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Welcome to the OSR General thread! Sadly, the MEGA Trove is

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Welcome to the OSR General thread! Sadly, the MEGA Trove is (still) down right now.

>Links - Includes a list of OSR games, a wiki, scenarios, free RPGs, a vast Trove of treasure!
http://pastebin.com/R67ZA8Q1

>Discord Server - Live design help, game finder, etc.
https://discord.gg/qaku8y9

>OSR Blog List - Help contribute by suggesting more.
http://pastebin.com/ZwUBVq8L

>Webtools - Help contribute by suggesting more.
http://pastebin.com/KKeE3etp

>Previous thread: >>52212965
>>
>>52255870

Forgot the thread question and the /osrg/ subject, sorry errbody. I need more coffee it seems.
>>
>>52252711
Yeah?
There's the Gray (Ethereal), the Black (afterlife/Shadow), the Elemental planes (fire, earth, wind, water), and the Paraelementals (sun, silt, magma, rain).

Do you have a specific question?
>>
>>52249739
>Barker?
Yep.

>Which dungeon?
Famously, the Underworld of Jakálla was the dungeon Barker ran in OD&D, and eventually, as his house rules accumulated, in EPT.

>Link me, anon.
Sorry, no can do. Like all the grand dungeons of the Oldest Days, it was never published or otherwise released. The best I can do is link you to this by Dyson: https://rpgcharacters.wordpress.com/maps/my-private-jakalla/
>>
Anyone here up for some 2e? I've got a couple games going, both on tuesdays and fridays - one runs on noon GMT, the other on noon EST.
>>
I thought Wolf packs and Winter Snow was actually two different games getting mentioned here, why didn't they use "&" instead of "and"? Am I the only one who did this?
>>
>>52256779
You are the only one. Because you are retarded.
>>
>>52256868

It's okay though. Everybody derps.
>>
>>52252711
There's some info near page 64.
>>
I find really cool the kits in 2e, it gives a lot more options for players, but I'm not a fan of AD&D, is it possible to adapt them to Basic? What changes are needed for this?
>>
>>52257634
>is it possible to adapt them to Basic?
>is it possible to adapt X to Y?
The answer is always yes.
>What changes are needed for this?
Depends on the kit. Probably do nothing or lower some numbers?
>>
>>52256174
Give me some more details, like
>setting
>splats allowed
>tone
etc.
>>
>>52257634

Just throwing this out there, but Basic has a lot of official classes already.

http://pandius.com/becmicls.html

And a pile of unofficial ones.
>>
>>52258251
>setting
Wilderlands of High Fantasy
>splats allowed
Mostly anything, though I'm iffy on Skills & Powers and the Elf Handbook
>tone
Closer to serious than comedy, but overall kind of in the middle. The GMT game has a slight dash of horror. There are dinousaurs and hawkmen, as you can tell if you know the setting.

The EST game seems to be centering around following a treasure map to the ends of the earth (but things can change). The GMT one has an inn with at least one room full of portals, and its folks full of quests.
>>
>>52257634
>is it possible to adapt them to Basic?
Fuck yeah, possible and easy.

>What changes are needed for this?
*Needed*, almost none. On the other hand though many kits are mechanically shit as written, for AD&D as well as for Basic, so if you want to enjoy them maximally in play you'll probably want to revise the rules contents.
>>
Is there a backup of the trove? I get a notice that it isn't available anymore
>>
>>52258721
No one knows, most people I think have at least some pdfs, but the complete trove I don't think so
>>
>>52258742

Clean-up-the-trove guy had his own copy, and surely somebody else out there made a mega account and pushed the handy "import" button.
(I did at one time, but then I started running the Traveller General's archive, and a few other things, and suddenly I needed more space.)
>>
>>52258806
>>52258721
No one who uses the general uses the Discord.
No one who uses the Discord uses the general.
There is a Discord has a link in the OP.

Trove guy (et al.) makes his nest there.
>>
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How do you make a good OSR setting?
>>
>>52258948
By starting the party in an inn in the middle of empty unspecified void, then rolling the landscape at random as they walk.

Greyhawk way, baby.
>>
>>52258948
Make it weird and use lots of random tables
>>
>>52258907
I see. Thank you.
>>
>>52258989
are there any vidya that do that? and is that the same as 'procedurally' generated shit?
>>
>>52258907
How is the discord chat? Some discord channels from tg are so fast I just can't get into it
>>
How much is AS&SH from AD&D?
>>
>>52259161
In theory, a human running the game creates a filter to the random tables, either by tinkering with the tables themselves (changing probabilities, making their own tables) or coming up with the logic to them ('why are three sad goblins hanging out in this alley with a bag of broken glass?').
>>
>>52259297
How much different is AS&SH from AD&D?*
>>
>>52258907
>No one who uses the general uses the Discord.
>No one who uses the Discord uses the general.

Yeah, you'd think the guy who runs the General's Trove would show up in the general once in a while instead of hanging out in an unrelated voice chat room constantly advertised by and for spergos, but I guess not.
>>
>>52259303
thanks anon that makes more sense
>>
>>52259451
Here's a game designer, Ken Hite, talking about Random Tables way back in 2010, when the OSR was still a really new thing and a lot of this stuff didn't have pages and pages of argument and counter-argument regarding its value. (He'd just written some pulp stuff for Savage Worlds that featured some pretty solid Random Tables.) There's probably a better summation somewhere, but this is one of the first I saw, so I tend to default to it.

