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Publisher's blurb:
This is a collection of procedures for running a retro fantasy campaign, featuring a light, flexible ruleset built on the frame of World of Dungeons, with compatibility with existing content (gotta be able to run those D&D monsters from 1986) a high priority. It draws inspiration from across the hobby, from the OSR to the Dungeon World community to AD&D. Inside you'll find:
More character options, including classes and abilities, and a few heritages
GM advice and tools, including how to use hazard dice and time tracking, and a modified death roll that leans into the narrative
Reimagined magic, expanded binding, and a brief crafting system
Notes on how I convert monsters
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