Thursday, May 21, 2026

Nimble 5E Kickstarter Preview....

Umm...

I was not ready for how awesome the Nimble 5e preview material was.

Complete does not even begin to describe the monster book. It is expansive and amazing. It stands equal to the D&D Monster Manual.

In fact, this is one of my favorite 5E-style monster manuals of all time. This has to be one of the best since the D&D 4E Monster Manual, with all the customized versions of kobolds, goblins, orcs, and other themed humanoids designed for specific roles and abilities. The monsters fill roles specific to their culture, organization, and preferred fighting style. Everything has FLAVOR and STYLE. The monsters have quirks, special abilities, traps, and tactics built into each section.

Wow.

Wow, wow, wow.

The game has a certain D&D 4E-reimagining charm. Without the baggage and need to support legacy content. This captures the magic and love we had for D&D 4E before the game was ruined and abandoned. The new character options they shared are equally amazing.

This is making me rethink OSE as my primary system.

Do a late pledge NOW! Hop on board if you can.

https://www.kickstarter.com/projects/nimblerpg/monsters-and-more-a-nimble-ttrpg-reprint-and-expansion/description

Off the Shelf: Nimble 5e

The best part about Nimble is that it is a tiny game. It is everything 5E should be in three thin OSE-sided books. The biggest criticism is a lack of utility spells, but since this is directly 5E-compatible, put those on scrolls and let players find (or buy) them, or rip them from the SRD or any 5E game you have on your shelf.

Other than that, this is a perfect, rules-light, fast-and-fun version of 5E. It scratches the 5E itch perfectly, and remains math-compatible with any 5E adventure. There are two questions here:

  • If you like 5E, why not stick with that?
  • Doesn't an old-school game do all this better?

A smaller version of 5E that doesn't take a thousand pages of reading and has all these interlocking and special action types? Sign me up, sanity has returned to modern gaming. We have a clean, three-action system here, and a combat engine that greatly reduces whiffs and worthless turns. It plays cleaner and faster than 5E, and that is a clear win for everybody.

And 5E has gotten too big. This is one tiny box of fun. There is a compelling argument for Nimble just in how bloated 5E has become as a game. You can design a smaller, more streamlined, and just as expressive game with a minimal set of rules. There is a point at which all the tropes of D&D hold 5E back, and Nimble managed to take the best of those tropes and craft a game around them.

Nimble tossed out all the D&D tropes, just like D&D 4E did, and ended up with a better game without all the baggage. If they had only gone this way with 4E, they would have had a winner. It makes me feel that the only true home for what we think of as "D&D" is the OSR.

That is the only place that can do it right.

But leave the new games free to innovate and create new, fun experiences like Nimble, Daggerheart, DC20, Pathfinder 2E, and Draw Steel. These are the "next generation" of gaming, here today.

D&D feels like it is trying to play catch-up with every new edition, stuck fixing legacy issues, and forced to support a boatload of spells, magic items, and options that are better left to the OSR. Otherwise, what? 6E will come along, trying to pander to nostalgia while being weighed down by a few thousand options they need to design around. It will not be a good game since they need to constantly pander and design backward, when they should be designing forward.

These new games are fantasy gaming reimagined.

And they are cool.

The second question is harder to answer, and depends on your tastes. Do you like the fantasy superhero-style play in 5E? Do you like the focus on battles and light narrative play, and not worrying about dungeon turns, burning torches, and wandering monsters? Do you just want to "get in the game and beat up monsters?" The larger-than-life heroes of 5E are replicated perfectly here, with iconic roles and amazing powers. The fights here are tactical and satisfying.

Or do you want less of an emphasis on superpowers and a more methodical and structured style of play where the over-the-top powers are turned down a few notches? Do you like the classic gameplay loop, the dungeon turns, the wandering monster checks, mapping, and the burning through of torches? This ain't it, and you will be happier with OSE.

This won't replace OSE for me. It can't. I like the old-school play too much. I grew up on it.

For me, Nimble replaces 5E. I feel good about playing this. I have fun. It is my "transition drug" away from VTTs and online character sheets. It shows that 5E can be a simple, fun, and focused game again. This is proof that 5E can be a better game for everybody. Nimble 5e gives me hope that 5E can be salvaged and built into a better game, one in a small box that does not need all these pages of rules and complicated action types. The 5E rules can be saved by great design and a lot of love and care.

