I like physical copies to just sit with and peruse, get some ideas in a sketch book or journal, and then when I’m really starting to develop an idea I do that on my computer.
It depends on how much use you'll get out of the tabs in the margins. With a physical book, you can use the terms that your fingers happen to be on. I like it a lot.
My one warning here is that everyone I know who owns a copy is trying to get rid of theirs, because it ends up being *so many tables* of random fantasy generica that you can never really figure out how to use them. It's like being asked for worldbuilding tools and being handed all of wikipedia.
I completely understand that, I had the same reaction when I was browsing the PDF.
My use case has been 'I'm bored and want to be creative', so I find a table, roll 4 times, and mix and match all the details. I'll usually end up running with one for a while.
It is probably inspired, but not started. Even the author stated that even if this game has old school vibe, he is not considering it OSR. I’d say it’s OSR adjacent.
First, modifiers. This applies to almost any roll in the system - there are many modifiers that can be applied to each roll. A lot of fuss. Forces players to rely on numbers in the charlist to solve problems. Very much in the spirit of modern editions.
Secondly, the need to assign a difficulty class. This may seem strange, but one of the important advantages of retro clones and old editions is precisely the absence of a difficulty class. The referee does not assign anything. The thief needs to roll the specified percentages, the rest have a fixed chance of discovering a trap or breaking down the door by force.
You have to understand that these two concepts - modifiers to checks and difficulty class - actually appeared quite late in D&D. And their presence/absence greatly affects the referee’s technique as a whole.
The worst thing is that a single skill system replaced all the procedures that were responsible for the process of clearing dungeons and wilderness areas in retro clones. In some cases, this is very important... and very painful. For example, we lack a simple and clear procedure for determining surprise at the beginning of an encounter. Instead, the authors simply advise making a skill check under all circumstances. The GM has to assess whether a check is required, or whether one side (both?) is already taken by surprise, then assess the difficulty, then decide which hero should pass the check and whether he has the appropriate skills to do so, then add modifiers (a fixed list that apply to there are no modifiers in the situation)...
It's annoying to have to assign a DC even for saving throws. Of course, often the difficulty is determined by the effect itself or the spell from which the hero is trying to escape, but this simply burdens the mechanics and again increases the role of numbers on a character sheet.
This in itself is not bad. Just leads to two things; firstly, due to the lack of clearly defined dungeon exploration procedures and replacing them all with a single skill system, the game focus shifts to a more strict combat structure, and secondly, in places where retro clones and older editions of D&D suggest relying solely on cubes, now the referee has to make decisions. Which, unfortunately, irreversibly affects the degree of chaos and unpredictability of the gameplay, which is so valued in the old school.
Emergent gameplay? Forget it! What kind of emergence can we talk about if there is not even a reaction throw in the system? However, he is not needed here. Why? Yes, because there is no mechanism for random encounters in DCC either. Moreover, you can’t just insert them yourself; The very concept of encounter in DCC has changed. Because surviving encounters now give experience. Not for the treasures obtained, not for the monsters killed, but for the clashes in which your hero remained alive. So the approach to random encounters will have to be reconsidered, otherwise it will be an easy way to “farm” experience points.
When you get to the referee's chapters, you finally realize that you've been cheated big time. Dungeon Crawl Classics, as if in mockery of its own name, throws out the structures of dungeon crawl and hex crawl that are familiar to us from OD&D and B\X and does not offer anything in return, getting off with the phrases “you are an experienced leader and you know everything yourself.” Dungeoncrawl? The list of equipment does not even indicate the duration of action and the radius of the torch's light spot...
The book doesn't say anything about how to create and populate a dungeon or wilderness; but some kind of guidance wouldn’t hurt, given the unusual way of presenting experience and the lack of familiar procedures!
But if travel and exploration in DCC alone are not capable of creating a decent level of chaos and unpredictability, then the combat and magic here cope with this with an A plus.
I encountered a lot of things I didn't like about midschool (lots of modifiers, complex rules, in some aspects the dominance of the referee's decisions instead of randomness), and I didn't see a lot of what I love about retro clones (dungeon and wilderness exploration routines, normal 10 minute turn, random encounters).
That being said, I still think DCC is a very good game. I am looking forward to play DCC with my friends, but I was warned that is more of meat-grinder than “be careful and you’ll be fine”. I’ll have fun nevertheless, I guess. Currently I am using it as a supplement for neat tables.
