At-a-glance: OSR/NSR lineage • d20 saves • 3–5 + Warden • Low prep • Rules‑lite • 2–3h sessions
Cairn 2e takes place in a mysterious Wood—ruins, burrows, and strange folk at the edges of civilization. It doesn’t dictate a canon. Instead, it offers prompts, tables, and procedures to spark grounded, perilous adventures where treasure, travel, and tension matter.
Characters are classless. Ability scores drive saves, and advancement is lean. Encumbrance and inventory do heavy lifting: gear and kits define capability more than feats or classes. Combat is deadly and brief; rest and risk are strategic choices, not defaults. Procedures support exploration turns, travel, and timekeeping so choices have weight.
Resolution stays minimal: make a save when failure has stakes; otherwise, keep moving. Monsters and hazards are terse yet flavorful, enabling quick rulings without page-flipping. The Warden’s tools emphasize clarity and pacing over rules density.
This edition sharpens the first game’s intent: faster onboarding, stronger GM (“Warden”) guidance, and a toolkit approach that foregrounds dangerous places and meaningful logistics. It reads quickly, plays quickly, and encourages “rulings over rules” with just enough structure to keep tension honest.
Great for groups who want OSR feel without heavy subsystems: classless characters, fast prep, risky combat, and exploration-first play. New players grasp it fast; veterans will appreciate the clean procedures and how inventory choices shape tactics. Expect clever problem‑solving, consequential choices, and satisfying resource pressure.
Cairn 2e refines the acclaimed classless, OSR-rooted system with faster procedures, clearer guidance for Wardens, and a focus on tense, careful exploration. Praise centers on its teachability, evocative tools, and lethal clarity; critiques note its sparse character options by design.
Compare Cairn 2e with other great ttrpg games.
Shares lethal, exploration-first play with sparse character builds; Cairn skews even lighter and more procedural, with inventory doing more design work.
Both classless and gear-driven. Cairn emphasizes structured procedures and travel tension; Knave leans into flexible slot-based inventory and loot-driven growth.
All three are quick to teach and lethal. Maze Rats adds highly generative tables and a pulpier vibe; Cairn 2e stays grounded and methodical in its OSR core.
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