Version 1.0. Session 1, Feb. 10, 2024.
Version 2.0. Session 2, Feb. 20
Version 3.0. Session 8, April 2
Version 3.1
Version 3.9, Session 26, Sept. 24
Version 4.0, Session 27, Oct. 1
Version 1.0. Session 1, Feb. 10, 2024.
Version 2.0. Session 2, Feb. 20
Version 3.0. Session 8, April 2
Version 3.1
Version 3.9, Session 26, Sept. 24
Version 4.0, Session 27, Oct. 1
Treasure Map I is found in the Arcane Library, just to the west of the Pentagram Dome on Level 1, The Sorcerer's Labyrinth.
I've play-tested the dungeon's first level all the way through, but as I'm running an open-table game, I've had multiple groups go through parts of it three, if not four times.
The Arcane Library has what's very likely the first "big score" of treasure players will find in the dungeon.
So, it's of note that this map is given to players very early in the game—most likely the first session.
For the first level, I wanted to increase player agency for when they choose their directions at intersections between blind passages—a common occurrence.
In order to make informed decisions—to have agency—players who enter a new, large, labyrinthian dungeon like The Sorcerer's Labyrinth will need at least some sort of information at nearly every turn. Otherwise, it's just "Left or right? Who cares. Flip a coin." Or, "Left for loot!"
As intended, this is a very maze-like dungeon, and there's only so many "Left or right?" hallways you can add distant torchlight, wall graffiti, foot prints, whispers, chitters, glowing eyes, blood spatters, spider webs, broken daggers, orc dung, etc.
Giving a map straightaway increases player agency giving them points of interest rather like town rumors, a win-win in my book!
The OSR is a tiny parasol held aloft by a giant elephant; it's too small of an umbrella term to cover everything. That's been obvious for a long time.
Members of the OSR are divided between those who most enjoy fantasy role-playing games and those who best like fantasy adventure games—or "classic" adventure games (CAGs) to avoid an unfortunate acronym.
Whenever a B/X player asks the difference between an RPG and a CAG, I always say the same thing:
It is better experienced than explained; better shown than told.
I could spend months waxing and waning about all the subtle nuances contrasting the play-styles, but the reader's time would be better spent playing and running games. (Here's a perfect Discord server to do just that: OSR Pick-Up Games.)
That said, there are differences in the play-styles beyond a preference for a rules-light B/X or the more complete rules set of AD&D.
While the Eight Mantras of OSR Gaming apply to role-playing games, not adventure games, the fourth mantra remains true:
4. The OSR is a mindset, not a rules set.
The mindset of those at the table is perhaps the most noticeable difference between the RPG and CAG styles.
More specifically, CAG games are of a mindset where "rulings not rules" isn't safe to assume, and I think that's a core difference any member of the OSR who enjoys RPGs will appreciate knowing ahead of time when playing CAGs.
Both are fun, interesting, and challenging mindsets, so rather than write about games, I prefer to run and play them. However, for more discussion on the topic, try the Classic Adventure Game server: https://discord.gg/xakPP2V8yB