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Worlds of OSR+

Fear the Light
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Stake a Pit and Retire Handsome!

A Pale Horse Rides to the Horizon

In a distant American future, PRISM Company strikes gold in the middle of the country: having unearthed an energy resource called Red Tar, the Company powers elite clusters of megacities surviving in the sheltered paradise of the Coastal East. You play a group of PRISM Company prospectors looking for the Ten Cent Man, whose evil deeds have driven you to seek revenge.

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Explore Featured Content

You're Going Home...

To Make
Things
Right

PRISM Company is the last company on Earth. From Sea to Shining Sea—that’s all that’s left, or so they say. PRISM Company stands tall, having gobbled up countless lesser corporate charters during the collapse of Western civilization. PRISM Company keeps the trains running, and the Coastal East in power.

You Got the Sun at Your Back...

A War Bag on Your Steed, and Steel in Your Heart

Who has seen the Coastal East? Well it ain’t you. You were born in the dust bowl of the middle country, nurtured on dandelions and tumbleweeds. You ain’t never seen a lake or a winter. The sky of the West is a red hot wound, bearing down on you with flakes of Tar. Nightfall is your only comfort, cool and dark and free of terror.

They Don't Fear the Light...

Best Keep That Thumb Buster Loaded, Friend

The Ten Cent man drove hate into your heart. What did he do to wound you so? And what will you do when you find him? The Red Tar's angry. It’s a consequence of digging too deep, so says the preacher man on his pulpit, sweatin’ till his heart gives way. It’s been whispered that there are boogeymen out there, haunting the tar pits. Are they mere specters of the burnout boys, or salvation for the PRISM Company’s sins?

Who Will You Be?


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Watch a Fear the Light Actual Play

This run of Fear the Light is completed as a one-shot in two Acts. Watch as our heroes face off against the Ten Cent Man, and rush to save Bordertown from an apocalyptic threat.

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A Weird West Adventure at the Edge of Bordertown

Fear the Light is a linear adventure conducted in two acts: the Game of Faro, and the Showdown at High Noon. In the first act, you conduct a mini session zero with PRISM Company goons in the Blood Bucket Saloon. In the second act, you seek out the truth behind the PRISM Company, to put your own demons to rest.

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Everything's a Gun

Any weapon can be interpreted as a ranged firearm, with its applicable tactic. For example, Heavy weapons can represent shotguns, whereas actual Firearms can represent revolvers or small pistols.

About Weapons

There's No Death's Door

There are no wounds in Fear the Light. Reaching 0 hit points puts you on death’s door! (So don't get shot. It could be the end of you.)

Death & Dying

Magic as Technology

There is no magic in Fear the Light. Any spells you choose must be rationalized as technology you acquired from the PRISM Company, or as a side effect of your exposure to the Red Tar.

About Spellcasting

Collaborative Storytelling

Before play begins, even the Game Master doesn't know which of Fear the Light's villains is The Ten Cent Man. The table invents him (or her) through the course of play.

Setting the Scene

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Want to Play This World of OSR+?

We've playtested each of our settings extensively, and have a backlog of 20+ to release online and in print in the near future. But you don't have to wait to play OSR+—register for a free account and start partying like it’s 1974. Sign up for a new player session in our Discord, so we can show you the ropes. There, you can chat with other players, GMs, and the creators of OSR+.

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Get Started

Unleash Your Inner Hero

Access the Core Rules and every World of OSR+ in one place: the Character Creator lets you generate a hero in minutes. With over 4000 possible combinations of origins, classes, and kits, you can create almost any character concept you can imagine. Register now to create a free account!

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