A cluster of skerries on the very outskirts of the OSRchipelago are glimpsed on the horizon. In low wind and bright sunshine, we guide our sloop, HMS Review, to the leeward and scan the shores with our telescopes for signs of life.
Dark Streets & Darker Secrets
Written in a month for NaGaDeMon (National Game Design Month), this is a stylish, nicely illustrated mash-up of Unknown Armies, Call of Cthulhu, Cyberpunk 2020, and its ilk - you could probably also run World of Darkness style games with it, too. It is redolent of the mood and 'edgy' qualities which were de rigueur in the 1990s, though with self-consciously old school elements (random 'characteristics' of the Dark World, some of which are better than others; random adventure generators; disclaimers encouraging the DM to avoid the need to balance encounters and make things artificially fair). For something written in a month, it is an impressive feat.
A 'science fantasy adventure role playing game', Hypertellurians gets the Buck Rogers/Flash Gordon/John Carter/Barbarella/Original Series Trek tone exactly right in its art and mood. I forgive it its forgisms ("be a fan of the players and their characters"; "fail forward", "say yes", "don't hide the adventure"); I almost can't forgive the extensive deployment of the term "raypunk". I can't imagine ever playing a game in the kind of universe depicted here, just because I have other cups of tea available, but if I did, this is where I would turn. It has a fresh and exciting feel, and I applaud it.
This describes itself as 'old school roleplaying when the world was young' - that's right, it is a stone age RPG, though one that is very carefully thought-out and (it seems to me at least) well-informed. Not so much 1 Million Years BC, or Stig of the Dump - more Lavondyss, the middle story of Fifth Head of Cerberus, Helliconia Spring, those novels about neanderthals whose name I forget. The PCs are exiles from their tribe(s); it has spirit realms and rituals; extensive rules for psychobotanicals; a random wilderness generation method; images of waif-like girls covered in face-paint and tattoos. I very much like it and would run it: this is high praise, because as a general rule I don't run anything written by anybody else.
Vagabonds of Dyfed
This is one of (many) attempts to use PbtA rules to run games in a sword & sorcery setting, with OSR sensibilities. That I think this may be a quixotic effort (which is why I have never dabbled in Dungeon World) doesn't stop me admiring those who try. This one is perhaps most notable for being very "inside baseball" and folded-in; the first three or four pages, before we even get to rules or introductions, is an extensive apologia/justification for old school play which I can imagine being useful for somebody steeped in story games but totally baffling for somebody new to RPGs. Have we more or less abandoned the notion that anybody coming to our products nowadays will be a neophyte? This seems realistic, but I can't help but feel it presents us as being akin to one of those beleaguered religious communities who no longer evangelise but gradually grow old together and die.