Here’s a short review on “Open Adventure“, another take on the OSR roots of fantasy and sci-fi gaming.
In short, I rather like it… but there’s a bit more to it than meets the eye. I liked it so much that I had a hard-copy of the complete rulebook printed up… a somewhat unusual step for me.
What is it? “Open Adventure is a full-featured tabletop adventure game that offers out-of-box support for medieval fantasy and science-fiction expeditions.”
Why should you care? Well… that’s the thing…
What Makes It Worth A Look?
For me, it’s the combination of simple (but not simplistic) and open-source.
Open Adventure offers a straight-forward game design which is aimed at newbies to roleplaying games but also sophisticated enough to be useful to veterans. It uses d6 dice (apart from one optional use of a d12 that I found) and has a simple core mechanic operating on 2d6.
Instead of using a hundred different mechanics to represent a hundred different situations, we use one common mechanic to handle ability tests, saves, combat and everything else! For players, once they learn the simple “1d6 – 1d6” mechanic, they’re ready to go!
This makes it very easy to learn and use. I also rather like the die mechanic – it uses a two-colour dice combo and is really easy to get your head around. Simple works well.
On top of all of that, however, the game is “open source”:
Who doesn’t like free stuff? Not only is Open Adventure free to print and play, it’s open source–meaning you’re free to make your own changes to suit your play style. It’s truly a game by the community, for the community.
Yes, free.
And in various formats. That said, only the complete rules and the basic rules are available… and they are in a VERY raw state (including annoying references to “page XYZ”). But hey, free is good.
What Makes Me Want To Develop It?
I really, really like the feel of the game. Despite the very “generic fantasy” tone, the game also stakes a claim on being an SF system. It’s this point that I picked up on.
For me, this might be a much-easier-to-customise system for my SF game. With that in mind, I have been pingling around with some details and, yes, it fits.
Because the system is open source, I can develop a derivative core rulebook for Serene Dawn with minimal fuss. Add to that the reality that customising details really just means adding specific equipment and powers… well, this is an easy-fit. Initial comments from the designer, Kyle Mecklam, also suggest that he’s open to collaborating on an SF setting; why not, eh?
Is That All You’re Going To Say?
Yeah, pretty much. At this early stage, the game offers a nice generic framework for my own setting ideas. It’s lighter to customise than any other game… and it’s open source.
I love that it has a skill system, that the core stats fit my expectations, and that it has magic/psi stuff built-in. The example kit is enough to get me started.
Did I mention it’s free?
My only beef is the claim to OSR-ness. If by that badge it’s meant to suggest that the tone of the game is Old School, then sure – it’s OSR. That said, it’s so different from the OD&D roots that most people assume OSR connects to that, I suspect, it’s not going to be viewed as OSR by many. That’s a small niggle though. For me, the spirit is Old School enough to make it cool. The system is new enough to make it useful.
Game on!
Looks like a good place to work from… very handy!