>But all of this is only half the equation, the player half. The other half is the GM half: how do you get them to pick up the setting and wield it like a battleaxe? (Or a warhammer.) Gary Gygax gave us the answer. And then he immediately hid it from us. The answer is the Random Encounter Table, or Wandering Monster Table, or Random Dungeon Generator, and all those other wondrous time-killers in the back of the DMG. By stocking those tables, paying some attention to the probabilities, and adding modifiers here and there, you create an immediate, accessible method for GMs to understand your setting in the most visceral way possible: by co-creating it with you. They only have to read the setting bits they've generated, and they have a story and an adventure.
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What do you do with a character who has become crippled and effectively useless in the dungeon, but who is still alive?

https://coinsandscrolls.blogspot.ca/2017/03/osr-game-session-2.html

Tito the Toadling just lost a leg, and is unlikely to go on another adventure for the rest of his life.
>>
>>52259621
The character is helped back out by the rest of the party, recovers in a safe place, retires with his share of the final loot, and becomes an NPC. Later he'll get to give information or even quests.

Just because he can't go on an adventure doesn't mean he couldn't be a part of the game.
>>
>>52259593
I'm down with it anon. Is the only critique of Random Encounter Tables and stuff the lack of cohesion they can sew? I've never tuned into the back and forth over why randomized stuff would be good or bad, but as an optional tool, it seems like a pretty legit thing to draw from.
>>
>>52259621

I like the other guy's answer, too, but it sounds to me like it's time for the party to track down a crazy witch up in the hills who will fashion him a new limb if they assist her with some task that really shouldn't be done.
>>
>>52259668
The lack of cohesion is only a problem if you can't improvise around them, provide explanation and backstory, mold the results into the world.

If that's the case, you might want to stick to published 5e adventures.
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>>52259303
This is excellent advice.

Steal tables from everywhere. Build your own. Build a lot of them.

A good random table also reveals the tone of an area or setting. You don't need to roll on this table: http://udan-adan.blogspot.ca/2015/10/random-encounter-tables-streets-of.html
to learn a ton about this guy's setting and city and the people in it.

>>52259593
Excellent quote.

Build some of your world, but leave most of the map blank. Design tools that allow you to quickly fill in the blank spots with interesting stuff, but don't preplan more than required.
>>
>>52258948

Parsimony. Just because it exists in the rules, don't assume it has to exist in your setting. "Fantasy kitchen sinks" are not your friend.
>>
>>52259705
Also? If you're gonna be in a city, get yerself a copy of Vornheim. Very useful in the Random Generation sense. (Yes, yes, Zak S is a howling madman, but a lot of people are, that shouldn't stop anyone from enjoying their work.)
>>
>>52259621
Add "Tito the Toadling (one leg), 4 hp" (cf.) to the hirelings list.
They kludge a crutch, hunch their back, and start hauling treasure.

Tito's old player rolls a new dude and justifies meeting the party mid-dungeon.
>>
>>52259657
I agree that in a heroic game, that would be the best plan.

Problem is... nobody really liked Tito. He was... ok. He dealt zero damage and looted zero valuables during his one trip to the dungeon. The party knew him for less than 48hrs.

>>52259683
That might happen too.

I'm thinking of having Tito open his own gambling den and acting as a shady rumour broker and, potentially, antagonist or ally.
>>
>>52259693
Nah I like the lack of cohesion, it's shit like that which inevitably feels more 'real' despite the absurdity. Kind of a 'truth is stranger then fiction' sort of thing. I just never thought to randomize quite so much. Looks like i need to unearth more random tables.
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>>52259736
I do like the phrase "howling madman."

I'd describe his stuff as 60% useful, 40% self-absorbed wankery, but that 60% is very, very good stuff.

Vornheim is very useful, but, like anything else, it's a thing you have to learn.
>>
>>52259740
Haha, Tito only had 6 HP to start with. Poor Tito.

And I don't think any power on heaven or earth could get Tito back into the Tomb of the Serpent Kings or any dungeon deeper than a root cellar. He had a bad time. He lost a leg, a toe, and his shirt and got about 30 silver pieces out of it.

I've never seen a player roll such terrible characters. Tito's life in the game started badly, only got worse, and ended in grisly and unprofitable fate.
>>
>>52259779
Yeah, that's a good way to put it; also applies to False Machine and Goblin Punch, a couple of the other bloggers in that vein. Some really cool uses of imagination, but at a certain point they get way up their own ass. (I was all about the weird Eclipsed Kingdom they were making, even with the Azathoth wankery, until they were like 'there's no metal, everything's made of mice and feathers' and I was just done.)
>>
>>52259885
Yup. Steal what you like ignore the rest. Adapt, rewrite, cobble together, print out, amend, and tie with string.

Though I do think that fey with "our strongest enchantments only work on the flimsiest materials, so we build swords and shields out of dried leaves and feathers" is a neat twist.
>>
>>52259885
I haven't read Z S's books (but I'm thinking about running MOTBM) but I don't think he reaches those levels.
False Machine is great but 91% wankery.
>>
>>52259885
>>52260006
What's your opinion on Dungeon of Signs? I love his adventures and +1 sword elaboration, but everything else is kind of a hit or miss.
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>>52259885

You better shut your whore mouth.

Centerra is literally my setting-fu. Don't talk shit. I cry myself to sleep every night knowing I will never get to play in a game where I can be a Gilean patriotic swordsman of Noth.
>>
>>52260006
Oh, there's some excellent wankery around: http://dndwithpornstars.blogspot.ca/2017/03/the-outstanding-questionsthe-nazi-games.html

Mostly blog-related though. The books are more... focused. A little less of the "cleverest man in the room" syndrome creeps into them.

>>52260037
Every blog is going to be hit or miss. There aren't many writers that produce consistent brilliance, because even if they did, it wouldn't be brilliance for every part of their audience.

>>52260048
So... run it?

I've hacked together a... more playable version of the GLOG and I'm using it now, so it's completely doable.
>>
>>52260048

I feel like out of the trifecta, Goblin Punch just said "Welp, I'm already balls deep, let's see where the hooker bottoms out." And went full steam ahead on the weird gaming. Definitely the most tolerable of the three.

