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PRINCIPIA APOCRYPHA
Lost Principles of Old School Gaming
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PRINCIPIA APOCRYPHA
Lost Principles of Old School Gaming
Version 0.10ish
September 24, 2017
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Attribution Key
✦ - Ben Milton
Maze Rats - drivethrurpg.com/product/197158
☆ - Steven Lumpkin
Agendas for Old School Gaming - roll1d100.blogspot.com
✻ - David Perry
The humble additions of a fan of both Old School and New School gaming
NOTE: Some principles have their title changed, and some editing,
trimming, and recombination has been done to the original source text to
better fit context. The symbol indicates the source of the majority of the
text in the paragraph preceding it.
Cover artist unknown
Fonts used: IM Fell English SC, Averia Serif Libre
This work is licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International License
If you’re familiar with Apocalypse Engine
Introduction games and are interested in playing The
Original or another Old School game, not
all the principles may be applicable, but
they should help distinguish how they play
World of Dungeons was the first differently from Apocalypse Engine games.
widely-available RPG system that If you’re familiar with Old School gameplay
attempted to emulate an OSR-style game in and want to bring that mindset to an
the Apocalypse Engine. However, I felt like Apocalypse Engine or OSR rules-light
the lack of GM Agenda and Principles system, these principles may help you
tailored to this style was an unfortunate identify where your ingrained GM habits
omission. I imagine new gamers looking at might clash with the system, and get a
World of Dungeons and being quite lost, handle on how a set of principles can aid in
and even (especially?) if they are familiar running these games, especially if your
with Dungeon World, they may be quite players are new to Old School play.
thrown off track by the lack of context.
If you like the Old School play paradigm
Likewise, many OSR rules-light systems and want to instantiate it within an
(such as The Black Hack) lack advice for Apocalypse Engine or rules-light system, or
how to run the game as a GM, and most of want to run pre-written Old School
those that do (such as Whitehack) provide adventure modules with these systems, this
very basic practical advice, rather than the should make a perfect Agenda.
codified stylistic and procedural framework
that I find so useful from the Agendas and It should go without saying, of course, that
Principles of Apocalypse Engine games the principles may not all apply equally to
(Maze Rats being a welcome exception). your game or a certain adventure,
depending on its style, tone, scope, etc.
So, I decided to compile and piece together
some of these principles. They are In the Addenda is a list of games that
primarily pulled from two sources that are support Old School style play, which you
excellent in their own right: Maze Rats by might consider running with these
Ben Milton (PWYW on DriveThruRPG), and principles, and other sources of inspiration
some posts and vlogs on Steven Lumpkin’s and advice. I would personally recommend
blog, roll1d100.blogspot.com. These sources against simply switching out Dungeon
are attributed using the symbols noted in World’s principles with these as it may
the frontmatter. I’ve taken some liberties to clash with the intentions of DW’s design. If
edit them for context, trimming, rewording, you wish to run a PbtA game with them, I
and combining some, to produce a more recommend instead using Freebooters on
cohesive whole, as well as adding a few the Frontier or World of Dungeons.
pieces myself.
to which these Principles are addressed;
for GMs
Note: I’ve gone back and forth on what
term to use for the person running a game,
proportional to risk, but within those
Principles without a bounds you can adjust amounts of treasure
home available to indirectly control the rate of
the party's progress. ✻
Rulings over Rules
The primeval old school principle. Old
school style games are usually sparse in
what situations their rules cover. There are
often minimal, or no "skills" or "feats". This
is a feature, not a bug, and is part of the
appeal of old school games: the flexibility
this openness allows. Let players take
advantage of this openness, and allow them
to try crazy things (apply logic to taste). ✻
XP for treasure
Many old school style games correlate XP
earned directly with the amount of treasure
returned to safety. This isn't intended as a
throwback to 80's "high-score" arcade
games; it's a convenient abstraction for the
characters learning from exploration and
overcoming adversity. ✻
XP for treasure is like the fuel of the game's
engine, and player decisions almost always
end up hinging on it. It is also an effective
control knob. Reward should always be
One way to create interesting situations is
Honor the dice, to draw a grid that maps the relationships
Make them think Ask them how they do it
Encourage or require the players to
interrogate the fiction of the environment
Player ingenuity over “manually” rather than eliding their actions
via a roll or assumed character ability. But
character ability if they give up, let them roll for a chance at
Old School PCs are very minimalistic a hint. ✻
because the character sheet is mostly there
for when players make a mistake. Players Let them manipulate the
are not meant to solve problems with die
rolls, but with their own ingenuity. world
Therefore, present them with problems The focus of the game should be on creative
that: problem solving, not brute force, so give
players the tools to make that appealing.
