more or less balanced, and the emphasis is upon streamlining down to the bare essentials, something that older games seem to know very little about. That being said, the character classes are pretty robust for the OSR, allowing for players to really sink in their teeth and care, no matter how much they don't want to. A lot of the game is deliberately collaborative, giving the players the ability to define the setting almost as much as the GM, right there on the fly. And I love that! You can get a passive-aggressive war of canon between the players. I like that feel. It's a good antagonistic back and forth. And c'mon, The Auction (which is a conflict resolution mechanic that is meant to be used for everything but a fight to the death) is just an amazing mechanic. I love how quick, dirty, and decisive it is. I'd like to put in some room for compromises and whatnot, but as a base system it's far superior to only having combat. I'm surprised the innovations in Whitehack haven't spread further, considering how easy and simple they are to implement.
Basic Fantasy is a modern facelift of Basic Dungeons and Dragons. No, really, the rules are almost entirely lifted off that venerable ruleset. That is not always to its advantage. Multiple resolutions mechanics that don't really mesh with each other are a pain to explain to new players. The multiple saving throws of the system also don't really make much sense to me, given how the differing throws are used for things not explicitly covered by the monikers of said throws. I find that annoying. I know some don't. But it was enough to make me not use Beyond the Wall as much as I should, so that should tell you how much I hate multiple resolution mechanics!
That being said, Basic Fantasy has a really wholesome feel to it. This sucker is cheap as hell and bound nicely. My wife normally doesn't remark upon the quality of my RPG books but she definitely took a minute to admire it, especially for its five buck price. But there's mechanical stuff in here that I like too! There's ascending AC, instead of THACO, which is nice to not have to figure out. I prefer Whitehack's system for AC but this works as well. And the bestiary is just wonderful. So many publishers sorta skimp on the bestiary, thinking about making it its own book. And that's fine. But this bestiary? Man, I love it a lot.
Trophy Gold is the weirdest of the three games. It's not a d20 system. I know that plenty of OSR games these days are not OSR, but the archetype certainly is that of a d20 game, at least for now. Hell, it's not even a "full" game, as it's still in zine form, with rules spread between two zines, Gold and Hearthfire (which is still behind the Patreon paywall), not to mention all the incursions they've made in other issues. I greatly prefer the base dice system. I don't think most d20 games take advantage of the mercurial nature of the d20 nearly enough, which 13th Age turned me onto. Trophy Gold, borrowing from such amazing games such as Blades in the Dark and Cthulhu Dark, has something I enjoy a lot more than "standard" d20.
For those of you who don't know, the system in question is a d6 dice pool, probably 1-3 dice are being thrown (3 is you being stupidly lucky). After rolling look at the highest die of that pool:
It should not take a rocket scientist to figure out how a typical session of Trophy Gold is going to look. If you roll those dice you are done. Done. And that means you do not want to roll, at all, ever. Which I think is half the point of doing the OSR in the first place. And the thing is that I want to keep that experience, always. There's a power ramp to many OSR games, bafflingly enough. I think some OSR games handle it better than others, but I don't think most handle it as well as Trophy Gold, because of how freaking evil that dice mechanic is.
That alone is enough to sell me. And that's before we get into the awesome Bestiary mechanic, which allows you to make up monsters on the fly. The monsters are then entered into their own log, unique to the group, which passes down the group, getting added to. It becomes an artifact of the group. Which I think is just so freaking cool! The Hearthfire rules, which further flesh out the loop of dungeon to home and back, create a mood that I just cannot ignore. It's a very melancholic sorta game, where people fail a lot more than they succeed. Which just makes success that much sweeter.
Well, in theory, assuming you don't sell off your friend to a lich so you can get out of the dungeon alive. Cough.
Cough.
Trophy Gold wins, for me. It's innovative, with a fantastic set of base mechanics that keep the core experience of exploration and player skill at the forefront, and you can have wildly different bestiaries coming out of each campaign? Not to mention those Hearthfire rules? I'm sold. This, for the record, is not a dunk on Whitehack or Basic Fantasy. Both are extremely good for what they do. But I find a bit of my "storygame" roots breaking through here. I like the way that Trophy Gold in particular is set up. I'll happily hack a little bit more if it means having a mechanical experience that appeals to the tastes that I already have.
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For those of you who don't know, the system in question is a d6 dice pool, probably 1-3 dice are being thrown (3 is you being stupidly lucky). After rolling look at the highest die of that pool:
1-3 is a horrible failure. Things twist out of your control and something bad happens.
4-5 you get what you want, but something bad happens too.
6 is an unqualified success
It should not take a rocket scientist to figure out how a typical session of Trophy Gold is going to look. If you roll those dice you are done. Done. And that means you do not want to roll, at all, ever. Which I think is half the point of doing the OSR in the first place. And the thing is that I want to keep that experience, always. There's a power ramp to many OSR games, bafflingly enough. I think some OSR games handle it better than others, but I don't think most handle it as well as Trophy Gold, because of how freaking evil that dice mechanic is.
That alone is enough to sell me. And that's before we get into the awesome Bestiary mechanic, which allows you to make up monsters on the fly. The monsters are then entered into their own log, unique to the group, which passes down the group, getting added to. It becomes an artifact of the group. Which I think is just so freaking cool! The Hearthfire rules, which further flesh out the loop of dungeon to home and back, create a mood that I just cannot ignore. It's a very melancholic sorta game, where people fail a lot more than they succeed. Which just makes success that much sweeter.
Well, in theory, assuming you don't sell off your friend to a lich so you can get out of the dungeon alive. Cough.
Cough.
Trophy Gold wins, for me. It's innovative, with a fantastic set of base mechanics that keep the core experience of exploration and player skill at the forefront, and you can have wildly different bestiaries coming out of each campaign? Not to mention those Hearthfire rules? I'm sold. This, for the record, is not a dunk on Whitehack or Basic Fantasy. Both are extremely good for what they do. But I find a bit of my "storygame" roots breaking through here. I like the way that Trophy Gold in particular is set up. I'll happily hack a little bit more if it means having a mechanical experience that appeals to the tastes that I already have.
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