This game is not just a solid addition to the OSR, but a well-thought-out one at that. It could've just been another game that seeks to replicate the halcyon days of 1970s/'80s role-playing, but instead takes the time to not only balance classes better against each other, but spells as well. The fact that there aren't any no-brainer spell choices, frees up magic-users ("sorcerers" in this game) to truly be unique. Speaking of character classes, each one comes with four additional archetypes made up of one or two sentences worth of changes. These changes add a depth to the classes that belies their simplicity.
On their own, all of the above qualities would constitute a good homage to OD&D, and could convince this AD&D2 fan to give it a shot, but where the book truly shines is in the last forty-seven pages, which are hacks to the system, a campaign setting, sample maps, and advice on game mastering that many OSR products—in their attempt to truly emulate the murky days of role-playing—lack.
In short: a really fun, thoughtful, set of rules that isn't your average OSR game. Well worth it!
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