I’ve enjoyed
dabbling with the Old School Renaissance (OSR). It’s nice to
indulge my nostalgic tendencies and revel in some of the innovations
people are sharing based on the old “core” fantasy roleplaying
game rule sets: Erik “Tenkar” Stiene’s Swords & Wizardry Light, James Spahn’s The Hero’s Journey, Scott Malthouse’s Romance of the Perilous Land, among others in
the back of my mind. Yet the OSR itself caters to gamers with at
least some experience with any earlier flavor of Dungeons &
Dragons and roleplaying games, whether someone played once in
high school or has been playing regularly for years. It’s not
exactly a clear entry point for newcomers to the roleplaying game
hobby. Since OSR titles are primarily available through online
venues, they’re not visible in hobby, game, or book stores –
unlike the current edition of D&D – and none of the OSR
games have really, to my estimation, catered to complete
beginners.... Until now. Nathan J. Hill’s The Basic Hack, an
iteration of David Black’s The Black Hack, incorporates a
few elements and a distillation of the OSR gaming experience I feel
can offer an entry point for new gamers, either in the hands of an
experienced gamemaster or even on their own.
Many games one might categorize as OSR – and certainly anything
claiming to be a “retro-clone” of earlier games – assume some
familiarity with the concept and mechanics of the earliest
class-and-level roleplaying games like D&D. The OSR
movement has fostered a thriving sub-culture and a supportive
community among roleplaying gamers; yet the basic assumptions OSR
games make can bar the way to complete newcomers to the adventure
gaming hobby, who – if they can find OSR resources on their own –
must try to comprehend game systems that can seem complex and
counter-intuitive. This isn’t to say OSR games aren’t good tools
experienced gamers can use to introduce newcomers to fantasy
roleplaying; such games are just not well-suited to the task on their
own.
I have difficulty putting myself in the place of a complete
newcomer to roleplaying games because I’ve been gaming for more
than 30 years. I was sufficiently motivated by fantasy literature and
similar interests as a young person to sit down over a weekend and do
nothing but read and try to comprehend the Moldvay edition Basic
D&D rulebook. I didn’t have programmed, tutorial
solo adventures to walk me through game play (though I had some
scripted examples), I didn’t have a basic introductory adventure to
hold my hand while running a scenario, I didn’t have a local group
or mentoring gamemaster to help me along. Over time and experience I
learned the ropes of D&D and similar games, to the point
it’s almost second nature to me. Today I can glance over an OSR
game and quickly discern what old-school mechanics it uses and how it
interprets those in subtle (or sometimes large and innovative) ways.
Later editions of D&D used various techniques to
introduce newcomers to roleplaying games, from solitaire tutorial
adventures to entire introductory boxed sets with pre-generated
characters, streamlined rules, handouts, figures, music and
sound-effect CDs, and other fun components. Beginner-friendly
roleplaying game materials generally come from well-established
game-publishing companies; few others in lower-tiers and the
burgeoning self-publishing field have focused on this. Even such
notable exceptions as Doug Anderson’s Dungeonteller and Justin Halliday’s Hero Kids aim
to provide a game framework for adults to introduce kids to
roleplaying games rather than young people exploring rules on their
own. Until now I’m not sure I’ve seen an OSR game designed
primarily to introduce newcomers to the hobby. Some notable efforts
include Tenkar’s distillation of a popular OSR system – Sword
& Wizardry Light, intended to enable gamemasters to
re-introduce lapsed gamers to the hobby – and others like
Malthouse’s Romance of the Perilous Land that employ more
popular settings and accessible language to ease newcomers into game
concepts; many presume the infamously ubiquitous “What Is A
Roleplaying Game?” section covers this, yet only in the most
passing manner.
Innovative Basics
So how does The
Basic Hack measure up as a “beginner” OSR game? Overall I
found it a solid game with nicely basic mechanics and some
introductory elements I always enjoy. The pay-what-you-want PDF comes
in at 58 digest-sized pages with a clean layout (though no
illustrations).
