Initially, I planned to run it using Labyrinth Lord. It had a lot of appeal for me, in no small part due to the layout and design of the rulebooks. The chaotic, black-and-white ink drawings. The grisly, faux-Medieval, and old-school fonts. It had the just the right amount of rules granularity, but still kept itself minimal enough to feel light in execution. Somehow, it felt the right match for a grim setting that leaned into an emergent play style.
After about a year of periodic planning, I changed direction, going instead with Basic Fantasy RPG, which I felt improved on Labyrinth Lord's rules (specifically, separating class from race and defaulting to ascending armor class) while still keeping the flexible, OSR feel I was seeking. Plus, it's well supported by its creator and community, and it's free to download. I could even buy print copies of the rules for my players very cheaply, if I wanted. For a year or two, I assumed this was where things would remain. I built out house rules to add on to BFRPG, I familiarized myself with the BFRPG house style. I even designed a character sheet that caught a little of the flavor I was aiming for. Yet there was some hard-to-pinpoint dissatisfaction with BFRPG, some way that it didn't feel like an ideal match. I'd keep my eye open, and, if nothing else presented itself, I'd stick with this system.
Then, around 2018 or 2019, I briefly considered adapting my approach to use D&D 5th Edition. It was an understandable digression: 5e was the version of D&D that my group was playing most at that time. And, overall, it's a good take on D&D, assembling the game's essential rules within modern design sensibilities. But I quickly realized that 5e wouldn't be a good match in terms of overall feel. It was...too detailed or fussy in the wrong ways. It was built to incentivize a particular play style, and that style just wouldn't work here. I turned my lidless, roving gaze elsewhere.
Next, my attention was caught by two similar games, White Box: Fantastic Medieval Adventure Game and Swords & Wizardry Complete. Again, they had all the selling points and flexibility of BFRPG, the low cost of entry (free for WB:FMAG, ~$6 for S&W). And even if I can't exactly describe it, there's something oddly appealing about the elegance of OD&D. But, much as I really liked White Box, I knew I'd end up tacking a host of house rules onto it (I was already eyeing up material from third-party supplements). And S&W came with some of the awkward rules and mechanics that were a hallmark of older editions. I knew there were other games that tried to take older D&D editions and update their rules to smooth over some of these bumps (BFRPG, currently idling on my gaming back-burner, was one of them), so I decided to leave all of these as options and keep looking.
A short time later, around 2020, I looked more closely at The Black Hack. I'd noticed it a few years earlier—then in it's first edition—and it seemed to offer some really cool, innovative takes on rules. I loved its usage die and how it took a single, elegant mechanic as its core, then built out other peripheral rules around it (but never too many). But, like White Box, I could tell this iteration was just a little too much on the rules-lite side for me. And the roll-low approach was also a friction point for me, too. However, the game was now updated with an expanded second edition that contained a lot more content, and there a robust community generating third-party materials to supplement it. Add to that its new art and stylish layout, and I was sold. I made my peace with the roll-low system and embraced it as Emberreach's 'final' system choice. Again, I spent some time developing custom materials for the setting.
A year later, I ran my first adventure in the setting. It went well overall—but there were some issues. As much as I liked how smoothly it played and how easy it was to keep my mind wrapped around all of the rules, as a game, it felt slightly...undercooked. It privileged certain stats and its mechanical simplicity made gameplay too forgiving and easy. Additionally, my players were definitely not fans of the roll-low approach. So...back to the planning stage.
Around the same time, I discovered Vagabonds of Dyfed. This one really caught my attention, for reasons I totally hadn't expected. Until this point, I'd mostly been looking at games with fairly trad mechanics and approaches. This one set out to marry old-school trad proceduralism with a narrative-centered focus. It struck me that this kind of mirrored the way that I actually ran my games: a small-yet-solid bank of rules and procedures that I employed around a core emphasis on the story and drama. I bought the core book and a few supplements and was really won over by its vision. The rest I've mostly covered in my introductory post.
Next time, we'll delve into some of the core rules of WoE. Stick around and gain some insight into detailed minutiae you never expressed interest in!