And I am a huge fan of small games.

This year's crowdfunding will address the lack of native monsters and add more character options. I am looking forward to that release. As it is? A good game, solid and simple, very well put together, pulls in 5E monsters as much as you want, and it all works together nicely.

Nimble will compete with OSE, and that is an uphill battle. But I feel Nimble's design lets it compete and find a space in my game rotation. For adventure gaming that is 100% 5E math-compatible and has that rollicking band of epic heroes feeling, Nimble can find a compelling spot in my lineup. This is for those times when I don't want to follow the dungeon-turn structure too closely, and I just want to play the "battle adventure" style of game that 5E does so well.

Well, wants to do well, since 5E is bogged down in too many heavy rules and action types.

Nimble does it easier, faster, and without the messy character sheets that run a dozen pages long.

And this is a game so small that it seems to find a way to sneak onto my best-of-the-best shelves quite easily.

Wednesday, May 20, 2026

How GURPS Killed 5E for Me

I still enjoy 5E for what it tried to do, and I still have my Tales of the Valiant books. But if I am playing one game at that complexity level, and simplifying my gaming life to the games I enjoy the absolute most, there is only room in my gaming life for one massive game, and that game is GURPS.

I get more out of GURPS per minute spent with it than I do from 5E.

If the old solo-play adage "everything is playing" is true, then when I am designing a GURPS character, optimizing their points, fine-tuning their advantage and disadvantage list, picking their armor, carefully loading them out as to not over-encumber them, and finely crafting them to fit a role in my game - then GURPS gives me a constant stream of enjoyment at every minute I spend in a character designer.

In 5E, it is just "making big choices" and having the designers and web programmers add another huge list of junk to my character sheet. I make a few big choices, and they keep throwing things I don't want into my shopping cart. I get to decide very little, and all the choices I make are these aggregated, huge ones that feel less like character design and more like picking items off an à la carte menu and ending up with too much food on the table.

And if I want more choices?

In GURPS? The game comes with them all. I have an infinite number of choices at my fingertips. Batteries are included here. With just the core books, I get it all.

In 5E? I need to buy the next book or crowdfunding project to have more choices. I need to pray that they support those choices in the VTT of my choice. I need to constantly spend money to have new choices.

I love ToV, but I am always buying the next crowdfunding book to "have more."

With GURPS, I have it all in two books. Yes, you need to learn the system to make it work well, but it is better than paying $100-200 every 3 months for another 5E book. I learn the system, and save the money.

And GURPS works exactly the way I want it to. Do I want clerics to be like "fantasy superheroes?" Fune, give them a healing power that costs fatigue points, and let them heal whenever they want. Do I want them to use magic and spells? Okay, healing works that way in that framework. I am not dealing with "spell slots" or a class description a dozen pages long with subpaths that I am forced to pick.

Is it more work than being "told what to do?" Yes.

Does it work exactly how I want it to? Yes.

But I get it, some people don't want to do all the work and have "things to choose from." I am like that too, but 5E has grown beyond my ability to support it, since it tries to take over my entire gaming life and library. For those times, I will just play a game like Old School Essentials and a BX system, where everything is chosen for me, and all I need to do is play my role. It is far easier and cheaper than supporting a 5E habit, and I do not need the weight and complexity of 5E to enjoy a game of focused, limited choices.

And guess what? In OSE, you get 90% of anything you would want to play, and a handful of zines fills in some of the missing parts. I can fit more choices and options on a quarter shelf of OSE books than on eight shelves of 5E books. My OSE collection is small, but very expressive and expansive. Sure, every choice isn't as "deep" as a 5E class, but they do 90% of the same thing anyway in play, and the game is more focused on the dungeon turn, exploration, and the classic gameplay loop.

And 5E wants to be a narrative game, not a dungeon crawler. For narrative games where character-focused choices and narrative tools are more important on "damage per turn", GURPS will absolutely be the best choice. GURPS has far more tools for a narrative game than 5E ever will, with self-control rolls, advantages, disadvantages, and a whole host of roleplaying choices I can buy with character points.

