The excellent North Texas RPG Convention and its awards are very much OSR, and for the awards I judge primarily on that basis. But because I am judging, I dig a little deeper into the works than I normally do with my other "Recent Arrivals" entries. The judging has rules which stress heavily originality and presentation as well as textural content, so I'm looking at that as well in the final judging. But it also means that I may like a product for one of the applicable categories, but find that it comes up short in the other areas. Such is the nature of judging.
Looking at the candidates for the Three Castles, we have:
Splinters of Faith by Gary Schotter and Jeff Harkness, Frog God Games, 454 page hardback, 2022. This massive campaign adventure was originally ten earlier adventures which are now reunited into one thick volume. High quality, lotta maps, lotta handouts, including postcards (!). Set in the Lost Lands, the adventure is a grand tour of various temples and holy sites, and its through-line involves restoring the Scepter of Faiths in order to face the final baddie. The adventure starts with missing chickens (hey, it's first level) and ending up around 14th level in battle with a death-priest of Orcus.
Shadowdark, by Kelsey Dione, The Arcane Library 326-page digest-sized hardback, 2023. This is the one in corner with the silver beholder/eye tyrant/sphere of eyes on it. I talked about it here. And after doing a deep dive on it, it pretty much stands as I originally described it - if you turned 5th edition into an Old School product, this would be it, with a lot of cool table rules. I liked it a lot. My copy from the review package went to Stan!, who is running in a campaign that uses the game.
Three Curses for Sister Saren by Mike Pike and Levi Combs, Planet X Games, 54-page hardback, 2023. Previous Planet X releases tended to keep its tongue firmly in its cheek, but this one is actually a pretty solid, straightforward adventure. Here's the backstory - In order to defeat bandit raiders, the town leaders brought in demons. In order to get rid of the demons, they trapped them in the body of a pious cleric, chopped her up, and separated the parts. Now the body parts are leaking demons, with worse to come. Tidy little adventure where the players have to figure out exactly WHAT happened and HOW to deal with it, and combines both a linear plot with a sandbox setting.
Megadungeon Monster Manual by Greg Gillespie, OSR, Greg Gillespie. I've run through Gillespie's dungeons with Steve Winter as my DM - Barrowmaze and Forbidden Caverns of Archaia. Therefore I've met some of these beasties first-hand, and suffered accordingly. This compiles the monsters from those books, along with the other books in the series. Art is at the original Fiend Folio level, which means it is pretty darn good. Monsters that have appeared in core (1st edition D&D) books get some tweaks for the OSR derivatives of the Open Gaming License, (Morale in particularly nice add). Excellent for those looking at the old-school monster books.
Dark Places & Demogorgons 1980s Retro Roleplaying Game Eric Bloat and Josh Palmer, 304 page digest hardback, Bloat Games, 2022. System uses the Old School Rules from Necromantic Gnome. There is a subgenre in RPGs called Kids on Bikes. The ET movie was a good example (they played D&D after all), but it really bloomed with Tales of the Loop and of course, Stranger Things on Netflix. It is about High School Students (think Buffy) combating the weird stuff in a small town in Kentucky. Class-based, with the classes like Party Animal, Geek, Final Girl, and Most Excellent Dude (or Dudette). Digs deep into the Reagan-Era 80s, complete with satanic panic. Even has its own Upside-down, called the Otherside. Oddly, I am not sufficiently nostalgic for the era, but it is a good take on the media presentations of the times (When MTV actually played music videos).
Zeta Complex: Mankind's Lost Hope A Dark Humor Setting by Ben Burns, New Comet Games, 102-page digest Softbound, 2023. This one actually bothered me. On one hand, it uses Savage Worlds, but on the other hand it is little more than a reskin of the classic Paranoia from West End games. The Alpha Complex is the Zeta Complex, the Computer is the Authority, the Trouble-Shooters are now Operatives and you still get multiple clones. The art is cartoons plus last-year's Midjourney AI - dark and muddy. The end product actually makes me want to dig out the original game.
Whisper & Venom by Zach Glazar, John Hammerle, and Edwin Nagy, 132-page hardback with fold-out map, Necromancer Games, 2023. This is a nice small-town setting - a small community filled with internal plots and conflicts, threatened by mutated goblins. One main adventure, a couple additional ones. It has nice maps, but could use some tags on them to make the GM's life easier (where IS that Monastery? - oh, there, in the far corner).
AND THE AWARD GOES TO: I'll tell you when I find out. [Update: Shadowdark, which is nice. It was my top choice, and my top choice does not always win. Congratulations to Kelsey Dione and her team].
