Full disclosure, I was offered a free PDF of this game for the purposes of review. It's here on DriveThruRPG.
So, what's it like? Black and white, lots of artwork ranging from awesome to mildly interesting. 72 pages. Not the fanciest layout, but definitely serviceable.
It feels like a semi-professional collection of house-rules, breaking away from traditional D&D just enough so it feels like a different game, while not really being all that different.
I'll list a few things that stood out to me...
- Qualities are like skills or some kind of natural affinity. They give you a +2 when attempting an action relates to one of your character's qualities. You could just as easily award advantage, instead of the +2 if you wanted to go the O5R route.
- Scott Malthouse has a short essay called "How To Make Magic Weird Again". In it, I very much enjoyed the following quote... mechanics are the bane of magic. Such an OSR concept because it's fundamental to old school gaming.
- Other OSR essays worth reading, such as "Bigger Swords, Better Sorcery" by James S. George.
- A fun little introductory adventure titled "Loss of Time".
It seems that people are branching out, away from WotC/Hasbro D&D, so this is as good a place to start (after downloading your free Crimson Dragon Slayer D20 PDF, of course).
Grab it and let me know what you think!