I kind of miss wermspittle. That was a fun blog.
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>>52260099
>"Welp, I'm already balls deep, let's see where the hooker bottoms out.

Is... is that a thing people often say?
>>
>>52260151

They do when writing OSR blogs full of weird fiction!
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>>52260186
Good to know.

And it's not just weird fiction. It's also weird mechanics and weird side tangents about fruit and SJWs and the history of the rowboat, depending on the author's preferences and desire for conflict. OSR blogs are a real weird ecosystem.
>>
>>52260238

Weird but glorious. I have a folder full of my favorite posts. And my rss feeds are constantly being pruned and revised. So much wonderful insanity out there.
>>
In D&D black box, you can only do one thing in a combat round. You either move, or shoot, or cast, or attack.

Is this fucked beyond any help?
It certainly inverts initiative (going last is better), and makes charging into melee a dumb move - since you can't attack after closing in but the enemy can, in they lost initiative.

OTOH, it's a piss easy system. Sounds perfect for introducing new players but - can you play this without houserules?
>>
>>52260308
One houserule is this: take initiative from AD&D - i.e. you don't know who goes first and who goes last.

It's my favorite initiative system anyway because it really gets just how absolutely chaotic a battle can be.
>>
>>52259832
Hadn't read the blog post yet.
Tito demands (but, if denied, cannot press for) his share of the treasure.
Then lives on what he can get for as long as he can. Maybe tries to pickup a liveable trade.
He still curses the Paladin's (percieved) selfishness 'til the end of his days.
Tito's PC rolls a new dude.
>>
>>52260345
I'm not familiar with AD&D at all but my only interest on the black box is that it's even simpler than B/X - nuff said.

If it's unplayable I'll simply use/adapt B/X rules (move+attack).
>>
>>52260296
>And my rss feeds are constantly being pruned and revised.
Give me your list.
>>
>>52260445
Have you ever played the original NES Final Fantasy? Remember how you first assigned actions for each of your characters, and only then the turn would go through with no further input on your part over who goes when?

It's like that.
>>
>>52260480
Oh cool thanks. That's a lot more >>52260480
oncise than the 20+ pages pdf I just found (A.D.D.I.C.T.kek).
I always declare actions before initiative when there's simultaneous initiative.

But in this system that wouldn't work. For BX it's perfect and cuts down on tactical metagame cheese, but in the black box:
* higher initiative goes first
- move, missile, spells, melee. In this order.
* other group goes
And you can choose what to do at any moment. As phases advance, your options are reduced - it sounds appealing to me, for some reason. Lots of emphasis on movement/positioning, I guess.


Tangent, but I can't believe so few people plays the black box or Rules Cyclopedia. Finding decent info/advice about it is almost impossible.
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>>52260398
Oh yeah, I forgot that he technically is owed a share.

The party has been very, very bad about honestly accounting for loot (as tradition demands) so his final share might suffer from Hollywood Accounting, if he gets it at all.

The new dude is a Slugling Illusionist Wizard. Should be a good time.
>>
>>52260622
http://www.dragonsfoot.org/forums/viewtopic.php?f=15&t=46327

Broken.
It seems like you could bandaid it flippiing initiative (winner goes last).
>>
>>52260037
>Dungeon of Signs
His adventures and especially maps are stupid good. I liked his boat-dungeon idea. If he has other stuff I kind of didn't even notice.
>>
>>52260308
>In D&D black box, you can only do one thing in a combat round. You either move, or shoot, or cast, or attack.
Are you sure you're not just misreading that? Or, if you're the guy from last thread, that the Spanish translator didn't have a spergsplosion in that section? The way it works in RC is that your entire group all move, then shoot, then cast, then melee on your initiative, then the opponents do the same thing. The way I'm about 90% sure it was MEANT to work is that BOTH sides move, then both shoot, then cast, then melee, with the initiative roll as a tiebreaker within phases only.

Either way, it's not a case of "you can only do one of these things in a round". It's the *order they happen in*.


I don't want to confuse things too much so I chucked this in a spoiler, but I run RC for preference and the way I like to run it personally is the phase order shoot, move, melee, cast and both sides acting in each phase before moving to the next. Makes the most sense to me.
>>
>>52261695
>I run RC for preference
Quite the rarity.
>>
>>52261695
It's explain in >>52261524's link.
Black box, the English version at least, "simplifies" a lot of terminology.
By the powers of poor editing, unrelated concepts share names.

You're supposed to be able to do one thing in melee or several things in combat.
Black box recognizes melee and combat as seperate, but calls both "combat."
>>
>>52261695
100% sure. Combat phases are per group, yeah, but each character has only one action per round. If you move you can't attack, etc.
It seems RC says this, and a few pages later 'you can move and then attack in your go'. Whatever. But the black box (and all guides/examples it had) use one action/round.

See this >>52261524 link to see what happens in practice.
I'm extremely intrigued by this type of combat - sounds so so simple that I'm tempted to use it, broken as is.

I don't care too much about the order, honestly. Even if there's simultaneous initiative, I care more about action economy than the order.
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Has anyone tried to put in more video-gamey combat systems (such as Fire, Cold, Shock for elements) in OSR?

Obviously for resources it might screw it up, but it could be done with some good balancing. Maybe sacrificing a spell slot gives you mana or something, or counts as like 4 mini-combat elemental spells.
>>
>>52262020
Didn't you ask a few threads ago? Or maybe this is a recurring thing. Idk.
>>
>>52259621
somebody doesn't like drawing girls
>>
>>52261885
Maybe in this thread. On the wider OSR internet I don't seem to be nearly alone in considering it the single best version of D&D. Copies in decent condition also go for a lot on Ebay, Nobleknight and such.
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>>52262285
Not sure what you mean? The characters are two male toadlings, a male frogling, a male human, and a female fishling with a charisma of 6, so...

