Barrows & Borderlands started life as my binder of OD&D/1E house‑rules and grew, over two years, into a four‑volume, over 200+ pages On the table it plays like the 1970s with a cracked‑reactor glow: flintlocks bark alongside longswords, spell scrolls fizz with fallout, and wyrms coil around dead reactors.
System wise it sits halfway between 0E and 1E. What I bolted on are the bits I always wanted at my own table: radiation, mutation tables, a psionics duel system, black‑powder rules, and a swingy roll‑to‑cast sorcery based on chainmail that can blow up in your face. Six classes—Fighting‑Man, Cleric, Magic‑User, Thief, Gamma (mutant scavenger), and Psychic—plus a handful of weird races like the Greenskull (irradiated skeletons immune to radiation).
Setting wise it’s a dying frontier where medieval keeps butt up against rusting star‑metal and 17th‑century pike lines. Thought these booklets teach you how to craft your own borderlands.
The rules are split into four digest booklets:
The Box set includes all 4 booklets, A woodgrain style handmade box to carry them in, 10 premium card stock character sheets, and a set of dice to play the game with.