So, I've been toying with the idea of releasing an old school product derived from my Dwimmermount campaign. In practice, it'd a supplement to Swords & Wizardry, but I probably won't use the S&W Compatibility-Statement License, because I'm not super-keen about the ascending AC system and prefer the standard D&D system. Mind you, all the pre-WotC editions of D&D are close enough mechanically that, with a few little wrinkles here and there, products written for one are all eminently usable with the others, so the system under which it's ostensibly written doesn't really matter.
There are a couple of reasons why I'm thinking of doing this. Firstly, I've created some nifty house rules, monsters, spells, magic items, and other such things that I'd like to share in a format more "solid" than this blog. Second, I have some ideas I'd like to try out regarding the "ideal" way to present supplementary material for RPGs. While I take a lot of inspiration from the "grab bag" approach used in the original OD&D supplements, it's not quite the approach I want to take. Likewise, I regard most modern supplements to be unhappily systematic in their approach, favoring clarity and comprehensiveness over suggestiveness and brevity.
(Much as I love the nostalgia value of seeing new books done in the style of OD&D's little brown books, that's not a style I have any interest in adopting as my own either.)
As I conceive it now, this theoretical product would consist of two parts. The first would have all the "goodies" that are the staple of such supplements, with an emphasis not so much on new rules as one new ideas/examples that work with the existing rules. I'm actually coming round to the notion that, except in the case of entirely new systems without any coverage in the core rules -- such as mass combat in the case of S&W, for example -- there's no good reason to include new rules that could just as easily be created through play on an ad hoc basis.
The second part would be campaign-oriented stuff. I'd give some slices of what my Dwimmermount campaign is like without going overboard. So, there might be a map of the starting campaign area, used as a literal example of how to create one's own. Likewise, I'm thinking I might well include several levels of Dwimmermount's dungeons itself, presented in abbreviated form thanks to the wonderful one-page templates that Sham, Chgowiz, and Mike originated and developed. The more I interact with people, the more I realize that, even among old schoolers of long years, the megadungeon and sandbox concepts aren't well understood. What's needed is more than mere philosophizing about the finer points of these foundational concepts and more practical examples and advice on how to use them to good effect.
Like a lot of my theoretical projects, this one may never come to pass, but I hope it does. The campaign is going very well, despite the obstacles and I feel like I've gleaned a lot of useful insights through refereeing it. Plus, in all honesty: there's never been a better time to produce and publish your own old school books and I want to get in on that action.