Showing posts with label campaigns. Show all posts
Showing posts with label campaigns. Show all posts

Saturday, September 5, 2026

Back in ACKS

The books came out of storage today.

Not metaphorically. A watertight plastic crate, stacked under the usual debris of a life that keeps buying games and then pretending the last one will be enough. I cracked the lid. The ACKS books were still there. No dust. No garage smell. Just that clean, sealed plastic smell of a box that did its job.

I have been gone long enough to get bored.

There was a stretch of average tables. So-so campaigns. Games that filled a night and then evaporated. I went back to 5E because the table was already there and the books were already on the shelf. That is the oldest lie in this hobby: it is good enough, and everyone already knows it. 5E is a competent night of play. It is also a machine for making characters who get louder without ever becoming more responsible. You get more spells. You get more hit points. You do not get a world that has to answer for what you did.

Then Old School Essentials. Excellent game. Clean, fast, honest B/X. I liked it. I still like it. After a few sessions, I wanted more meat on the fighter, more reason for the gold to matter, more of a campaign that did not stop being interesting when the dungeon was cleared. OSE does the core loop perfectly. It does not, by itself, take you the rest of the way.

Dungeon Crawl Classics stayed in rotation because it always does. DCC is the old standby for a reason. It is wild, lethal, funny, and it remembers that first-level characters are meat. I love it. I also got tired of needing the joke, the funnel chaos, the gonzo spike, just to feel like the session had a pulse. I wanted something more mature and more serious without becoming a lecture. I wanted consequence that was structural, not just theatrical.

So I jumped to flavors of 5E. The usual circuit. Someone’s “fixed” 5E. Someone’s gritty 5E. Someone’s domain 5E that is really just downtime worksheets stapled to a superhero math problem. Dragonbane got a look. Other old-school games got a look. Some of them are good. None of them closed the loop I actually wanted closed.

Good enough is not good enough for me. Average is a waste of time.

ACKS is the game that still means what the hobby used to advertise. Zero to hero is not a slogan on the back cover. It is the campaign structure. You start poor, scared, and replaceable. If you live, the gold you drag out of the hole is not flavor text. It buys hirelings, equipment, influence, a name. Later it buys walls. Later it buys a realm. The rules don't shrug and say, “the DM will figure out kingdoms.” The game already knows what a domain costs, what a market can absorb, what a stronghold does to the map, and what happens when a thief stops being a dungeon specialist and starts being a problem for a city.

That is the part I missed while I was touring other systems. Most games sell you the first act and then improvise the rest. ACKS wrote the rest down and playtested it until it stopped being a pamphlet and became a campaign engine. You can ignore half the book and still play Keep on the Borderlands. That is fine. The point is that the other half waits until the characters stop being wanderers and start being people the setting has to live with.

I do not need another game that makes me feel powerful at level eight and bored at level twelve. I do not need another ruleset that treats the world as a theme park that resets for the next party. I want the story that actually completes: adventurer, then conqueror, then king — or corpse, tyrant, exile, or footnote. ACKS will let the table finish that sentence.

The crate is open. The malaise is fading. The false hope that the next 5E patch or the next “OSR but easier” book would finally be the one is fading with it.

I already owned the best version of this dream. I just sealed it in plastic and spent a year proving that to myself the hard way.

Tonight I am not shopping. I am restocking the shelves.

Wednesday, July 9, 2025

ACKS II as a Dungeon Game

ACKS II works as a dungeon game.

While a lot is said about the endgame options, and this is a strong and well-detailed part of the game, you don't really need to use it. ACKS II makes a fine dungeon-based game, and even more so when the Treasures book ships and is released soon.

The end-game content provides a wealth of campaign inspiration for the world around the characters. You could be searching for a lost tomb and wander into a regional war, or even a small-scale skirmish between two kingdoms that hate each other and are fighting over farmland. How do beast-men raiding parties work? Entering the Temple of Evil and Darkness nearby may be a lot more risky, considering a raiding camp is situated a few miles away and poses a constant threat to getting in and out with the treasure.

D&D has "wilderness encounters," but they are presented in a way that makes them appear as "random table results," and they function similarly to the random map encounters in a Final Fantasy video game. That double-rush sound effect plays, and the battle music kicks off.

Why are the beast-men here? Are they part of a bigger group? Do we usually see wyverns around here? Are there more giant ants in a nest somewhere? No, I rolled a 40. Please make some skill rolls or fight.

But as a dungeon game? ACKS II would do fine. This can be played at the low to mid levels without worrying about dominion building as a "hero game," and it would be a lot of fun.