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Tactical OSR

Inside here are rulez to extend the wargame style elements of games like Space Pyrates, Zombie WW2 and USMC at Waterloo into the fantasy genre.

I wanted those design lessons I learned put down in fixed form. An OSR fantasy game with target and hit, as most gamers visualize combat. HP and XP like most players understand damage and character advancement. Some stats that make sense and don’t turn into bogus equations. A magic system that functions without becoming impractical, avoiding the trap of being useless at low level and disruptive at high.

Inside these pages is a set of guidelines for resolving detailed sequences of combat. Should you use the rulez for every fight? Only if you like them immensely. If you pull them out only to run the endgame battle, you probably are striking the right balance.


This option specifically aids a moderated GM game, adding character options to overcome traps and obstacles as well as offering miniature style combat on the hex grid.

The rulez covers characters and the evil goals the group is trying to defeat.

Old School Revival is fast paced, and you can learn the mechanics by trial and error. Sometimes you have to die in OSR to learn what not to do.

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