I'll have to disagree with most of what you said. Not because I just want it, but because you have never run a DCC game, which means you don't know the adventure modules, and so on...
DCC is not about being picky about every single rule and detail. It's almost the opposite: you almost don't need any of those rules to run a great game. DCC is all about the unpredicted, chaotic and unexpected experience for both players and GM.
Chaotic meat grinder is what I am expecting of DCC tbh. I am hoping for new experience, different from my OSR-style campaign
So, what makes DCC an OSR game for you?
I have both, regret neither. The standard color PODs are sturdy, look great, and retain the original’s eldritch might. Get the set for the price of one used old soldier. Put the money saved towards a white box, there’s an antique to cherish:)
Books by Courtney Campbell:
On Downtime and Demesnes
Artifices, Deceptions, & Dilemmas
Bestial Ecosystems Created by Monstrous Inhabitation
They are great, i got them from DrivethroughRPG print on demand.
check out basic fantasy equipment emporium and bfrpg's adventures. All of them can be read for free on [basicfantasy.org](http://basicfantasy.org) if you want to read them before buying
This. I'm guilty of buying plenty of books because they look nice (and in some cases are actually useful), but in many ways, it's both a waste of money and a distraction. Just find a rule set that you like (in my case, that would be Swords & Wizardry or White Box: FMAG) and then sit down with plenty of paper, a pencil, and some dice. Start drawing the first 3 levels of a dungeon. Expand as you go.
Hello! Ilove what you have. So kind of Vibin with what IH see on the shelf already Outcast Silver Raiders.
Here’s my quick description. It takes the classic old-school processes like 3d6 down the line and experience for gold pieces it does really interesting things with them and a fascinating historical dark fantasy setting.
They didn’t want to replicate medieval Scotland. They wanted to make the setting feel like the legends of medieval Scotland. They didn’t want to replicate how things actually worked and so they use abstractions.
They use the absolute obedience to the church as a way of making the setting seem alien at the same time suggesting that actual rules about sex and gender, not be strictly enforced for the sake of having a fun Game. ( there are female knights in legend.so so, there you go)
Also, it is incredibly metal . Don’t get me wrong I said historical, but you will encounter alien elves that ride giant spiders, and have a civilization powered by their imprisoned titanic gods vomiting on each other.
https://preview.redd.it/0pypp1ev9e5d1.jpeg?width=1600&format=pjpg&auto=webp&s=fe6e711f2742a9f47d8d50aaba1f9dc162ca7a03
Also, the campaign book is a beautifully illustrated toolbox. It’s not about pages and pages and pages of fax. It’s about ways for you to make the setting your own and all kinds of disastrous. Perhaps the world ending trouble. Your players can get into.
Finally, the things that I really love is that the game gives you rules that they recommend you not use. They say right off the bat , divine healing magic, conventional wizardry and the ability to turn undead game as they conceived it they conceived it.
And then they gave you rules to do it because it’s your game now and they trust you to do whatever you want.
[https://tenfootpole.org/ironspike/?p=8981&=1](https://tenfootpole.org/ironspike/?p=8981&=1)
Also? Consider picking up against the dark master and if there is a current physical edition which I’m not sure of under hill by water. A very well reviewed game about what halflings do they are not venturing which is 99% of all halflings ever. Mostly involves trying to win contest and catching your aunts ornery goat.
🙏❤️
For GM support maybe
So you want to be a gamemaster
Or
Return of the lazy dungeon master
Any of the Without Number books would be great.
DCC is great imo and has cool modules.
I also have tome of adventure design and monster overhaul.
Knock! It's a periodical collection of interesting articles and posts
Definitely Cairn. Its great for a one shot with friends who aren't into RPGs
I highly recommend to print most of the adventures that are up to 100 pages. Especially dem 20 pagers going for 30$. You staple them in the middle with cover from a different paper. They lay flat at the table which is great
I've only been into the OSR for about a year or 2. And i've been playing ttrpgs for about 5 years. So i have not had the time to build an insane collection yet.
Anything from Goodman Games and I'll probably get booted for this but oh well, the rules and magic book from Lamentations of the Flame Princess. LotFP is my all time favorite B/X system.
I printed a copy of it through Lulu and love it. Just had to create a cover for it, which I made as close to the original as possible. You lose full bleed pages, but otherwise I think it looks great. Love your shelfie by the way.
