As I await the arrival of some of my pre-orders (most notably the X-Plorers Boxed Set on the Tome of Horrors Complete) I'm set to do a more through read of the Adventurer Conqueror King System, specifically the campaign rules.
The way I see most of the Old School / D20ish rules that have been released, they are fairly modular in nature. You can pick and choose subsystems fairly liberally between them, mix and match, and with a little tweaking you can have a mish mash of rules that do your bidding.
I really like S&W Complete. It feels closer to the AD&D rules that we used to play with then even OSRIC does.
I also like LotFP's Weird Fantasy. Not so much the rules (I understand what Raggi was going for, but it does not fit my style of play) but the GM advice and such.
The Secret Fire has a few things I want to lift, 'tho I'm not sure it would be the core I would build off of. TSF is something I'd have to run as is to run it well.
ACKS feels fairly close to S&W Complete to my eyes, and I think I could bounce back and forth between the two fairly seamlessly.
Why the hell can't I think of running a game without mixing or houseruling? Heh
Commentary On Modifying the Free OSR Adventure Module 'Grandfather's Rain' By Kevin Crawford For - ACK's Barbarian Conquerors of Kanahu & Colonial Troopers Knight Hawks rpg - So for the past couple of days I've been quietly working on a campaign world of a post apocalyptic nature & so far there are some campaign notes that I've...
7 hours ago