My players want to play D&D and, to be fair, they’re really getting into D&D (5e). Although I have handed the reins for one of the groups to another GM, I still have responsibilities for introducing a small band of almost-total-newbies to D&D.
And I want to do it OSR-style.
Last week, having decided to one thing well, I put aside all rules except D&D and began to re-imagine the fantasy world that I first created some 30 years ago: Mykovnia. As I began to look back at old notes and ideas, I realised that this place was inspired by three sources: Basic D&D; RuneQuest; Palladium.
The greatest influence, at the time, was B2: The Keep on the Borderlands. The other biggy was B1: In Search of the Unknown.
A World of Ice
Mykovnia’s roots lie in the frozen tundra and chilly taiga of the northern realms: mountainous and rocky, green with conifers and fern, and filled with monstrous threats.
This is a world that has suffered. The apocalypse came and went, but the people have endured. Survived.
In this realm, we come first to The Ice Keep: the lone watch-guard over the anarchic hunting grounds that surround those who cling to the land. A place of ancient wonders lost beneath mountain stone and drifted snow. This, then, is where we begin.
The Ice Keep
The Keep on the Borderlands is a useful starting point, with the Keep itself as a place of refuge and a crossing point for adventure. My aim is to place the Keep and then re-imagine it dripping with icicles and drifted with snow.
The Caves of Chaos, too, can be located in the region. Here they are a haven for the squabbling humanoids who need refuge from the depths of winter. Alliances and truces within the ancient caves are a ripe ground for adventure and treasure, so there’s not much to change… just to re-imagine the locale. I suppose the Lizardmen will have to go – swapping them for something more suitable – but most of the rest is very fitting.
The reason for this, though, is to re-connect to the original flavour of D&D. I want to re-capture the primal feel of dungeoneering and wilderness exploration, so this is a very practical way to do so.
In Search Of The Unknown
In addition, however, and using the Keep as the home-base for the party, I see no problem with also adding the dungeon from B1 to the mix. Here is a great starting adventure for any party, giving us a great quick-start expedition of the type that everyone loves. Certainly I need to re-imagine the back story details, but the idea of a powerful Wizard and Fighter leaving behind their treasure-filled mountain retreat is an iconic beginning.
Can you imagine the first session, in media res? I picture the party standing at the lone entrance door, puzzling over the busted-in frame and then soon after finding those first already-looted dead adventurers. It’s a classic!
OSR Re-Imagined
It always troubles me to think of the OSR as something limited to a particular range of rules. For me, it’s about the spirit of play and style of adventure. When Matt Finch wrote his Primer it was a call to return to a simpler style… not just an older ruleset. D&D is capable of fitting the style… and probably bringing something new to the experience too. My job, as DM, is to simply re-imagine the classics and let them evolve into something all our own.
Wish me luck.
Game on!