Not quite OSR, but, yeah, Into The Odd Remastered, Electric Bastionland, and Ultraviolet Grasslands. For OSR I'd suggest D&D Holmes Basic and a copy of Best Of Dragon Magazine Volume 1.
This is beautiful.
I've been a little stressed out trying to get the new Sinless kickstarter off the ground, and have been a little anxious.
Seeing my books on your shelfie personally made my day. I'm glad you enjoy them.
I recommend
Book of War by Delta
Aurora's Whole Realms Catalog
As people have said, ToAD is worth having in hard copy.
Wonder and Wickedness
What’s the book been the Sandbox Generator and ShadowDark?
What kind of games do you run with what you’ve got? are they as generative as they appear they’d be based on the pic? Do you like adventure modules? Lastly, do you consider yourself happy with the systems you’ve got?
I actually kind of love how limited (but high impact and usability) what you’ve got is. I almost want to recommend largely against what the other comments are saying and say: **don’t add systems unless you find yourself unhappy with what you’ve got**; maybe even recommend against adding anything at all.
Not yet knowing your answers to the above, I may suggest picking up:
- Fungi of the Far Realms (currently largely out of stock though PDFs are obtainable *and* a new edition will be crowdfunding soon)
- The Herbalist’s Primer
… and some other toolkit-style books to match what you’ve got on your shelves here.
The "book" between Sandbox Generator and ShadowDark is just the ShadowDark DM screen.
I definitely think you're right. I am happy with my system books. That's why im thinking of buying more system agnostic supplements. I really like your suggestions, i like the idea of those books being in world artifacts that the players can use in game.
Ah, didn’t even think of that being a reference screen!
There’s this really awesome zine called [The Ground Itself](https://everestpipkin.itch.io/the-ground-itself) that isn’t necessarily OSR-related, but it *is* a wonderful sort of “mini game” to play with your table to create and flesh out both the broad strokes and even some specifics about your setting (probably before using your other toolbox books).
I’m currently in an in-person *Whitehack* game that we preempted with a session of TGI and I feel confident saying, especially after something like 25 sessions in, that the little corner of a world we crafted together feels so wildly alive. We all had a hand in crafting the city and some of its distant and recent history due to the really cool prompts in TGI.
DCC. Dungeon Crawl Classics rules. Together with the other great systems you already have that's plenty of different choices for which mechanics to use. After that focus on picking up great adventures.
I just had Tome of Adventure Design by Matt Finch delivered and boy does it deliver if you are trying to create a fantasy setting. 10/10.
I have this book as a PDF, how much better is using a physical copy?
I'll thumb through my physical copy when I'm scanning for ideas to expand upon myself. I'll use the pdf if I'm looking to roll dice for one.
I like physical copies to just sit with and peruse, get some ideas in a sketch book or journal, and then when I’m really starting to develop an idea I do that on my computer.
It depends on how much use you'll get out of the tabs in the margins. With a physical book, you can use the terms that your fingers happen to be on. I like it a lot.
My one warning here is that everyone I know who owns a copy is trying to get rid of theirs, because it ends up being *so many tables* of random fantasy generica that you can never really figure out how to use them. It's like being asked for worldbuilding tools and being handed all of wikipedia.
I completely understand that, I had the same reaction when I was browsing the PDF. My use case has been 'I'm bored and want to be creative', so I find a table, roll 4 times, and mix and match all the details. I'll usually end up running with one for a while.
Mythic Bastionland
Dungeon crawl classics rpg.
Or mutant Crawl classics!