What am I losing? Fantasy superheroes. I am a bit tired of that genre, and I prefer the classic, old-school dungeon turn and gameplay loop to that style of play. Also, if I play fantasy superheroes and want a tactical battle game, Pathfinder is a better choice than 5E, and it is balanced all the way to level 20. Draw Steel is another great tactical game. Nimble 5e does the entire genre fast and rules-light.

If I want to "support" 5E, I have Nimble: one small box that contains the entire 5E experience. The fantasy superheroes genre does not have to be a game that eats shelves. Nimble 5E takes the sting out of dropping full 5E, and it lets me keep 5E support on my shelves without a massive library or a huge time investment. It is a small game, like OSE, and it does everything.

Nimble makes putting 5E into legacy support so easy. I am not losing a thing. The game is tiny. It does fantasy superheroes well. It can sit on my OSE shelf and happily support 5E adventures and gameplay without all the books. Nimble does enough fantasy superheroes well enough that I do not miss a thing about 5E. This is also getting an expansion soon, and we will have more to play with.

And unlike 5E, Nimble plays fast. You get to feel more like a hero and less like someone who scans a character sheet, trying to figure out what to do during a turn. Why am I reading my character sheet multiple times during a combat? It feels like trying to drive a car, with the user manual open on the dashboard and flipping to the page for the left turn signal as you roll up to the intersection. And before you make the left turn, you need to have the DMV book open on the seat next to you so you can review the rules for making a left turn.

Is that a free action or a bonus action? Am I allowed to make a left turn on a bonus action? Oops, sorry, left turns are full-round actions. Please watch for oncoming traffic and turn when it is safe to do so. Where is that left turn signal again? Please give me the other book. Why is this car manual 400 pages long? Why do the rules for left turns go on for 12 pages?

And with an easier 5E, I have the time to focus and balance the games I love, meaning I have more time and shelf space for GURPS and OSE. Nimble sits happily alongside my big two games, offering me 5E if I want it. Nimble avoids cluttering my game shelves by being tiny yet feature-packed. It commits no sins and happily lives alongside my best games.

GURPS?

Yes, it is my last, best "big game."

I get more out of GURPS per minute spent with it than I do from a few thousand pages of 5E rules. At most, it is three shelves of amazing books, with only two core books mattering. GURPS gives me narrative "oomph" and power, and outshines 5E in story-based, narrative games. GURPS does social roleplay far better than 5E does, because what I choose during character creation matters. It is not all "classes and powers" in GURPS; my character's "physical and mental profile" is fully designed, whereas in 5E it is just assumed and scribbled in (if at all) in the notes section of the character sheet.

5E cares more about a button on a VTT character sheet you can press to roll a d20 plus skill modifier. I still like 5E, but we have gotten so lost in the woods with this system and VTT support that it no longer feels like the game we were promised in 2014. It is all gimmicks, tools, and power gaming in a JavaScript interface. The game isn't even dungeon-crawling anymore, and it feels like we are just pretending it does.

OSE is defined by the dungeon exploration turn.

Nimble gives me the heart of 5E without the complexity.

And GURPS cares more about the character than the character sheet.

My life feels better with just my best games on my shelf, and the ones I can support.

Tuesday, May 19, 2026

Coming Home and Less is More

The thing I love about BX is that it will never get any more complicated, slow, in-depth, or heavy than it already is. There are implementations of "heavy classes" in BX, where they go into an almost 5E level of depth in a class design, but the base gameplay is not affected as much as you might expect.

There is no dozen-page character sheet hidden by thousands of pages of JavaScript code on a VTT, making the game playable. This "backend code support" that makes 5E work is also what will kill the game. 5E was never designed to be played by hand, and once you get to a certain character level, you will find out why. Like a mobile game that eventually forces you to buy something to play more, 5E, after a few levels, requires you to sign up for some online service somewhere to "make it all easier to manage."

BX never, ever, needs a VTT or a digital character sheet.

5E is an inferior game for designing software code support into the game's requirements.

"All you need are pencils, paper, dice, some friends, an imagination ...and a subscription website with a few million lines of JavaScript code maintained by Wall Street."

Yeah, it is that last part that makes it a hard no from me. The problem is, I liked the websites! Roll20 is cool! Shard is amazing! Foundry VTT is mind-blowing! They were cool ways to play the game, and massively convenient. The maps and tokens are cool. Roll20 with the multi-game support is amazing.