● Can be solved with common sense When you give players tools, you give them
● Have no simple solution new ways to engage with the world. ✦
● Have many difficult solutions ✦
For example: rival factions to manipulate,
For example: Cross a moat full of potions with weirdly specific effects, items
crocodiles. A door in the bottom of a that can be combined or repurposed,
dungeon will only open if sunlight shines dungeons with shortcuts and back
on it. Retrieve a key from the bottom of a passages. Add elements that allow the
lake of acid. ✦ players to bend the world to their will. ✦
the challenge, or maybe you've just placed
Challenge them the solution somewhere else for them to
find. Use these to encourage players to dig
into the fiction, and explore. If a challenge
Offer tough choices is critical for the continuation of the
Make the players weigh risk versus reward. adventure, consider placing a few solutions.
The deeper players go into the wilderness Three is a good number. "Okay, a key, a
or dungeon, the more perilous things potion of Eat Metal... and if they befriend
should become. Whether because their the Bisected Serpent, it can bore a hole
resources are running low (food, health, through the stone." ☆
equipment, light, etc.) or because danger
builds the longer they linger, keep the ...And challenges with no
players asking if it is worth pushing their
luck just a little bit farther. The greatest
answer
treasures are always the hardest to reach. Trust in your players; let them surprise you
✦ and find answers to problems that you
couldn’t expect, and can’t help them with.
Risk and reward are also at the heart of These can be the most rewarding
combat. The PCs’ low health is meant to challenges. ✻
push combat quickly toward the point
where players ask themselves, “Should I "The deeps are stalked by a living
retreat to fight another day, or do I risk it maelstrom of ravenous psychic energy. If
all to finish them now?” The thrill of that the players want to get the Golden Falcon
choice is at the heart of combat. ✦ they'll have to get past it, but I have no idea
how they'll manage that." These are critical
Look for situations where all obvious for old school gaming. These exist to force
choices come with a heavy cost. These players to be creative in ways that surprise
situations encourage unorthodox solutions everyone at the table. Be cautious with
and lateral thinking. ✦ placing these as challenges critical for the
continuation of the adventure (unless you
Build challenges with intend for players to retreat and come back
multiple answers... later), but sprinkling them around can
surprise everyone at your table. ☆
Avoid singular chokepoints to progress.
Give them obvious and
equally-but-differently difficult
Subvert their expectations
alternatives. You can also keep an extra It’s inevitable that players will have
option in your pocket that they have to dig knowledge about common fantasy elements
for. Maybe it’s obscure, but preferable. from pop culture and other games. Inject
Maybe it’s just as difficult, but more common monsters, locations, and situations
beneficial. ✻ with your own unique twists for them to be
surprised by. This encourages players to
"There's a magically locked iron gate the explore these differences and solve new
players have to get past... how could they? I problems that they don’t know the solution
guess one of the NPCs has a key... and to already. ✻
there's a potion of Eat Metal hidden in
room 12C." When you build your
adventures, seed them with challenges that
you know the answer to. Maybe the player
characters have a core capability to get past
Instill fear, Telegraph lethality
Give players the chance to think their way
deal death around threats and obstacles by
telegraphing them ahead of time. No one
likes their death to be random chance.
Deadly but avoidable combat When a PC dies, it should be their fault. ✦
Combat in Old School RPGs is often neither
balanced nor fair, and PCs should Let the dice kill them
encounter foes far more powerful and Remember, we're not antagonists to the
numerous than they are. Players should players, but their survival is on them. ☆
learn to treat combat like real-world
warfare and use ingenuity, preparation and If the rules and dice say that someone is
underhanded tactics to rig the results in dead, they’re dead. Protecting the PCs from
their favor. Encourage the players to death results in games that lack tension and
outsmart and out-plan their enemies if they players who only solve problems with brute
want to survive. ✦ force. When a PC dies, tell its player to roll
up a new character and have them re-enter
Old School dungeons are not about endless the scene as soon as plausible. ✦
combat encounters or being “cleared”.
