OSR/PbtA‑inspired • d20 tests with advantage • 3–5 + GM • Low prep • Rules‑lite • 2–3h sessions
DURF aims squarely at dungeon‑fantasy: hazardous delves, strange magic, and meaningful resource choices. It embraces the OSR ethos—player ingenuity over character build depth—so tone leans more perilous than heroic, with quick consequences and room for emergent worldbuilding.
Resolution centers on d20 tests with a simple advantage/disadvantage toggle. Characters are classless; backgrounds and gear define roles. Hit Dice are low and damage is punchy, keeping fights tense. Procedures for inventory, exploration, and rests are lightweight, reducing bookkeeping without losing the crawl loop.
Compared to bulkier retroclones, DURF strips to essentials while keeping familiar OSR procedures. Its advantage mechanic smooths adjudication and speeds table calls, and the text is hack‑friendly under CC‑BY—encouraging tables to mod, bolt on options, or re‑skin for different subgenres.
Great for new or lapsed players, con slots, and groups that favor rulings‑over‑rules. Expect fast starts, risky choices, and succinct character sheets. GMs who enjoy improvising will find it frictionless; those wanting prescriptive guidance may want to pair with a starter dungeon or procedure primer.
Players praise DURF’s clarity, tiny footprint, and flexible OSR chassis. The streamlined advantage system and fast chargen keep sessions moving; combat stays risky. Caveats: minimal guidance for new GMs and swingy encounters if procedures are skipped.
Compare DURF with other great ttrpg games.
24XX shares DURF’s minimalist, hackable ethos—both excel at fast starts and creative problem‑solving—though 24XX leans more modular and genre‑agnostic while DURF targets dungeon‑fantasy procedures.
Like DURF, Lasers & Feelings resolves actions quickly with a single roll and table‑driven rulings, but it pushes further toward narrative minimalism for breezy one‑shots over OSR‑style crawling.
Both are ultra‑light and con‑friendly; Honey Heist is comedic and one‑page focused, whereas DURF keeps OSR danger and exploration structure for quick campaign play.
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