I don't have time for any of it, though.

And a game that requires that much time from me is going to be a net negative in my life, and I will eventually need to cut the game off to make myself happier. Sorry, subtraction theory as a life-improvement strategy is a valid way to deal with a life that asks too much of us.

Yes, "D&D makes me happy" is a valid statement for me.

"5E sucked every free moment from my life" is also a true statement.

To make myself happy, I make a dramatic choice, kick 5E to the curb. Stick with an easier game that does "most of the same thing." Eliminate the constant revenue drain of VTTs and crowdfunding projects. Box up, sell, or store all the 5E books. Stick with a few, small, easy, simple OSE books.

Subtraction theory is life simplification.

Less is more.

Pathfinder 1e was this way for me. I enjoyed the heck out of that game. My library got too big, and the game died. The game needed software to build characters. It is in storage now. OSE does most of what it did, and exists as two tiny books on my shelf. One thing I found with these "huge games" is that they often try to make up for weak stories, worlds, and adventures with hyper-detailed characters. With BX, I need compelling adventures, worlds, and stories to engage players. I can't "fall back on the rules" to maintain interest, which often happens with 5E and other big games.

If OSE and BX do 80% of what 5E and Pathfinder do, and take ten times less time, space, shelf, software support, and "head space" requirements - then OSE and BX are the winners for me.

And BX is such an easy game; I can store the entire thing "in my head," like a micro "operating system," and run it from memory. From here, I have science fiction with Stars Without Number or White Star. I have the cyberpunk genre with Cities Without Number. I have post-apoc with Ashes Without Number. I have a few different fantasy games: Old School Essentials, Worlds Without Number, and Swords & Wizardry.

Even without OSRIC and ADAD, I have enough here to keep me busy for a lifetime. GURPS is a guilty pleasure of mine, my last "big game" that isn't actually all that big. That is non-negotiable and sticks around. If I am playing a game with complicated, in-depth characters and relying on "rules interest to drive game interest," I am sticking with the best character-building game ever invented, GURPS. GURPS killed 5E for me. If I am playing one game that in-depth, GURPS will kill anything else that it is put up against.

Plus, I don't need game designers to tell me what my characters can do. I decide that. I am the game designer. I always do a better job. And GURPS can be played with just two books; it is never a huge game if you take it on the road. With 5E, I do not have a choice.

Swords & Wizardry sticks around as "AD&D Lite," honestly. It is math-compatible with OSE, gives me a huge monster list for both games, and is a different way to play. If I have a world that feels more "1E" then S&W will do nicely; otherwise, OSE covers it.

OSE, S&W, Without Number, and even the 2d6 sci-fi games like FTL Nomad exist happily with each other, and alongside GURPS. A collection of "tiny games" and one heavy one that does it all makes a nice library where I can sell everything else off, and be happy again.

Less is more.

Monday, May 18, 2026

Video: One Thing Caused Me To Immediately End Three 5e D&D Campaigns

A good video today, what makes 5E combats so long? Some NSFW language here, salty, not spicy, but honest and correct. Four hours for one combat is too long. And Wizards only writes games where combat takes hours. They have never written an easy, fast, and streamlined game. If you go back to 3.5E and 4E, they have never gotten combat right. Above a certain level, it will take hours.

This is my experience too: combat is too long, too bloated, and frankly, too important in the game.

We are a long way from BX, where combat is a losing strategy and thus unimportant.

No wonder people play to a level 7 character and quit.

To Tweak or Not to Tweak? Capturing the Era

Do you tweak your games? It depends on how important it is to you that you are playing "exactly what was played" in the 1980s, down to the last class ability and numeric value. You are not tweaking the OSE fighter to make it more them, just rolling with what you got. After all, the class was designed like this; it worked back then, and why change it?

I have a few good reasons to bump OSE fighters' attack bonus by 2 across the board at every level, but is that the original game? No, it wasn't. And yes, it was. We did tweak and make adjustments back in the 1980's, too; very few of us played rules-as-written unless we were playing AD&D in a hobby store or other organized setting.

D&D was the home of the houseruled game.

AD&D, we tended to obey Gary's wishes and keep it as it was when we played with new people. Those were the "organized play rules," but even then, houseruled home games of AD&D were a huge thing.