Can't blame the artist.
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Occultesquefag here, did a little polishing on an older mini-adventure I did here a while ago and threw it back up on the blog. Here's the PDF if anyone wants it.
>>
>>52262321
Does Dark Dungeons actually do a good job of cloning it or should one go with straight RC? I've been thinking of moving to it for awhile but everyone here just talks B/X.
>>
>>52262712
DD uses ascending AC and lets demi-humans level up 'til 36, other than that it's pretty similar to RC
>>
>>52262712
>Does Dark Dungeons actually do a good job of cloning it or should one go with straight RC?
I actually have no idea, I just have a copy of the RC itself and have never touched the clone.
>>
Who else here has a physical binder of random useful pages? What do you have in it?
>>
I don't play physical games sadly.
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Does the Goblin Punch guy ever come to this thread?
The "typical falling speed is constant" is sort of an indicator that he hasn't do physics in a while, but doing the kinematics for this spell:
The impact is 1/10th as normal and your fall take 10x as long, right?
>>
>>52262960
I copy tables from blogs or /tg/ posts and print them, then organize them roughly by:

Spells
Treasure
Locations
Adventures
Encounters
Traps
Misc
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>>52263044
I don't think Arnold goes on /tg/, but he's had like... five versions of Feather Fall.

The one I'm currently using for his hack reads:

Feather Fall
R: touch T: [dice] creatures or objects D: 0
If you would take fall damage, you can cast this spell as a reaction to negate it.

Ignores the kinematics entirely, because that seems annoying and tedious to deal with during play.
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>>52263017
>I don't play physical games sadly.

That's what your girlfriend told me last night.

Alternatively:

>>52263017
>I don't play physical games sadly.

Great! It's good to play them joyfully.
>>
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>>52262020
>>52262142

You could retain Wizards having a basic magical combat role as well as an out of combat role.

Converting to mana isn't too bad as long as your mana system doesn't also include the big powerful Wizard spells.

For example;
>First level; start with 4 mana
>Every level after, gain +1 max mana
>Mana returns at a rate of 1 point per exploration turn (10 minutes)
>Each basic spell costs 1 mana, more powerful spells cost 2
>Basic spells include flame stream, cold stream, spark stream. Deals 1d4 damage per round to nearby foe, which can be blocked with shields. Hitting them a second round in a row deals 1d6 damage ever round after
>Advance spells include fireball, deals AoE damage, frostbite, deals a lot of damage up close, and lightning cloud, deals damage to every foe standing nearby each round after.
>Spells also have debuffs; Fire limits health regeneration and healing (useful for trolls, but everyone else too, such as stopping evil clerics), Cold lowers AC (either by making armor brittle or by slowing them down, ether way works), and Shock stuns foes and interrupts other spell casters.
>Rare spells would include interesting combat debuffs, like a Flaming Death spell which deals no damage on its own but if the subject of the spell dies they explode dealing a lot of damage, or Stunning electric bolts or creating a blizzard or something.

I like it. I'm sure I'm in the minority here but I really like Skyrim's basic spells of just shooting their element. I think it's pretty unique and interesting for a 'normal' combat attack.
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>>52262535
Looking good. Inspired by Deep Carbon Observatory just a bit, right?
>>
>>52263589
Actually, no. I do love DCO but I asked some people in the thread to give me a few themes to work with and I got 'Underwater' and 'Magic School' so I ended up channeling DCO just a bit.

My favorite part of Deep Carbon Observatory is actually the build-up to the dungeon itself. It's such a great module because there's a horrendous slog to just -get- to the dungeon. The flavor of the observatory itself is fun, but the flow of the module is probably what makes it so great to run.
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>>52263654
It's got a lot going for it. I'm certain DCO is going to be one of the all-time classics.

But anyway, yeah, good little module you've got there. No major flaws or gaps.

One note though: the descriptions of the rooms a very much just an inventory list. There's not a lot of sensory detail (sound, taste, smell) or evocative descriptions to build on.
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>>52263530

OR you could just do what I do and let everyone, including non-spellcaster characters, use relatively common magical staves as weapons.

Basically they serve as a mid range elemental weapon. Can be used every round and deal 1d4 elemental damage to the target, no attack roll needed. However each time they are used you keep track of how many points of damage you dealt, and each one has a limit of how many points you can do in one combat. If you exceed this limit then the magic rod runs out of charge and doesn't work again until you recharge it after the adventure. Kind of risk reward ammo system, obviously MUs might use up a spell slot to recharge their ammo or something, or maybe they get to deal additional damage with them. Either way.
>>
Does anyone thinke there might be value in trying to eliminate modifiers and instead replace them with simple Advantage/disadvantage?

So having advantage but gaining a disadvantage cancels each other out.
If you had 2 sources of advantage you'd still retain advantage and vice versa.

Fighters could always attack with advantage, with a number of stacks of it equal to their level.
>>
It's common knowledge that RC is BECM, but not I.
But my print copy of the RC does, in fact, have a chapter about becoming an Immortal. It's only a few pages long, so I suppose this is just a really basic, stripped down version?
>>
>>52263950
Advantage and Disadvantage are surprisingly close to +4 or -4.

So... really, you can do it either way.
>>
I kind of want to go for the 'spell slots are per adventure' route, but I think it's kind of lame to restrict level 1 wizards to be THAT shit.

Is there any happy medium?
>>
>>52264021
Just remember that it takes time and peace to memorize the spells. If you enforce that a little more and bring up a bunch of distractions in the dungeon, you can make it harder for him to prepare his lone Magic Missile.

