I have been replaying Bloodborne and recently been running Burning Wheel with a group of players that are majorly magic users. Both of these have got me thinking about Insight and risk-reward style systems in rpgs.
I’ve been toying around with the idea of Insight as it exists in Bloodborne, and I think I have came up with something I want to toy around with more. Here’s the basic top-of-my-head version with no amount of play-testing or really running it by other people for quality control.
Tag: d&d
Perfect for Me (so far) DIY D&D
I’ve been coming up with a doc for my players to collect all the various parts from different OSR games that I enjoy, so I don’t ever have to print off multiple games again and then print a guide for what sections from what they have to follow for character creation or rules.
Mostly its just a collection of different mechanics copy-pasted from other games and blogs, some of it customized for me, a little bit changed and added, but most as-is. Here’s what I’m using for my own games and why.
OSR House Rules: Weapon Reach

I love the idea of weapon reach in games, but implementing it is a tad more complicated than I want to deal with in an OSR session. Good examples of it in more complicated games include Burning Wheel, RuneQuest, and Mythras.
But I want something simpler for D&D.
Odd Duel

Two games I have been obsessed with for a very long time are old school D&Ds and Burning Wheel.
I was super pumped when I initially read Torchbearer, and while it is an awesome game on its own terms, it wasn’t quite the mix of old school dungeon crawling and Burning Wheel-styled detailed systems I was looking for.
I have wanted for a long time for there to be a system similar to Burning Wheel’s Fight system, although a bit simpler, paired to D&D’s tactical hand-wavy rulings over rules.
This is my attempt at hacking Into the Odd to facilitate this kind of system.