At first glance
the game system includes most of the OSR trappings: basic classes
(wizard, warrior, cleric, thief), three races (humans, elves,
dwarves), the standard six attributes ranging from 3-18, hit points,
equipment, and weapons with variable damage. Some of these elements
come with streamlining modifications. (I regret I’m not familiar
with The Black Hack, so I don’t know how some of The
Basic Hack’s systems take directly from that or further
condense it into an even more simplified form.) The system generating
ability scores uses the same 3D6 roll, but after a result 15 or more,
you roll 2D6+2 for the next attribute (though you can assign them at
will to create a particular character of your liking). Hit points
work normally, but armor adds to those hit points rather than helping
to determine whether an attack succeeds. The classes each have a
particular advantage (see below) as do the races; each also comes
with a starting hit point total (maximum and higher than the usual
OSR norms), particular spells for wizards and clerics, and starting
equipment packages, streamlining the character creation process for
those beginners who want to dive right in.
The six
attributes fuel the game’s core mechanic: players make an attribute
check with a 1D20, rolling equal to or under the relevant attribute
for success. This method works for combat, both for character attacks
and their ability to dodge monster attacks (meaning the gamemaster
doesn’t roll for active attacks, the characters roll to evade
them). Saving throws become simple roll-under attribute checks (using
the most appropriate score). Using thief abilities or finding secret
doors require an attribute check. Even spellcasting uses this
mechanic, greatly simplifying the “standard” spell system and
giving wizards and clerics more access to spells. Each starts with
two basic spells and can cast them as many times each day as they
like...as long as they make a successful Intelligence (for wizards)
or Wisdom (clerics) attribute check for each casting. (I did miss the
cleric ability to turn undead, though...not sure if I overlooked it
or it simply isn’t there.) The game adopts the recent innovation of
rolling with advantage and disadvantage under certain conditions (an
element introduced by D&D fifth edition, I believe); roll
2D20 instead of 1D20, keeping the higher (advantage) or lower
(disadvantage) score. Each class has an advantage: warriors use it in
combat, wizards for spells, clerics for healing, thieves for their
usual repertoire of sneaky stuff.
All these
mechanics are nicely distilled from their distant OSR roots and
presented clearly and concisely, but the real meat of the “beginner”
aspect comes in the brief but illustrative solitaire tutorial
adventure in the game’s first few pages and the full group
adventure at the end. After the basic premise readers learns the
basics of their warrior character – attribute scores and hit points
– and may choose their race. The 13-page, 23-entry solo scenario is
a very basic dungeon delve with a few rooms and encounters, some
combat and some other attribute checks. The text walks readers nicely
through combat essentials and demonstrates other core game elements
throughout, including the concept of rolling advantage. It’s enough
to whet readers’ appetites and give them some first-hand experience
making in-game decisions, rolling dice, and enjoying a brief romp in
the fantasy setting. The nine-page group adventure at the end
includes an interesting twist allow for some good choices and
roleplaying, with enough plot flexibility that it doesn’t seem too
narrative. It provides gamemasters an environment for some intrigue,
character interaction, and goblin combat.
The overall
organization of The Basic Hack works nicely for newcomers.
After the solitaire tutorial adventure the game outlines the core
mechanic (roll-under attribute checks) and how that applies to most
actions in the game. Outright character creation comes as the third
major component, including all the fiddly bits of race, class,
equipment, and spells. A section on “Growing Your Hero” offers an
innovative advancement system completely disengaged from the concept
of “levels.” It relies on rewards for surviving several
adventures, including magical items, additional spells, higher
attributes, increased hit points, or gaining hirelings. A few pages
on creatures meshes nicely with the combat information presented
earlier; a one-page table summarizes a host of typical fantasy
creatures and relevant game information. The booklet wraps up with
the full-group adventure and the obligatory OGL.
The use of
familiar OSR concepts still employed in D&D today, as well
as the advantage/disadvantage mechanic, make The Basic Hack an
interesting “bridge” between OSR games and the current iteration
of D&D found in stores today. It works nicely for
gamemasters to introduce newcomers to roleplaying games, but would
also offer an entry point to the lone newcomer with no exposure to
the hobby...assuming they can find it. Visibility both online and in
game stores and clubs (and, dare I suggest, public library gaming
programs) would certainly help, especially given its ties to the more
ubiquitous D&D gaming. Could it use a little more cosmetic
polish? Sure. A little bit of line art can go a long way to evoking
the game’s setting and mood. Textual bits here and there could use
some editorial tidying. The character sheet could use some fantasy
themed embellishments as seen in numerous customized character sheets
for different OSR games. On the whole, however, it’s the kind of
concise game book I wish I could get through print-on-demand (with or
without additional artwork) for offline reference at the game table,
because it’s the kind of OSR game I’d really enjoy running
(rather than the host of other OSR titles I enjoy reading and mining
for new ideas and techniques).
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