OSRIC

OSRIC (Old School Reference and Index Compilation) is the pioneering AD&D 1e retroclone that launched the OSR movement. It faithfully reproduces the underlying rules of late 1970s fantasy gaming using the Open Gaming License, providing a complete 400+ page rulebook with character classes, spells, monsters, and treasure. Free PDFs and print editions available.

At-a-glance

Fantasy • 2-8 players • Needs GM • 3/5 complexity • Low prep

OSRIC

OSR • d20 mechanics • 2–8 players + GM • Complete retroclone of AD&D 1e • 400+ pages • Free PDF available • Rules Lite Theme and Setting OSRIC transports players to the golden age of fantasy roleplaying—the late 1970s to early 1980s—when Advanced Dungeons & Dragons first defined the genre. The game embraces classic high-fantasy tropes: brave fighters in shining armor, cunning thieves lurking in shadowed alleys, learned magic-users poring over ancient tomes, and devout clerics calling upon divine powers.

Theme and Setting

The implied setting is one of dangerous wilderness punctuated by points of civilization, where ancient ruins hold forgotten treasures and terrible monsters guard secrets best left undisturbed. This is heroic fantasy in the tradition of Conan, Fafhrd and the Gray Mouser, and the early D&D aesthetic—gritty, perilous, and rewarding for the clever and prepared.

How Play Feels

OSRIC faithfully recreates the AD&D 1e experience with remarkable precision. Characters roll 3d6 for the classic six attributes (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma) and choose from nine core classes: Cleric, Druid, Fighter, Paladin, Ranger, Magic-User, Illusionist, Thief, and Assassin.

What Makes It Distinct

Races include Human, Elf, Dwarf, Gnome, Half-Elf, and Halfling—each with level limits and ability score requirements that reinforce the humanocentric default of the original game. The combat system uses descending Armor Class with d20 attack rolls modified by Strength or Dexterity bonuses.

Where It May Not Fit

You want the system to stay almost invisible at the table You want a much breezier tone than this game is built to support.

Decision guide

What this game is about

Key facts
Players
2-8 players + GM
Session
120-240 minutes
Prep
Low
Play profile
Complexity
3/5
New GM Fit
3/5
Roleplay Focus
3/5
Combat Focus
3/5
Tactical Depth
1/5
Campaign Depth
3/5
Who it suits
Best for
Groups that want fantasy adventure with a clear play identityTables that want quick onboarding and low mechanical dragPlayers who enjoy danger, discovery, and player-driven problem-solving
Avoid if
You want the system to stay almost invisible at the tableYou want a much breezier tone than this game is built to supportYou want the rules to solve every table decision for you

A strong fit for groups that want fantasy adventure with a clear play identity, with rules Lite helping define the experience.

Agent data

Structured data and an explicit decision profile JSON document are available for remote agents.

Open agent JSON