Dungeons constrain and focus possibilities, Absolute and unambiguous character death
so that (while difficult to choose between is essential for both the risks and rewards
and difficult to face), they are easier for of play to have weight. Character creation
both the players and the GM to identify, is simple and quick in these games for a
reason about, and plan around. This helps reason, not to mention they may have
ensure that clever solutions can be hirelings or retainers to inhabit if they die.
discovered and rewarded. ✻ And don’t worry about players not feeling
attached to their characters; they will once
Keep up the pressure they gain something to lose. ✻
doing, and develop them accordingly. Your
Be their senses guiding principle should be “What are the
logical consequences?" ✦
Reveal the world Treat NPCs like real people. Think about
Don’t hide important information from the what NPCs want, especially in combat.
players. If the PC could reasonably know NPCs want to stay alive, and will rarely
something, tell the player and move on. The start fights that they don’t have a high
game is about making decisions, and chance of winning. Only fanatical NPCs
players can’t make good decisions without will fight to the death; most will try to
good information. ✦ retreat or surrender if they are losing. Also,
remember that enemies and allies can be
Don’t make players decide with virtually no made to switch sides if given the right
information; if an corridor forks to two motivation. ✦
different areas, give them some small
sensory hints to make their decision more Give the players a stake in the world. As the
than random chance. ✻ game goes on, players may accumulate a lot
of money from completing jobs and looting
Assume the characters have common sense, treasures. Encourage them to use this
and mention potential danger when it money to buy property, hire retainers, or
becomes obvious. Don’t make them found factions. This can open up new ways
plummet from a 50 foot cliff because the for the players to interact with the world
player said they would “hop down” it; they and affect its history. ✦
may have heard “five” instead of “fifty”. ✻
See your world as real
Give them layers to peel back This place you've created, or are reading
What are the PCs aware of already? What about–it's a real place. It exists! You could
do they notice at their first glance? Which go there, if you had the technology! You
of those "first glance" things hides don't, though, so it's up to you to
information revealed on closer inspection? communicate it to others. What do you see,
How would players get that information? when you're there? Hear, smell, taste, feel,
What's obvious, what's subtle, what's sense? What do you know about that's
hidden, and what's invisible? Create layers hidden, and what subtle signs are there?
of information for the players to peel back The players will be probing your vision of
and explore. ☆ this place for useful information. Put your
mind into that world, explore, and bring
Some pre-written adventure modules back what's valuable. Likewise, apply a
handily indicate the obvious stuff in a real-world logic to populations and
location most clearly, so you don’t need to challenges, rather than building a carefully
parse these layers yourself. If that’s not the balanced sequence of fights. ☆
case, take care not to blurt out the secrets
in a list of the contents of a room. ✻ Make your details matter
Bring the world to life When you're seeing your world as real and
building layered environments, also
Old School RPGs shine with improvisation remember to keep details of your world
and extrapolation, not rigid plots. During gameable. Players should be able to act on
the game and in between sessions, think the information you're telling them: "Her
about how the other characters and eyes are a shifting mottled green" helps
factions would respond to what the PCs are
players remember the NPC, sure–but "...and
you notice she never stands more than one
long step away from the table and its
contents" gives them information they can
act on. "The pillars are ornately carved
marble... the furthest one is crossed with a
latticework of cracks." Your details should
allow players to make informed decisions
and take effective action. You can hide
these details within your layered
environments for players to discover, but
remember to make them matter. ☆
Old School Principles Power is earned
Unlike many modern RPGs, your character
for Players doesn’t start with much power. Your
meager means and abilities at first (or
zeroth) level encourage lateral thinking to
Learn when to run get you out of trouble. And rising to a
Old school adventures often present deadly challenge really means something when
encounters that, to the eye of a modern lives are on the line. ✻
gamer, may seem like you’re expected to
beat them. Learn to dig into the fiction to Heroism is proven
see the relative power of what you're Likewise, if you wish to play a hero, don’t
facing, and don't be afraid to cut your expect anyone to salute you when you first
losses. A party that drags away one dead ride into town. Prove your heroism through
body is a party on their way to a Cleric, your character’s actions. ✻
instead of on their way through a monster's
digestive system. ☆ Dig into the fiction
Discard any assumptions about other
Combat is war, not sport fantasy worlds, and be curious about the
Don’t expect encounters to be “balanced”. one you’re playing in. Pay attention to
Approach combat with as much trepidation details- about characters, the environment,
and preparation you would in real life. Nor social situations, and more. Take notes on
are encounters self-contained. Think them! Make maps of them! Those details
outside the box, outside the encounter area, can save your life. When you write your
outside the dungeon. ✻ notes, write questions for yourself too.
