The Isle of Dread
Posted: 08 Dec 2024, 21:01
It took me a long time to find the game system for our next 7-dice adventure. Biter wanted more D&D but like the version we played when we were kids, set in Mystara. I still had our original D&D BECMI box sets and Gazetteers but I'd already trained them on 5e... there's no switching to THAC0 after that!
What I needed was an OSR/5e hybrid or in common parlance, an O5R. After previewing Shadowdark, Basic Fantasy Role-Playing Game, Five Torches Deep and Into the Unknown in that order, I picked out Five Torches Deep.
Five Torches Deep isn't a complete game in my opinion; it's a framework. Players need to be familiar with D&D 5e to understand quite a few of its terms and implied mechanics, and the DM must be experienced. They'll be converting monsters for a start and a campaign will likely need plenty of house rules.
I was fine with that. More important for me was the core classes of 5e were preserved and the game be presented in a slim, easily accessible rule book with artwork similar to 5e's style.
After a few sessions I sensed that Rollergirl and Splat wanted to learn more about the game and wanted to encourage them to try GMing. I realised I couldn't teach Five Torches Deep without teaching 5e first and I needed a truly integrated game.
Daggerheart appealed to me because it uses board game design like token enconomy. Usually players are only interested in the narrative resolution of another player's turn. The mechanical resolution is only understood by the other player and GM, which is a pity because it takes far longer to resolve than the narrative. Daggerheart fixes that by allows players to see to how another player's faring by glancing at their Hope and Armour tokens, for example.
So, eventually I converted to Daggerheart and on we continued.
What I needed was an OSR/5e hybrid or in common parlance, an O5R. After previewing Shadowdark, Basic Fantasy Role-Playing Game, Five Torches Deep and Into the Unknown in that order, I picked out Five Torches Deep.
Five Torches Deep isn't a complete game in my opinion; it's a framework. Players need to be familiar with D&D 5e to understand quite a few of its terms and implied mechanics, and the DM must be experienced. They'll be converting monsters for a start and a campaign will likely need plenty of house rules.
I was fine with that. More important for me was the core classes of 5e were preserved and the game be presented in a slim, easily accessible rule book with artwork similar to 5e's style.
After a few sessions I sensed that Rollergirl and Splat wanted to learn more about the game and wanted to encourage them to try GMing. I realised I couldn't teach Five Torches Deep without teaching 5e first and I needed a truly integrated game.
Daggerheart appealed to me because it uses board game design like token enconomy. Usually players are only interested in the narrative resolution of another player's turn. The mechanical resolution is only understood by the other player and GM, which is a pity because it takes far longer to resolve than the narrative. Daggerheart fixes that by allows players to see to how another player's faring by glancing at their Hope and Armour tokens, for example.
So, eventually I converted to Daggerheart and on we continued.