Meanwhile, some other things have crossed over the transom:
The Restless Dead by William Wandless, 24 page staplebound zine,, and A Puppethand's Guide to the Rainy City by Anred D. Devenney, 16 page saddlestitched zine, Superhero Necromancer Press, 2024, Kickstarter.. I think I've mentioned that I am a fan of zines, and the Rainy City series has been exceptionally good. The central conceit centers on the last city of a flooded world, which has a surprising amount of puppet shows and an unsurprising amount of ghosts. Presentation is sharp, the art evokes old woodcuts, and vibe is very much like Jack Vance's Dying Earth stories. I like them.
Eat The Reich by Grant Howitt (words) and Will Kirkby (art), 72-page full-color squarebound book, and an big envelope filled with stuff - a character and map sheet pack, stickers, patches, bookmarks, and postcards, Rowan, Rook, and Decard, 2023, Kickstarter. You are a team of vampire commandos infiltrating occupied Paris to find Hitler and drink his blood. That's it. A lot of necromantic Nazi-punching. This is very much an art game, where the presentation overwhelms the mechanics, and has all the hall-marks of edgy production values - dutch angles for blocks of text, reversed-out text headers, and red on black backgrounds (did White Wolf teach us nothing?) A lot of DMing advice as well, which boils down to "Yeah, you're running Nazi's, but don't feel too bad when they die. Messily." Very much Magnificent Bastards meets Dracula. Surprised not more people are upset about this.
Cthulhu Awakens Mythos Roleplaying Across The Weird Century by a veritable host of talented people (sorry, 13 credits are a bit much for even me), 288-hardback, Green Ronin, 2024, Kickstarter. Kickstarter version is the one with the gold foil cover. Production values are up to GR's standard excellence, and the system is their AGE (Adventure Gaming Engine) system, 3d6 where one die is a different color and called a stunt die, which determines degree of success and stunt points available (stunt points are special effects, actions, and bonuses). A lot of recent games have recognized the hard-baked bigotry of HP Lovecraft, but this one has gone the furthest in pulling it completely away from the original creator - The Elder Gods are now Outsiders, Insanity is replaced by Alienation, and the text pulls the mythos out of Lovecraft's racist clutches. The Outsiders as a result are truly uncaring cosmic beings, which pushes the nihilistic nature of Lovecraft's cosmology nicely in a new way. Most of the action (in two attached adventures) shows that their minions have their own agendas as opposed to being malicious for the sake of maliciousness, and the destruction they wreck being often just collateral damage. Its an excellent take on the mythos, and again, I'm surprised that few people have noticed. The Kickstarter came with the Dreadcrawls zine, Issue Zero (by Jesse Heinig, 28 pages), which sets the stage for Cthuloid hotspots, but can be used with any system.
Eberron, Rising from the Last War, Gold Edition, by Jon Ciccolini, Matthew Lillard, Bill Rehor, Charlie Rehor, Paul Shapiro, Big honking 2" deep box of stuff, 2020, Beadle & Grimm,, Gary Con. This was a leftover from Gary Con, where they offered it as a freebie for folk working the con, and I was interested in what went into a B&G version. The answer is a lot. They carved the original E:RftLW hardback into 6 booklets, making them easier to pass around the table. DM Screen, campaign maps, battle maps, player handouts, magic item cards, oversized Encounter cards, some Bonus Encounters, and Pre-gen characters. rub-on dragonmark tattoos, a metal feather token, and some plastic dragonshards. The end result carries a LOT of weight to it. Intriguing, but the hardback would probably meet my needs well enough.
Vecna, Eve of Ruin by Amanda Hammond (lead designer) and others, 256-pages and full-sized map. 2024. Wizards of the Coat, purchase at Miscon. Presentation values are the industry-leader and industry-standard. This is a "Crisis on All The Planes" adventure for the very high level adventurers. Vecna is trying to reboot the multiverse and you need to stop him. The adventure is a grand-tour of the old TSR settings - Greyhawk, Dragonlance, Forgotten Realms, Spelljammer, Eberron, Ravenloft and the Outer Planes all get a chapter (though not the later settings like Theros, Ravinca, or Strixhaven). The Rod of Seven Parts provides the McGuffin for the through-line, and there are more than a few thing I created that show up (insert Leo DiCaprio meme of pointing at the screen here when they name-check Habbakuk). It is interesting, and I'd like to see how it would perform in play at high levels. It also feels like the last product in the line, sort of a send-off to the earlier edition and that Post 5.5/6.0/Beyond D&D could abandon the entire hardback-book route and go entirely on-line. But maybe that's just me. Then again, if it happens, you read it hear first.
More later,