What do they eat? Do they have any social
Don’t rely on your character rituals? What's that smell? Why is there a
breeze in this room? Is there an empty
sheet
space where a room should be? Information
Rules and mechanics are only triggered by is leverage, my crafty friend. ☆
the fiction. To do something, describe your
character doing it; if you need to roll Engage the fantasy as real
anything, the GM will let you know. When
If you were in a room with a heavy vase in
presented with a problem, instead of
one corner, and you wanted to know what
expecting to “use” skills or abilities on it,
was behind it, what would you do?
first look to the environment and
Probably drag it to the side, right? Looking
investigate the situation by asking the GM
for an air current? Lick a finger and hold it
questions. ✻
up. Judging the slope of a floor? Spill a little
water on the ground. Engage the fiction of
Live your backstory
the game world as real. Describe the real
Don’t put too much work into establishing a actions you take to achieve the effect you're
backstory for your characters. Their looking for. Remember, other games may
experiences at level 1 (or 0) will feel much have dice rolls to do this for you- many old
more real. Their likely early death won’t school games don't, so engage! ☆
sting quite as much, and the survivors truly
have tales to tell, and levels to cherish. ✻
Dead ends are opportunities disappointing ways your characters are set
back. ☆
That dead-end hallway may hide a secret
door, or maybe there's another passage to And remember, through play, your group
investigate. The gargantuan monstrosity in creates a story larger than any one
the courtyard? Maybe you can get around character. You will make your mark on the
it, or negotiate. A recalcitrant noble? Maybe world, be it a misleading arrow scratched
someone knows how to get some leverage. into a dungeon wall, or a crater where a
Couldn't pick that iron door? Maybe one of city was. ✻
those unidentified potions will help. Old
School games have lots of hard blockers.
When your first attempt fails, change
tactics- the dead end is just the beginning
of your solution. Often, digging into the
fiction and engaging the world as real will
open up new and unexpected avenues. ☆
30 Principles of
Miscellaneous Adventure Design
Addenda Bryce Lynch, summary by Jon Miller
9. Hooks can and should be made complex / 21. Give evocative descriptions of monsters.
nuanced; e.g., working for an evil NPC, or Give concrete descriptions of their
working for rival factions. appearance and activities. Go for the
10. To support sandbox play, particular telltale sensory detail, rather than the
dungeon, town, and wilderness locations, generic abstract trait. Show, don’t tell.
monsters, and NPCs should all have hooks. Example: Instead of stating that “One of the
guards in the camp is a cruel bully,” say
III. Locations that “The burly Manfred takes a leak on
poor Tobias’s bedroll, and then he snatches
11. Location descriptions should be terse
Tobias’s roasted chicken dinner from his
(not verbose) but evocative (not boring,
hand and quickly gobbles it down.”
obvious, generic).
22. Use truly evil monsters to evoke a Sense
12. Only include background info that
of Terror.
affects gameplay. Avoid long descriptions
of irrelevant info.
13. Rooms should have features that players V. Treasure
can interact with to produce meaningful 23. Treasure should be valuable enough to
consequences. Give concrete descriptions of motivate players and to make the
secret doors, traps, etc. challenges worthwhile.
14. Floor plan tips: 24. Non-magical treasure should relate to
a. Multiple routes (vs. choke points or the setting and give clues or information
linear, one-way paths). about monsters, NPCs, locations, etc.
b. Multiple entrances / exits. 25. Avoid standard magic items.
c. Multiple stairs per floor. 26. Give evocative descriptions of magic
d. Open spaces with balconies, items. Give concrete descriptions of their
galleries, and ledges at various appearance and how they must be
elevations. manipulated to produce their magical
e. Pools and rivers that connect effects.
different rooms or levels. 27. Use magic items to evoke a Sense of
f. Bridges and ladders. Wonder.
Games Supporting Old More Free Old School
School Style Play Resources
● Labyrinth Lord
Another classic collection of thoughts on
● Lamentations of the Flame Princess
Old School gaming. Somewhat specific to
● Microlite81
OD&D but there are many bits that are
● OSRIC
widely applicable.
● Swords & Wizardry