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.
This looks very interesting. D&D B/X is my favourite RPG but it's hard getting a game due to the popularity of 5e. Maybe this system could be a compromise. Ordered the print version and look forward to giving it ago.
ReplyDeleteI love it. I hope that classes like the monk will be included in one of the next installments. I think it could be handled as a fighting styles of the fighter (Grappler / Unarmed combatant).
ReplyDeleteI'm thinking about loosing the Priest and Magic user class and create a scholar class for a sword and sorcery campaign. Scholar Class. Class Features Field of study: Alchemist / Druid / Healer / Priest / Ritualist
Woot! Good to see this. I'll have to wait until next week's paycheck to get it, but I will.
ReplyDeleteUntil then I'll have to keep using the play test docs. The game only has 8 sessions so far, tho another group in the same world has rolled up characters and hasn't started yet. I made some mods to the classes (minor ones to the humans, mostly backgrounds, but major ones to the demihumans) to suit the world. Can't help it, as much as I like your b/x-ification of 5e.
I've been posting links to O5Rgames on rpg.net in discussions of 5e alternatives in the lighter or OSR direction.
I think I had asked back on g+ about whether an editable version of the files (even indesign) would be available for personal use (even no art).
Sorry if there are multiple anonymous versions of this comment - I couldn't figure out which browser extension was keeping me from a logged in post. Finally got it! Please delete the others.
Houseruling is of course wholly within the spirit of the game. :) the game is released as entirely open game content, so there is plenty of room for re-spinning. I'd love to see a blog post with your alternate takes and thoughts behind it.
DeleteThere will be a free and editable 'srd' version released (probably without most art for license reasons) to back up the open game content statement, but it's not right around the corner. Need to recharge my batteries first.
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ReplyDeleteHi Anders, just wanted to say that my print bundle of all 5 books arrived recently and I love this game! Probably going to use it for a Blackmarsh hexcrawl sometime very soon.
ReplyDeleteHow is book 6 coming along, as I'd love to give you more money! :-D
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ReplyDeleteWill you be creating a specific character sheet for Into the Unknown?
ReplyDeleteHi Ian,
DeleteThere is one already linked to in this very post. :)
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ReplyDeleteCool system but what about monks?
ReplyDeleteHi,
DeleteNo monks in B/X so no monks in ItU either.
I picked up the pdfs and this looks like a great compromise for running 5e with my 9 year old. He really wants to be a Dragonborn though, any thouhhts on what that would look like as Race as Class for Into The Unknown?
ReplyDeleteInteresting question, actually!
DeleteThe quintessential Dragonborn paragon would seem to straddle a space between a paladin and sorcerer to me. A different kind of gish than Cleric or Elf.
I think I'd start by looking at Bard, Sorcerer, and Paladin whilst glancing at the hexblade Warlock for ideas - then probably take a dragonborn Valor Bard as my chassis to create a full caster with fighting capability, although I imagine the end result would not look much like a bard at all.
For context, the dwarf was built out of a dwarf barbarian chassis, the elf from an elf bard chassis and the halfling from rogue I believe (although I looked heavily towards the ranger throughout).
Thank you for the detailed response, appreciate you taking the time to answer.
DeleteHi! I love Into the Unknown. I have the print version,but this game deserves a boxed set! Anyway, are you still potentially doing the Companion book(s)? I'd love to see your take on domains and high-level play. In any event, thank you for Into the Unknown and I hope to see more things from you in the future!
ReplyDeleteYes. Think this is a lovely set of rules to play 5e with. Particularly like your advice on playing what’s in front of you rather then the rules. The elaboration on improvisation of actions in 5e is sound advice for any 5e game.
ReplyDeleteHope to see more development in the future. I think I read on your blog that you’d like to do a sword and sorcery supplement, definitely interested in that. Been looking at Xoth for 5e which looks tasty. Will keep an eye on your blog for future news.
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@Anders H. Are you still updating this. Just found it. Always looking for more resources.
ReplyDeleteHi Anders,
ReplyDeleteI wanted to clarify the healing variant you’ve introduced in into the unknown if possible?
The short rest seems clear:
* Requirement: Consume 1/3 ration of food & water to gain benefits of short rest.
* Short rest 1hr - Spend one hit dice + con mod.
* Can spend one additional hit-dice to heal, but this requires use of a
* healing kit.
* This means there is a maximum 2 hit-dice of healing per shot rest.
With the long Rest I’m not 100% clear of the intention because of the use of “ as per the rules for short rest above”.
If it follows the specific short rest rules should it be as follows? :
* Requirement: Consume 1/3rd ration of food and water to gain benefit
* Regain all lost hit dice.
* Heal 1 hit-dice of hit-points
* Hit-Dice are rolled with ADV on long rest.
* Additionally can elect to spend as many current hit dice as you wish to recover hit-points - But do these additional hit-dice spends each require use of healing kit, as per rules for short rest?
Or is Long Rest meant to be:
* Recover all lost hit dice
* Spend as many of your current hit-dice to heal as you wish
• Hit-Dice are rolled with ADV on long rest
* No requirement for healing kits
* Requirement for 1/3rd rations?
Is the extended down time period of a long rest meant to be 8 hours as per standard 5e rules?
Edit - in my example above short rest should be 10mins, to fit in with the 10 min exploration segment , not 1hr as I incorrectly stated.
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