Got a few hours before folks get here for a Psi*Run one-shot, needed something quick, and this puppy's only 24 pages.
The Game: Ouroboros OSR
The Publisher: Sean Smith
Degree of Familiarity: None
Books Required: Just the one
As is probably obvious from the title, this is an OSR game, which this particular game says stands for "Old School Rhetoric." My stance on OSR is softening of late, as I'm coming to suspect that there are things as a GM here that I might appreciate. But the fans, oh the fans.
Well, anyway, this ain't the time for that. Let's see what this game is about. Part of my issue with OSR games is that they kind of blur together for me, the fantasy ones especially. There's this very back-of-the-napkin feel to them. If a highly produced RPG is a movie and more art-focused games are live theater, OSR seems like improv at a party.
The only setting information in the book is this:
Which I have to admit is evocative as hell. Doesn't really pass the Chupp Test, though. Oh, the magic system, such as it is, you could also call setting because the idea is that you "learn" spells by jamming them into your brain and they only leave when they're cast. Again, some cool ideas, but it's more an improv prompt than a game system.
Well, whatever, let's make a character. We start off rolling 2d6 for Skill, Stamina, and Luck. 4 Skill (ugh), 10 Stamina (nooice!), 7 Luck (average!).
For each stat I have below 10 (i.e., two of them), I pick an area of specialization, expressed by a verb. Since Stamina is my high trait, I shall say I'm good at enduring, and I'd like a little flavor, so I'll say I'm good at uncovering.
I start with 2d6x15 gold (roll...120), and since there's not much else to do than shop, I shall shop.
OK, 10 for light armor because medium is too spendy. 10 for a melee weapon - let's say a sword, just to keep it basic. I want a shield, too, so that's another 10.
I picture this guy as a spelunker/delver sort of person, so bedroll (1gp), backpack (2 gp), grappling hook (2gp), rope (1 gp), whetstone (1 gp), caltrops (1 gp - good to scatter behind you, bad to forget you scattered behind you), cured rations (1 gp), tinderbox (1 gp), 12 torches (1 gp), and that'll do it, bored now.
And now a "why do you do this?" question. I could roll, but one of the options is "you want to see the subterranean sights. What must you see before you die?" and I like that.
So let's say that Fridu, for 'tis his name, grew up hearing stories about the Cavern of Sighs, a deep cave that spoke, sighed, sang, or moaned in ecstasy (depends who's telling the story and who their audience is). The Cavern supposedly has treasure in the form of wisdom for those prepared to spend enough time there, and Fridu wants to see - rather, hear - it once in his life. Moan-ward, ho!
Fridu is short, stocky, and hairy, and he's been mistaken for a dwarf more than once. It's all good, dwarves are solid folk. He's got brown, wiry hair and grubby hands, and he's very big on making sure you've got an escape route and that nothing's gonna sneak up behind you. I think he'd enthusiastically join a delving party - safety in numbers and all - but he'd have no patience for any lone wolf/loose cannon types.
That's it! No sheet, so:
Name: Fridu
Stats: Skill 4, Stamina 10, Luck 7
Specializations: Enduring, Uncovering
Stuff: Sword, shield, light armor, backpack, bedroll, rope, grappling hook, caltrops, torches, tinderbox, whetstone, cured rations