We tend to put older games on pedestals and preserve them exactly as they were, trying to recapture the moment by not changing a thing and sticking to every letter printed on the page. We have a false sense of the past in which sticking to only what was written on that day was "official," and we artificially elevate its value.

Objects in the mirror may appear more important than they were.

It is important to have perspective and not silence the work of creators of third-party zines and others who turn OSE and BX into a living, breathing game open to discussion and expansion. To them, the game is a modern platform, worthy of support and expansion, and new and fresh ideas are the way forward. They take the base game, written in today's era, and move it forward, as if we had the same open license and freedom we could have had back in the 1980s, had TSR not been so closed-shop and litigious.

If you see OSE as a modern platform, you will, of course, tweak and mod it.

If you see OSE as a 1980s rules-simulator, you will be less likely to mod it.

If you are more into the rules-simulation side of the hobby and do not want to mod the game, then games like Swords & Wizardry and its 1970s simulation of the game's state during that time will appeal to you more. Also, there are some who absolutely do not want to list a page of houserules to a new group, and that can scare people away faster than anything you ever understand.

I have had a group of new players never begin a 5E game since I had a page of houserules, and I wanted to use the 2014 game (since that meant a few players did not have to buy new books). The group never started. They all found other things to do. The game died before it even began.

Why do we need all these houserules?

Is the game broken?

I don't want to buy a new game that is broken and needs all these house rules I will never understand!

Houserules can scare off new players, since they see a list of things they don't understand, have to mesh with a new game, and figure out the "how and why" of how it all works before a die is even rolled. Most will just quit and go do something else that doesn't need houserules. There is great value in saying, "This is what we are playing." You can point to one book, and the discussion is over. The contract is set; learn that book. This is the game we all agreed to, and we can play.

I am not against house rules, but I know how hard they can make it for some new players. For a group comfortable with each other and the game, houserules are great.

And games like Swords & Wizardry, which replicate the 1970s state of the game, the rulings, the common assumptions of the meanings, and laying out exactly where the clear and vague parts were, while trying to present the commonly agreed-upon interpretations, are also invaluable, even from the perspective of historical simulation.

If Dungeon Crawl Classics is a reinterpretation of "1970s play" through a modern game design lens, rooted in 3.5E-era sensibilities, then Swords & Wizardry is the actual game we played in the late 1970s. The games offer two views of the same era: DCC is more focused on random tables, imagination, and fun, while S&W presents the game as it was at that moment in time.

The pain of Vietnam was dulling; the gas lines and inflation of the 1970s were still in the discussion; the hippies had all gotten jobs; condo-living was a thing; disco was dying; arena rock was resurgent; and the era of over-the-air TV was being replaced by cable. The Cold War still raged on. The Reagan era was just over the horizon.

And we did not have AD&D yet. We pieced together rules from the original books and did our best to figure everything out. When BX came along, it was a restatement and clarification, the game coming into focus.

And the AD&D books took a few years to release! In 1977, it was the Monster Manual, followed in 1978 by the PHB, and in 1979 by the DMG. Imagine taking two years to release a game today, book by book. There was a whole year with just the original books and the Monster Manual; none of us knew what to do, what rules to use, and what was coming. The Monster Manual dropped into the middle of this discussion, and many pulled it into their existing games as-is.

By the time 1979 rolled around, it was all AD&D, and the 1970s and the original chaotic game we embraced were over. We had our official "organized play rules," and that was that. But those five years from 1974 to 1979? Those were the days of zero edition, and what DCC tries to replicate, along with the game Swords & Wizardry presents and reframes so well.

OSE is both a simulation and a modern platform, depending on your wants. It is best for new players of the game, and it will get better in the new edition with more examples of play and additional features to help new players. You can play this as a recreation, or use it as a platform to support gaming moving forward, just like a 5E.

The original BX games are exactly what they are, without the new presentation or reframing. They are locked in time, cannot be written for (outside of OSE), and will not change. They are more valuable as "the actual thing" and a historical record, and weaker as a platform. They were both released in 1980 and reflect the newer era. Remember, the red and blue books were released the year after the DMG came out, and reflected the "for kids" easier version of the game.

Many of us chose to stick with AD&D and ignored these books, though they had a certain charm.

I feel the same way about S&W as I do BX, in that S&W is the easier version of AD&D, streamlined and stripped down to the best parts, and all the slow, heavy, and excess rules out of the picture. If I want AD&D today, I have OSRIC 3.0. Communities and open licenses are more important than nostalgia. The platform for creativity comes first.

S&W recaptures the lighting-in-a-bottle of the 1974 to 1979 period, along with all the common assumptions, interpretations, and the original "hippies in a van and black felt neon paint posters" sort of feeling that era had. This could be seen as a "modern platform" too, and the expansion books treat it exactly that way. It is also an "easier" version of AD&D, before the huge rulebooks came out and clarified every little vague area of the rules and inconsistencies.

Sunday, May 17, 2026

Why Old School Essentials?

There are a few that say, "Why do we need Old School Essentials when we have physical copies of both the original BX books?" Up until recently, you could only get one of the original PoD books in physical form, and now you can have both, which is nice.

Some exclusively play with these, choosing to ignore OSE and say, "I am playing D&D." It is a valid choice, and one that stays true to the game and era. You can't get more D&D any more than this game.

They are nostalgia pieces to me, memories, and nice to have perhaps to display, but these aren't what I play with or support these days. These are the original games, yes, but we have better ones these days. I still love my BX books, and these defined my childhood, but times have changed.

The "X" jump in BX is often ignored, but it is an important shift in focus. The Expert game goes beyond a single dungeon and introduces overland travel, retainers, hirelings, large expedition formations, and domain building. Past level three, you are leaving your mark on the world and choosing how that will be done, along with taking on kingdom-level threats.

If there is one valid criticism of OSE's format, it is that the shift in focus between the low levels (1-3) and the higher levels (4-14) is not defined or laid out as well as the deliberate shift between the red and blue books. You will get OSE players who want to "dungeon crawl all the way up," and that is not how the original game is played.

Once you have the original books and understand this tonal shift, you can play OSE much more like the original game, and divide the adventurer levels (1-3) from the conquorer levels (4-6), and the king levels (7+). And yes, I know what I did there, and ACKS is also an amazing game that puts these tone shifts into much clearer focus.

And you can get B2 in PoD form too, which gives you more of the "how to referee" advice on running dungeons and adventures, right in the module. For the complete experience, grab this, too. If you go for those two books, B1 and X1 are also iconic starting modules to try out, and those came with the original games. Where B2 is more focused on "how to run a dungeon," and the most important of the three, B1 is all about "dungeon building," and X1 is all about "wilderness adventures," and both should not be missed.

When we got these books, we did not have Mystara; we just started our worlds with these adventures and made up the rest of the world ourselves. These were the original "points of light" that we created as part of an entire campaign world of our creation. We did not need a preset world; we made one ourselves.

Old School Essentials is what I play and support because it is far easier to use and supports a community of players and creators who can share new content and participate in the marketplace. While the original BX games started it all, OSE offers the ease of use and organizational layout that define the modern era of BX.

These are also moving to an open license next year, finally free of the OGL. While the current books are still 100% compatible, it is nice to see the game finally stand on its own and away from the terrible OGL mess that has been a plague on the industry for years now. The original BX books and adventures are not even OGL, so there is no chance to create for them outside of starting with OSE or a similar open-license game.

Supporting OSE means we will always have a game that today's community can create, whether it's adventures, additional material, or even entirely new settings and games. And if you would like to play different types of campaigns and worlds, the Without Number games are also BX-based games, and cover every genre imaginable, and are also OSE compatible, so you can borrow magic, monsters, and adventures from them.

And the OSE content creator community is absolutely huge! If only we could have had so much cool stuff back in the day, from sci-fi games to modern games and everything in between. Megadungeons, adventures, campaign worlds, and loads of cool stuff, all for this game.

OSE Advanced Fantasy offers more options, and the Carcass Crawler zines bring this up to a modern standard of content, where you can have Tieflings and Dragonborn as classic, BX characters. The appeal of coming from 5E and playing BX with all your familiar favorites is a strong proposition, making the game far more accessible and easy to jump into.

I love those original books.

But today's games that stand on the shoulders of giants are also worthy and magnificent games with an entire world of creators behind them.