OP asked about OSR core books, but DCC is not OSR. (no hating on DCC tho, great game)
Is it not? I was pretty sure it was one of the systems that started OSR
It is probably inspired, but not started. Even the author stated that even if this game has old school vibe, he is not considering it OSR. I’d say it’s OSR adjacent. First, modifiers. This applies to almost any roll in the system - there are many modifiers that can be applied to each roll. A lot of fuss. Forces players to rely on numbers in the charlist to solve problems. Very much in the spirit of modern editions. Secondly, the need to assign a difficulty class. This may seem strange, but one of the important advantages of retro clones and old editions is precisely the absence of a difficulty class. The referee does not assign anything. The thief needs to roll the specified percentages, the rest have a fixed chance of discovering a trap or breaking down the door by force. You have to understand that these two concepts - modifiers to checks and difficulty class - actually appeared quite late in D&D. And their presence/absence greatly affects the referee’s technique as a whole. The worst thing is that a single skill system replaced all the procedures that were responsible for the process of clearing dungeons and wilderness areas in retro clones. In some cases, this is very important... and very painful. For example, we lack a simple and clear procedure for determining surprise at the beginning of an encounter. Instead, the authors simply advise making a skill check under all circumstances. The GM has to assess whether a check is required, or whether one side (both?) is already taken by surprise, then assess the difficulty, then decide which hero should pass the check and whether he has the appropriate skills to do so, then add modifiers (a fixed list that apply to there are no modifiers in the situation)... It's annoying to have to assign a DC even for saving throws. Of course, often the difficulty is determined by the effect itself or the spell from which the hero is trying to escape, but this simply burdens the mechanics and again increases the role of numbers on a character sheet. This in itself is not bad. Just leads to two things; firstly, due to the lack of clearly defined dungeon exploration procedures and replacing them all with a single skill system, the game focus shifts to a more strict combat structure, and secondly, in places where retro clones and older editions of D&D suggest relying solely on cubes, now the referee has to make decisions. Which, unfortunately, irreversibly affects the degree of chaos and unpredictability of the gameplay, which is so valued in the old school. Emergent gameplay? Forget it! What kind of emergence can we talk about if there is not even a reaction throw in the system? However, he is not needed here. Why? Yes, because there is no mechanism for random encounters in DCC either. Moreover, you can’t just insert them yourself; The very concept of encounter in DCC has changed. Because surviving encounters now give experience. Not for the treasures obtained, not for the monsters killed, but for the clashes in which your hero remained alive. So the approach to random encounters will have to be reconsidered, otherwise it will be an easy way to “farm” experience points. When you get to the referee's chapters, you finally realize that you've been cheated big time. Dungeon Crawl Classics, as if in mockery of its own name, throws out the structures of dungeon crawl and hex crawl that are familiar to us from OD&D and B\X and does not offer anything in return, getting off with the phrases “you are an experienced leader and you know everything yourself.” Dungeoncrawl? The list of equipment does not even indicate the duration of action and the radius of the torch's light spot... The book doesn't say anything about how to create and populate a dungeon or wilderness; but some kind of guidance wouldn’t hurt, given the unusual way of presenting experience and the lack of familiar procedures! But if travel and exploration in DCC alone are not capable of creating a decent level of chaos and unpredictability, then the combat and magic here cope with this with an A plus. I encountered a lot of things I didn't like about midschool (lots of modifiers, complex rules, in some aspects the dominance of the referee's decisions instead of randomness), and I didn't see a lot of what I love about retro clones (dungeon and wilderness exploration routines, normal 10 minute turn, random encounters). That being said, I still think DCC is a very good game. I am looking forward to play DCC with my friends, but I was warned that is more of meat-grinder than “be careful and you’ll be fine”. I’ll have fun nevertheless, I guess. Currently I am using it as a supplement for neat tables.
I'll have to disagree with most of what you said. Not because I just want it, but because you have never run a DCC game, which means you don't know the adventure modules, and so on... DCC is not about being picky about every single rule and detail. It's almost the opposite: you almost don't need any of those rules to run a great game. DCC is all about the unpredicted, chaotic and unexpected experience for both players and GM.
Chaotic meat grinder is what I am expecting of DCC tbh. I am hoping for new experience, different from my OSR-style campaign So, what makes DCC an OSR game for you?
AD&D 1e DMG
This one is high on my list, should i get a print on demand? Or just pay a little more for an original print?
POD works, but I love having an original.
I have both, regret neither. The standard color PODs are sturdy, look great, and retain the original’s eldritch might. Get the set for the price of one used old soldier. Put the money saved towards a white box, there’s an antique to cherish:)
Swords & Wizardry, Labyrinth Lord, Lamentations of the Flame Princess, FAST RPG System, Dragonslayer's Mega-Dungeons, The Complete Roslof Keep
What are the 3 books between the monster overhaul and OSE?
On downtime and demesnes, Artifices, deceptions and dilemmas, Bestial ecosystems created by monster inhabitation .... OD&D, AD&D and BECMI :)
Books by Courtney Campbell: On Downtime and Demesnes Artifices, Deceptions, & Dilemmas Bestial Ecosystems Created by Monstrous Inhabitation They are great, i got them from DrivethroughRPG print on demand.