Even if it's not enough to actually have him cast less spells, he'll need to go through some trouble for it.
>>
>>52259297
Similar but simpler mechanics. Classes are fairly different.
>>
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>>52263968
>so I suppose this is just a really basic, stripped down version?
M gets stripped down, I is essentially omitted.
The passage you refer to is technically I, but it's more "retiring at M" then anything else.
IIRC, pic related is mostly I?
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>>52260398
Oh right, so anyway, what did you think of the blog post? Too much detail? Too little?
>>
>>52264784
I feel like I heard too much about the characters, but too little about the players and dungeon.
Then again... you're probably about the post that floor of the dungeon.
If it's not too awkward for you, maybe talk about OoC responses?
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How do I prepare for an OSR game? I tend to be a pretty 'off the cuff' GM but I want to do it right. Should I prepare a few extra maps, creature stats, magic items and tables?
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>>52264828
Sure, will do! I'm planning on writing the dungeon as a "Learning Dungeon" at some point, so I'll go back and add in the appropriate cross-references.

OOC:

Franklin's player was, initially, the most skeptical of D&D and all this "nerd stuff". Turns out he loves it. He's delighted to play a frog knight. He wants Franklin to get back his ancestral castle (Castle Frogspur).

Carl/Tito's player is a bit more random, but also has the worst luck ever. He really enjoyed the sessions, even if his characters keep dying or being maimed. He also adopted the dungeon mantra of "eat everything to see if you get superpowers."

Antonia's player is new as well, but is playing her character very sensibly.

Thomas' player /really/ got into this last session and was genuinely, OOC, terrified of the basilisk room. She said "Thomas almost got petrified!" in the best voice ever while clutching her character sheet.

The Paladin's player is a little sad he picked a class that can't speak, but he was warned, and he's doing a good job playing a dumb but faithful person... more or less.

Other stuff:

The Assassin and Paladin classes, as written, aren't perfect. The Assassin starts off shady and weird. The Paladin can't speak. I'd drop them if I reran the game from scratch.

The party hasn't figured out that working together is easier than working apart, but they'll be a team eventually.

They love loot.

The Rod of Mobility and the Eye Ring were randomly rolled. That was lucky and unexpected.
>>
>>52264851
Yes. Just get a big ol' stack of random tables. Write a few custom ones for your area. Make a few sketched maps. Plan your dungeons meticulously - they are much better that way, because you can make the pieces join together and build a proper ecology.
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Tables.
>>52264851
T a b l e s
a
b
l
e
s

Tables,
tables, tables, TABLES.

Also excess dungeon, to staple on as needed.
And a handful of set-pieces for hex crawls.

If you're trying to do plot, have a few (vague) hooks ready for each island.
>>
>>52265021

Why would you post that terrible GM "advice" in this thread?

Railroading and invisible railroading is shit. Even if you believe you can 'get away with it' it just means you're cheating the players out of having their own freedom.
>>
>>52265244
Player agency is perceived choice, not necessarily choice.
Regardless of whether choice exists, if you're doing it right the end result will be identical to the player.
And perceived choice can make things *a lot* easier to run.

>Why would you post that [...] GM "advice" in this thread?
Mostly to go along with
>If you're trying to do plot,
>>
>>52265244
I don't agree with most of "tracks in the sand", but I think the issues you - and other people - are having is one of terminology.

+++

Let's talk about choices.

In a classic "railroad" game, the party moves from encounter to encounter in a linear, proscribed fashion. Their path is set by the GM. Any deviation is effectively impossible. The players have choices in how they approach these encounters, but those choices may be curtailed. Diplomacy may be impossible, or fighting may be instantly shut down by impossibly powerful NPCs. While there are still choices available, they are only limited, tactical choices.

In an "invisible railroad", the sequence of encounters is still maintained by the GM, but the PCs are given the illusion they are choosing a path. Go to the north? Frost ogres and 2d6 frost wolves. Go to the south? Fire ogres and 2d6 fire wolves. The PCs have more choices, ostensibly, but the choices are not actually meaningful.

In "sandbox" games, the sequence of encounters is not set by the GM, but is determined by player choice. This gives the world a great deal more verisimilitude but requires more work. After all, if the players decide that they want to go to Hex 112 today, the GM either needs to know what's in that hex, or be able to invent contents on the fly.

+++

All of that isn't important. It's not a useful way of designing a game. The question should be "What type of story are /we/ going to tell, together? What mechanics will we use to tell this story?"

If you have a very, very specific idea in mind, like "I'd like to run a game about gunslingers taking down a corrupt sherrif in this one town" then let the players know that the game will be more linear, but that there will be commensurate benefits.

If you want the story to be more open, "A generic fantasy world," then let the players give input into what type of world and game they want to see.

cont'd
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>>52265470
You also need to set player expectations as well. Tell your group if your game will be high morality or high powered. Give them film references. Let them have a say.

Then, when you're running a game, take a step away from the "plot" and focus more on the setting. Let the plot emerge from the setting, rather than creating a setting to fit the plot.

Once you do that, the issue of railroad and sandbox vanish. The PCs will do what they want to do because they are part of a world, a real, living world that changes and can be changed. You won't have to plan for every hex and every dungeon and every village because you know what type of world this is and, with a few tables you've written, you can fill in the details and let the plot naturally emerge.

There's a joke that goes something like:

A synthetic chemist, a biochemist, and God are sitting around a table at a conference. The synthetic chemist says, "Guess what, guys? I just found a cheap new way to turn canola oil and rust into ferrocene."

"That's nothing," says the biochemist. "I spliced the right genes into some bacteria and I've got them making ferrocene by the ton."

