I’ve created an Anki deck for Blades in the Dark. It covers the rules-as-written along with some play advice, a little of the default setting detail, and some common house rules (latter cards should be clearly marked as such — let me know if you find one that isn’t).
At present it doesn’t cover the most basic rules, nor those that are best handled by referring to a checklist as you go. If anyone develops cards for those, however, I’d be happy to incorporate them.
(Those of you who don’t use Anki, but are curious, can see the cards in the “…_cards.txt” file. There are about a hundred of them at present, arranged one per line.)
As Patrick Stuart notes, BX D&D is core to the OSR. It has clarity, it has concision, and it is very clearly “D&D”. It has a clear modern presentation in Old School Essentials. Sadly, it has some serious problems. Here are some fixes. Maybe later there will be more.
First, up the amount of gold needed to advance in level is absurd, unless you want advancement to be ponderous. I’ve mostly concerned myself with how to meet that demand, but if you read my articles about it you’ll find links that suggest other solutions. (the comments on those links are often good).
Specifically, look at the intro to Tomb of the Serpent Kings — “Treasure amounts are balanced around the idea that 200gp is enough to level a single character”. That’s likely to be my model going forwards.
If you’re not writing adventures for others, I’d suggest you (a) give more than one xp per gp or (b) rescale all the level charts so they give the pace you want.
It’s not clear at all, in OSE or otherwise, how thief skills relate to the (obvious) ability of non-thieves to do those same things. James V West has about twelve ways to fix that — start reading at http://doomslakers.blogspot.com/2019/01/once-again-with-thieves.html.
Requiring “Read Magic” to use scrolls is excessive. Give Read Magic as an unlimited-use ability to all Magic Users — http://doomslakers.blogspot.com/2020/03/read-that-magic.html.
Previously, I talked about Baker’s idea of the “rollercoaster” that is Apocalypse World, whereby “real things, the dice and stats and so on, … give momentum to the fictional things”. I found his description pretty opaque , but managed to summarise it as “real-world actions are triggered from events in the fiction that are potentially interesting, and those actions make those fictional events more interesting”.
Mark Diaz Truman has since refined that a bit for me. He says Baker is talking about explicitly narrative momentum, a kind of energy in running game whereby a story is moving forwards. That doesn’t have to mean “following a pre-written story” ; it just means creating something that the players recognise as a story. As Mark puts it, it manifests as the “sense of making decisions that close doors and open other doors, of moving toward conflicts and decisions instead of just sitting and talking.”
In most games, the work of maintaining this energy lands on the GM, especially outside combat. PbtA rules, by contrast, often create momentum directly. Mark — “the moves themselves generate momentum. Even when you [trigger] a move and “things go smooth” a good move will generate new information and options that will pull you down the path of the story instead of just succeeding or failing on a test.”
In other words, the rules provide opportunities, building blocks, playing pieces, from which the the MC and players can build a story. And they put on pressure, rule out some things, make other seem natural or inevitable. This is often true even on 10+ (or 12+) results — PC successes can still have messy side effects.
As an example, Mark points to the basic move “Escape” from his Urban Shadows: