The prince was kind enough to take a look at my latest adventure "A Fool's Errand"
You can read the review here:
You can grab it here it's PWYW: https://www.drivethrurpg.com/product/309263/A-Fools-Errand
Here's the premise:
One thing that was brought up in the review was the idea of adding the conversion notes for different D&D systems. I suppose it makes sense that any GM whose picking up an OSR module is going to convert to their system of choice. In my personal opinion all I really need for a monster is AC, HD and any extra special stuff. I don't tend to use movement, although I know some people who do. Since there's only a few things that all the OSR types agree on (mechanics wise), it makes sense to only really put them in the adventure. Alternatively you can always write for a "specific system", provided you have an ok from the publisher. In my opinion this does pigeon hole the adventure a little bit, but it also has all the information that one would need to run it.
What are your thoughts on agnostic osr adventures?
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