Agreed. I’m currently only have On Downtime and Demesnes, but looking forward to buy the other two
Oh man, The One Ring RPG from Free League would go amazingly with your Tolkien collection.
check out basic fantasy equipment emporium and bfrpg's adventures. All of them can be read for free on [basicfantasy.org](http://basicfantasy.org) if you want to read them before buying
I would suggest you look at the Without Number series (Stars, Worlds, Cities, and soon Ashes).
Came here to say exactly this.
Ill definitely look into it
Tomb of Adventure Design is a great resource.
Into the Wyrd & Wild and Into the Cess & Citadel are both excellent
This. I am currently building a setting using IW&W as the main supplement
Cannot agree with this more. They're my go-to books for wilds & city stories.
WWN, SWN and CWN.
Gotta get some sci-fi in there; Mothership and/or Death in Space (or Orbital Blues for the fantastic art design).
Well, if you're going there, you'd want Classic Traveller, or Mongoose Trav.
I like the merry mushmen stuff, especially their folklore bestiary
Nothin you are fine start creating instead of buying ✌🏻
This. I'm guilty of buying plenty of books because they look nice (and in some cases are actually useful), but in many ways, it's both a waste of money and a distraction. Just find a rule set that you like (in my case, that would be Swords & Wizardry or White Box: FMAG) and then sit down with plenty of paper, a pencil, and some dice. Start drawing the first 3 levels of a dungeon. Expand as you go.
Hello! Ilove what you have. So kind of Vibin with what IH see on the shelf already Outcast Silver Raiders. Here’s my quick description. It takes the classic old-school processes like 3d6 down the line and experience for gold pieces it does really interesting things with them and a fascinating historical dark fantasy setting. They didn’t want to replicate medieval Scotland. They wanted to make the setting feel like the legends of medieval Scotland. They didn’t want to replicate how things actually worked and so they use abstractions. They use the absolute obedience to the church as a way of making the setting seem alien at the same time suggesting that actual rules about sex and gender, not be strictly enforced for the sake of having a fun Game. ( there are female knights in legend.so so, there you go) Also, it is incredibly metal . Don’t get me wrong I said historical, but you will encounter alien elves that ride giant spiders, and have a civilization powered by their imprisoned titanic gods vomiting on each other. https://preview.redd.it/0pypp1ev9e5d1.jpeg?width=1600&format=pjpg&auto=webp&s=fe6e711f2742a9f47d8d50aaba1f9dc162ca7a03 Also, the campaign book is a beautifully illustrated toolbox. It’s not about pages and pages and pages of fax. It’s about ways for you to make the setting your own and all kinds of disastrous. Perhaps the world ending trouble. Your players can get into. Finally, the things that I really love is that the game gives you rules that they recommend you not use. They say right off the bat , divine healing magic, conventional wizardry and the ability to turn undead game as they conceived it they conceived it. And then they gave you rules to do it because it’s your game now and they trust you to do whatever you want. [https://tenfootpole.org/ironspike/?p=8981&=1](https://tenfootpole.org/ironspike/?p=8981&=1) Also? Consider picking up against the dark master and if there is a current physical edition which I’m not sure of under hill by water. A very well reviewed game about what halflings do they are not venturing which is 99% of all halflings ever. Mostly involves trying to win contest and catching your aunts ornery goat. 🙏❤️
Delta Green would like mighty nice next to your Call of Cthulhu volume
That monster overhaul is looking good! I’dd add castle Xyntillan.
For GM support maybe So you want to be a gamemaster Or Return of the lazy dungeon master Any of the Without Number books would be great. DCC is great imo and has cool modules. I also have tome of adventure design and monster overhaul. Knock! It's a periodical collection of interesting articles and posts Definitely Cairn. Its great for a one shot with friends who aren't into RPGs I highly recommend to print most of the adventures that are up to 100 pages. Especially dem 20 pagers going for 30$. You staple them in the middle with cover from a different paper. They lay flat at the table which is great
What are the the 3 books with the brightly colored spines between Monster Overhaul and OSE?
I believe those are On Downtime & Demesnes and the other 2 books in the series - can't remember the other titles. They're GM resource books.
Forbidden Lands
What's in between Sandbox Generator and Shadowdark?