"That's nothing," says God. "I created you lot, and you came up with ferrocene all on your own."
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>>52265314
Perceived choice isn't ideal, because what it really means is "The GM came up with the idea alone".

It's not bad because the players are "tricked". It's bad because they don't get a say. It takes an opportunity to impact the world in a meaningful way and sacrifices it on the altar of convenience.

There are easier ways to find convenience than by building six encounters and villages and moving them around to catch your players no matter where they go.
>>
Unrelated to any discussions going on, but I've misplaced that table of alternate PC races (the one with all the beastmen.) Anyone have a copy?
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>>52265799
Done.

It's also here: https://coinsandscrolls.blogspot.ca/2017/03/osr-table-of-races.html

If you want to bookmark it or download an editable table.
>>
>>52265889

Don't you think having that many furry races in one setting is a bit much?
>>
>>52265952

>furry

Man, we had this discussion last time was posted. Nobody wants to fuck slugman.
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>>52265952
So here's the thing. The original intent was for these to be "human with a few traits". Slugmen were just guys with bulgy eyes and bad skin.

But the players decided to go almost completely in the opposite direction. They decided that a "toadling" was "a toad as big as a person, who could talk".

Also, the idea was to roll for the starting PCs, who would then determine the racial makeup of the local area.

This is the current table we're using for hirelings, NPCs, and replacement PCs from the same region. The main table is used for new regions.
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>>52265976
>Nobody wants to fuck slugman.

One word. Faustie.

Also, this is /tg/. You're almost certainly wrong.

Nobody in my group wants to, or even wants to think about it. I'm pretty sure they don't know what furries are.
>>
>>52266144

Okay, nobody who matters.
>>
>>52265976
>doesn't want to fuck slug men
If terrestrial gastropod mollusc love is wrong I don't want to be right.
>>
>>52265952
I, too, once feared fetish races. Upon realizing that my beastmen might be seen as furry, I tried to remedy the situation. At first, I made them the product of twisted magical experimentation, but, fool that I was, I didn't realize until it was far too late that I had stumbled into "Unwilling Transformation." Then I tried to make them vicious man-eaters that stalked the wastes of the world in search of their prey, only for it to be pointed out to me that I had introduced "Hard Furry Vore" to my setting. Then I seriously considered giving them all animal-level intelligence, but my previous blunders had given me some small share of wisdom, and I decided against changing things any more than I had.

Now I coexist peacefully with the furries, as you must learn to do.
>>
Anyone interested in 20 more Orthodox Wizard Spells?

Well TOO BAD, you're getting them anyway.

51. Become Delicious
R: touch T: creature of [dice]x2 HD or less D: [sum] varies
Target creature smells and tastes delicious for the spell's duration. The smell radiates 20' in calm air, but can spread via wind or leave a trail. Sentient creatures can usually resist the urge to eat the target without a Save, but animals and other ravenous creatures must Save or select the spell's target as their primary attack target. Insects will be attracted to the target for the spell's duration. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This spell can also affect dead creatures.

52. Cube of Spell Splitting
R: 50' T: point D: [dice]+1 rounds
A 5' cube of grey light appears in the air at a point you specify. It can be targeted by non-magical attacks (Defense 10, 5 HP) and disappears if it takes more than 5 damage. At any point during the spell's duration, spells that enter the cube through one of it's faces will be split, and identical copies will fire out of the spell's 5 other faces. The copies are not specifically targeted, but will hit any valid targets in their path, and within the original spell's range. For example, you could fire a magic missile straight through the cube at a target 30' away from the cube. Four other magic missiles would fire from the other four sides of the cube and disappear after 30' unless they hit a target or obstacle within 30'. Touch spells and spells with a range of "self" are not affected. Other spellcasters can use your cube.
>>
>>52266632
53. Entangling Smoke
R: 50' T: [dice]x2 objects or creatures D: varies
Target creature or object is grabbed by tendrils of thick black smoke. Save vs Dex to negate, prone creatures automatically fail. Target moves at half speed and takes a -2 penalty to Attack until it can win an opposed Strength test against the smoke to end the effect. The effective Strength of the smoke depends on the dice invested. 1 [die]: 10, 2 [dice]: 14, 3[dice]: 18, 4[dice] 20.

54. Capture Wind
R: touch T: point D: concentration
A magical circle [dice]x2' in radius extends from your fingertip. As long as you maintain concentration, you can absorb any wind passing through the circle. You can then collapse the spell. At any point, as long as you devote a spell slot to maintaining the spell, you can reactivate it with the same radius (no [dice] are needed) to release the wind you absorbed. The wind flows out at the same rate it entered. If you activate this spell in a light breeze for 5 minutes, the spell will release a light breeze over 5 minutes. The wind only flows from the circle, so anyone standing behind it is not affected (unless you release hurricane-force winds indoors). You can cancel the release at any time, which expends the spell as usual. If you die while this spell is "loaded" and in your brain, it activates facing a random direction.

55. Enfeebling Sigil
R: touch, 50' T: object D: [sum] rounds
A writhing arcane symbol appears on an object you touch. Any creature within 100' of the sigil who looks at it must Save or be reduced to Strength 1 for [dice] rounds. Nothing can cause their Strength to drop lower than 1 while they are under the effects of this spell. The symbol vanishes after [sum] rounds. If you invest 3 [dice] or more, you can instead set the duration of this spell to permanent, provided no one looks at the sigil. Once it is seen, the duration becomes to [sum] rounds as usual.
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>>52266644
56. Redwyn's Excellent Clamp
R: 30' T: object D: [sum] varies
A clamp of red light appears over one or two objects you designate. The maximum width of the clamp is [dice]x10'. The clamp will push the objects together until they are held securely (effective strength of 20), but it will not damage either object or any living creatures. If you designated an orc's shirt and the back of a chair as targets, the clamp would firmly secure the orc to the chair. The clamp must be able to fit around the objects. You could not secure a chair to the floor or walls. Creatures can break free with an opposed Strength check, and, most of the time, can wriggle free in a few hours. The spell lasts for 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] months, or permanent.

