Into the Unknown is an Old School game that seeks to blend the Basic & Expert rules and style of play of the '80s with the current 5th edition ruleset of the world's most popular roleplaying game.
What does the Game have?
The game is divided into five digest-sized booklets, optimized for use at the gametable:
What does the Game have?
The game is divided into five digest-sized booklets, optimized for use at the gametable:
- Book 1: Characters holds all you need to quickly create a new character (52 pages)
- Book 2: Playing the Game has all the essential rules for players to get going (28 pages)
- Book 3: Magic is strictly for those players whose characters are spellcasters (54 pages)
- Book 4: Running the Game has everything a Game Master needs for running old-school games (85 pages)
- Book 5: Monsters holds a selection of ready-to-use critters, complete with morale scores and treasure types (65 pages)
These are all laid out and edited to be as quick to scan and find what you are looking for at the table as possible- no more getting bogged down by looking things up in play!
Read a quick Introduction from Book 1 summarising the rules and its differences to 5e. (pdf)
Read a quick Introduction from Book 1 summarising the rules and its differences to 5e. (pdf)
How is this different from 5e or B/X?
Into the Unknown is based on 5th edition of the world's most popular roleplaying game and is fully compatible with it to the extent that you can easily create a 5th edition character and use him in a game of Into the Unknown and vice versa.
What sets it apart from 5th edition is that this is a "non-advanced" version that hearkens back to the "B/X" version of the game. It has been simplified in many places to speed up things such as character creation; "race-as-class" is back; so are old-school mechanisms such as morale, reaction rolls, 'random encounters', 'gold for XP' and henchmen.
For players used to 5e, Into the Unknown is easier and runs faster, and is an excellent game for exploring the old school style of play or introducing new players to the game.
For players used to running B/X, Into the Unknown is an opportunity to explore the latest edition of The Game without losing that Old School style of play you have been used to.
For players used to 5e, Into the Unknown is easier and runs faster, and is an excellent game for exploring the old school style of play or introducing new players to the game.
For players used to running B/X, Into the Unknown is an opportunity to explore the latest edition of The Game without losing that Old School style of play you have been used to.
Additionally, the game offers a clear and structured approach for Game Masters to quickly and easily build a sandbox and run open-ended hexcrawl wilderness adventures, with simple and seamless mechanisms for time tracking and resource management to add a sense of pacing, tension and urgency to your old school dungeon-crawling games.
It also comes with plenty of advice on how to play the game in the Old School style, and a toolbox for how to houserule your game into something that fits your game table.
If you like the modern rules but would like to run more Old School games, this is the game for you!
A note on pricing:
There are bundle deals for those who want the whole game and the savings are notable.
Likewise, I encourage people to buy this in print - The revenue from print sales is less for me than with pdf (and even moreso on print bundles) but the hope is that they will be used at the game table.
A note on pricing:
There are bundle deals for those who want the whole game and the savings are notable.
Likewise, I encourage people to buy this in print - The revenue from print sales is less for me than with pdf (and even moreso on print bundles) but the hope is that they will be used at the game table.