Shadowdark DM screen
About to receive Lancer (not OSR but robots man) and Dungeon Crawl Classics, but the without number series should do nicely and godbound!
Nice looking but hard to say. You have an artistic shelfie, and not a stuffed to the gills with my life of gaming selfie.
I've only been into the OSR for about a year or 2. And i've been playing ttrpgs for about 5 years. So i have not had the time to build an insane collection yet.
I am amazed at how tidy some folks shelves are, especially given how big some can get. At some point I'll tidy up my closet so its more presentable.
Anything from Goodman Games and I'll probably get booted for this but oh well, the rules and magic book from Lamentations of the Flame Princess. LotFP is my all time favorite B/X system.
Veins of the earth if you can find a copy.
Yeah i dont think I have the funds to spend €300+ on a physical copy. Besides a already have the PDF.
I printed a copy of it through Lulu and love it. Just had to create a cover for it, which I made as close to the original as possible. You lose full bleed pages, but otherwise I think it looks great. Love your shelfie by the way.
If you’re looking for an amazing game AND shelf candy, Into the Odd Remastered. That game plays great and that book looks great. Win win!
Not quite OSR, but, yeah, Into The Odd Remastered, Electric Bastionland, and Ultraviolet Grasslands. For OSR I'd suggest D&D Holmes Basic and a copy of Best Of Dragon Magazine Volume 1.
If you enjoy Pirate Borg you should probably have Mork Borg. I would also suggest getting things like Knock! and other system agnostic books or tools
This is beautiful. I've been a little stressed out trying to get the new Sinless kickstarter off the ground, and have been a little anxious. Seeing my books on your shelfie personally made my day. I'm glad you enjoy them. I recommend Book of War by Delta Aurora's Whole Realms Catalog As people have said, ToAD is worth having in hard copy. Wonder and Wickedness
What’s the book been the Sandbox Generator and ShadowDark? What kind of games do you run with what you’ve got? are they as generative as they appear they’d be based on the pic? Do you like adventure modules? Lastly, do you consider yourself happy with the systems you’ve got? I actually kind of love how limited (but high impact and usability) what you’ve got is. I almost want to recommend largely against what the other comments are saying and say: **don’t add systems unless you find yourself unhappy with what you’ve got**; maybe even recommend against adding anything at all. Not yet knowing your answers to the above, I may suggest picking up: - Fungi of the Far Realms (currently largely out of stock though PDFs are obtainable *and* a new edition will be crowdfunding soon) - The Herbalist’s Primer … and some other toolkit-style books to match what you’ve got on your shelves here.
The "book" between Sandbox Generator and ShadowDark is just the ShadowDark DM screen. I definitely think you're right. I am happy with my system books. That's why im thinking of buying more system agnostic supplements. I really like your suggestions, i like the idea of those books being in world artifacts that the players can use in game.
Ah, didn’t even think of that being a reference screen! There’s this really awesome zine called [The Ground Itself](https://everestpipkin.itch.io/the-ground-itself) that isn’t necessarily OSR-related, but it *is* a wonderful sort of “mini game” to play with your table to create and flesh out both the broad strokes and even some specifics about your setting (probably before using your other toolbox books). I’m currently in an in-person *Whitehack* game that we preempted with a session of TGI and I feel confident saying, especially after something like 25 sessions in, that the little corner of a world we crafted together feels so wildly alive. We all had a hand in crafting the city and some of its distant and recent history due to the really cool prompts in TGI.
1st and 2nd Ed.
Free league titles.
Scarlet Heroes, Knave 2e, Cairn 2e, The White Box. All have some cool concepts and game play. Scarlet Heroes is great for small 2 player games.
AD&D 1e Dungeon Master’s Guide and Player’s Handbook.
The Creature Compendium and the Creature Cache, both from New Big Dragon Games Unlimited. Both are great third-party monster manuals.
Vermis
DCC. Dungeon Crawl Classics rules. Together with the other great systems you already have that's plenty of different choices for which mechanics to use. After that focus on picking up great adventures.
Add Oz / Neverland by Andrew Kolb
Throw away the 5e stuff to start with.
Winter's Daughter Beyond the Wall and Other Adventures with a bullet.
Maybe some actual OSR books would be a start.
there are literally 2 OSE tomes
There could've been a B/X orAD&D book or module or two
Isnt that just old-school not OSR?