57. Light's Own Scourge
R: [dice]x20' radius T: light sources in area D: 0
All light sources in the radius of this spell deal damage to the creature nearest to them. Candles and matches deal no damage. Torches and lanterns deal 1d6 damage. Bonfires deal 2d6 damage. Magical light sources with a duration of at least 1 round deal damage equal to the [dice] invested in their casting +1d6. If a light source deals 4 or more damage it is also extinguished.
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>>52266656
58. Scamper's Bouncing Sphere of Destruction
R: touch T: point D: [sum] rounds
A small yellow sphere appears on your fingertip and fires off at enormous speed. Any creatures struck must Save or be stunned for 1 round. If you cast this spell outside, or in a very large room with multiple exits, you strike 1 target before the spell vanishes into the distance. If you cast this spell indoors, in a room with a limited number of entrances, the sphere is trapped and begins to bounce around the room at high speed. The effects depend on the room size. 400 square feet or less (20'x20'): all creatures must Save or be stunned each round for the spell's duration. All objects that could be shattered or broken have a 20% chance of breaking each round. This includes potions, flimsy furniture, windows, etc. 1600 square feet or less (40'x40'): creatures have a 20% chance per round to be hit. Objects have a 10% chance of breaking each round. Any larger rooms: creatures have a 5% chance per round to be hit. Objects have a 5% chance of breaking each round. These chances may be adjusted by the GM depending on the room size and contents. If you invest 3 [dice] or more in this spell, creatures that fail their Save also take 1 damage. If you invest 4 [dice] or more, creatures that fail their Save are also knocked prone.

59. The Creature Comforts of Tuttle Wren
R: 10' T: area D: [sum]x2 hours
In an area you designate, no larger than 15'x15' by 10'x high, a magical camp appears. The camp includes a bedroll, a sleeping platform, a small purple and gold tent, a small table and chair, a kettle, a cookpot, an iron arm to hold the kettle or cookpot over a fire, a book entitled "The Erotic Poems of Plumtarch" (less erotic than expected), and a pair of dry wool socks. Any items removed from the area vanish instantly. In the spell's area, the temperature is moderated very slightly, wind and rain are lessened, and vermin cannot enter.
>>
>>52266673
60. Package Neatly
R: 20' T: objects D: concentration / permanent
Up to [dice]x500lbs of nonliving objects, as you designate, are packed neatly. You must name the objects or their general category when you cast the spell ("those coins", "the contents of that room") If no packing materials are provided, the objects will be stacked into compact cubes, with the largest and most stable objects at the bottom. If chests, paper and twine, sacks, carts, etc. are provided, the spell will use them as you direct. The packages created will take up the minimum space possible, and will be remarkably sturdy. The spell will continue to pack objects for as long as you maintain concentration. The objects must be able to move freely. You could not use this spells to pack clothes someone was wearing. The objects will not lift more than 10' off the ground during the packing process.

61. Flying Syringe
R: 100' T: object, creature D: 0
You must hold a potion, vial of poison, or other liquid in one hand while you cast this spell. The spell changes the potion's container into a glass dart and fires it at an enemy within range. The enemy must Save or be struck and immediately take the effects of the potion. If you invest 2 [dice] or more, you can redirect a missed syringe, once, to a new target with a successful Save vs Int. If you invest 3 [dice] or more, you can mix [dice] potions together into the same syringe. If you invest 4 [dice] or more, the target does not get a Save.
>>
>>52266688
62. Spitting Stone
R: touch T: object D: [sum] hours
You touch a stone no larger than your head, and it grows a face that resembles a gargoyle's. You can designate [dice] conditions under which the stone face will discharge water. You could say "always", "whenever any one but me walks past", "only when an orc walks past". The conditions must be obvious. The stone is not very observant. The water sprayed by the stone does not deal damage, but it has a 50% chance to extinguish torches. The water disappears once it passes more than 100' from the stone. The stone sprays water in a [dice]x5' cone. If you invest 4 [dice] or more, creatures passing through the cone must Save vs Dex or be knocked prone.

63. Shackle to the Earth
R: 100' T: [dice] creatures D: [sum] rounds
Targets must be touching the ground. For as long as the spell is active, they must keep at least one limb touching the ground at all times. They can jump or run if they make an opposed Strength check against Strength 20. If a target is knocked prone, they must Save vs Strength to rise from prone. Targets take a -2 penalty to all Saves vs Dex.

64. Legulian's Potion Alloy
R: touch T: objects D: permanent
You combine up to [dice]+1 potions in a flask or [dice]+1 flasks that can contain them. The mixture is stable. None of the usual rolls for mixing potions are made. The new potion or potions have all the effects of the originals.
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>>52266704
65. Mind Labyrinth
R: 0 T: self D: [sum] hours
You create a spiraling labyrinth of thought in your mind. Anyone attempting to read your mind or cast a memory-altering spell must Save or become trapped in the labyrinth. Once per hour, they can Save vs Int to escape. Very experienced mind readers may expended a [die] to automatically escape in 1d10 minutes. While a creature is trapped in your mind, you can distantly hear it's thoughts.

66. Roiling Polymorph
R: 10' T: willing creature, or unwilling creature of [dice]x2 HD or less D: [sum] rounds
For the next [sum] rounds, target creature transforms through a wide variety of shapes. Save once at the start of the spell to negate. Roll on the list below at the start of each round: 1-2: no change from current form, 3: small mammal, 4: small amphibian, 5: small bird, 6: small crustacean, 7: medium mammal, 8: medium bird, 9: creature of the same size and species as the target, but of different appearance, 10: creature of the same size as the target, but different species and appearance. The creature's Stats and HP are quartered when transformed into a small creature and halved when transformed into a medium creature. When the spell's effect ends, the creature is stunned for 1d6 rounds.

