At-a-glance: Rules-light OSR • Procedure-heavy • Roll high under mechanic • Extensive downtime procedures • Compatible with Knave/Into the Odd/The Black Hack
Errant casts players as failures and outcasts—those with no home, no job, no prospects, but a particular set of skills that make respectable folks avoid them. Beyond civilization lies danger: monsters, magic, and ancient ruins pregnant with treasure. Death is likely, but what did you have to live for anyway? This is classic fantasy adventure viewed through a lens of desperation and dark opportunity, where desperate people make dangerous choices in pursuit of something better.
The core mechanic is elegantly simple: roll a d20 and try to get a result between your target numbers (roll high under or blackjack style). Character creation is quick, with minimal math required. Where Errant distinguishes itself is its extensive procedures—structured frameworks for handling specific situations like chases, commerce, establishing businesses, even unusual legal situations. These are not vague guidelines but concrete mechanical structures that help navigate complex scenarios fairly. Armour requires active choice to use, making defense a decision rather than a passive statistic.
Errant's genius lies in its procedural density within a rules-light framework. While many OSR games pride themselves on minimalism, Errant asks: what if we kept the rules simple but made the procedures comprehensive? The result is a game that handles the question of what to do between adventures with mechanical rigor—running businesses, navigating inflation in different settlement sizes, pursuing legal action. It is old-school sensibility filtered through modern design precision, with every rule tested through five years of live play.
Perfect for GMs who want mechanical support without rules bloat. The procedures provide guardrails for improvisation without constraining creativity. Players who enjoy emergent storytelling through system interaction will find rich territory—your character's economic activities, social connections, and long-term projects all have mechanical weight. The free no-art version makes it accessible to try, while the full version's beautiful production and comprehensive content rewards investment. Ideal for groups transitioning from 5e to OSR, as conversion guidance is provided.
Critically acclaimed as the OSR game we were always promised and a triumph of old-school-inspired design. Reviewers consistently praise the comprehensive downtime procedures, innovative magic system, and the sheer density of useful content. The 2d6 downtime procedures are predicted to become a common reference point for the OSR community.
Compare Errant with other great ttrpg games.
Knave and Errant are both classless OSR games with inventory-based character definition. While Knave focuses on extreme minimalism, Errant adds extensive procedures for complex situations. Both freely compatible and often referenced together.
Into the Odd and Errant share DNA in the rules-light OSR space. Into the Odd emphasizes quick, dangerous expeditions into the weird, while Errant provides more structured procedures for campaign-level play.
The Black Hack and Errant both streamline old-school D&D into accessible modern packages. The Black Hack focuses on ultra-light mechanics, while Errant keeps core rules simple but adds extensive situational procedures.
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