At‑a‑glance: OSR lineage • d20 saves, no attack rolls • 3–5 + GM • Low prep • Rules‑lite • 2–3h sessions
Critics and tables praise the Remastered edition’s clarity, deadly tempo, and evocative industrial‑weird tone. Fast saves, no to‑hit rolls, and Arcana keep turns sharp; common notes call out swingy lethality and sparse prose that expects GM rulings—by design, it runs lean and dangerous.
Compare Into the Odd (Remastered) with other great ttrpg games.
Shares classless, rulings‑forward OSR DNA and fast, dangerous fights; TBH2e is marginally more traditional dungeon‑crawl friendly with usage dice and armor‑as‑soak, while Into the Odd pushes further into industrial‑weird exploration with Arcana and terse procedures.
Both are ultra‑lite and lethal, but Macchiato’s Risk dice unify resource pressure and freeform magic; Into the Odd trims even more rules, swaps spell lists for Arcana, and emphasizes quick saves and stark consequences.
Tunnel Goons’ 2d6 contests and rulings‑first ethos hit similar speed; Into the Odd is harsher and more procedural about risk, with Arcana and no‑to‑hit combat for even brisker, deadly resolution.
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