67. Horsebane
R: 100' T: area D: [sum] rounds
A circle 20' in radius becomes sticky and soft. Creatures in the area move at half speed and take 1 damage per round. Any creature that was running or charging in the round before this spell was cast must Save vs Dex or take [sum] damage and be immobilized for 1d6 rounds. Creatures with more than 2 legs get -4 to their Save.
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>>52266716
68. Move Enchantment
R: touch T: objects D: permanent
You touch an enchanted object with one hand and a ritually prepared object with your other hand. Save, with a +2 bonus for each [dice] invested. If you succeed, the enchantment moves to the new object. If you fail, the enchantment vanishes forever. You take a -2 penalty to the Save for each [dice] the caster invested in the original enchantment, and a -2 penalty if the target item and the original item are significantly different. It's not easy to move the enchantment for a sword into a ring, but you could probably move an enchantment from a ring to a crown without too much trouble.

69. Mangling Blows
R: 100' T: creature D: 0
Invisible hammers of force strike from every direction. Target creature takes [sum] bludgeoning damage, Save for half, and is pushed [dice]x5' in a random direction.

70. Conflicting Command
R: 50' T: creature that can hear and understand you D: 0
You shout a magic phrase to your target. To you, and to anyone else, it is incomprehensible but your target interprets it as a magical command that is impossible to fulfill. "Fall down and jump up at the same time" is a possible translation, but the conflict is more fundamental. The target takes [sum]+ their Intelligence bonus damage and is stunned for [dice] rounds. Save negates.

And done, for now!

Thoughts?
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I'm thinking about rules for drinking and drunkenness
>every PC has a Sobriety score
>possibly equal to Con + 1/2 Wis
>whenever you drink half a bottle/2 mugs/a half-liter of spirits then:
>if you Sobriety is 20 or more reduce your Sobriety by 1 point
>if your Sobriety is 19 or more roll 1d20
>if the d20 is less than your current Sobriety you're holding your liquor; otherwise the alcohol is getting to you
>1st failure: Tipsy. -1 to attacks, 5% spell failure
>2nd failure: Drunk. -2 to attacks, 10% spell failure
>3rd failure: Smashed. -4 to attacks, 20% spell failure
>4th failure: Black-out drunk. Save vs poison or make a Con check to avoid passing out for 1d20 hours or until woken up. -8 to attacks, 40% spell failure
>you can spend your action to "shake it off"; make a save vs poison or make a Con check. Success means that next round you act as if you 1 step less drunk
>so a Smashed character could save vs poison then act as if he were just drunk during his next action
>very strong drinks (dwarven ale, orc moonshine, etc) may makes characters lose sobriety at double or more the normal rate
>very weak drinks (elf champagne, watered-down wine, etc) may makes characters lose sobriety at half or less the normal rate
>Sobriety recovers at a rate of 1 point for every three hours of sleep

Thoughts?
>>
>>52266897
Well I would have slowed recovery while sleeping. But aside from that how do you encourage drinking. XP boosts?
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>>52266897
I'm a big fan of Chekhov's Stat.

If a thing is on the character sheet, the players will want to roll it. A lot.

If your game has a Stat for Diving Tackles, expect lots of diving tackles. If you have a Stat for Sexual Prowess, expect lots of banging.

If you've got a Sobriety Stat, the game ought to involve that Stat, and treat it as important as Stealth or Movement.

Your system is good, but it's complicated. It's more complicated than being poisoned, petrified, or tripped.

If being drunk is more important in your game than those things, that's fine. If not, then perhaps reconsider the importance of your system.
>>
What tips could one give to those who run more modern games, but want to try OSR?
>>
>>52267129
Lurk more, read blogs, read the books, and don't expect to be spoonfed.
>>
>>52266897
If you're drunk in the dungeon, you deserve everything that's coming to you.
If you're drunk in the town you should crimp the ol' "my character knows all the skills I know" skillless system and see how well you steer them while *you're* drunk.
>>
>>52267129
>What tips could one give to those who run more modern games, but want to try OSR?
Run a minimalist, targeted game. Go for an unabashed dungeon crawl where any story is just a setup for looting. Remember that fighting isn't the goal; the goal is riches and magic items. Fighting is just something you sometimes have to do to get the treasure (or to keep living), but if you can avoid it, or rig things so that it's as unfair as possible, that's what you want to do.
>>
>>52259176
If you pop in we'll be friendly :)
>>
>>52267436

If anyone sees TroveGuy in there, tell him what's up.
>>
Thoughts on the Dungeonland/Magic Mirror modules?

I'm a big Lewis Carroll fan myself and enjoy Gygaxian modules. Are these two great tastes that taste great together? Are they good modules?
>>
>>52268419
Just looked and these sound interesting.
Can someone rec. Carroll-esque low-level adventures?

I love that the very forst thing PCs can do in EX1 is extend their hand and grab a random (miniature) magic item.
>>
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So my OSR campaign is wrapping up with one of my regular players ducking out to pursue a job opportunity in another city and my remaining two players agreed to take a short break, find another player and then get back into the swing of things shortly.

This gives me time to work on a new location for the next campaign. I was thinking of doing something a little campy, so how's this sound?

>Three years ago, a rock from the dark recesses of the cosmos landed in the Emerald Bayou. As it arrived, people in the surrounding areas witnessed a golden glow emanating from the object in the sky. After it made contact, gold dust was discovered downstream, flowing out of the swamp. Despite the danger, many flocked to the area. The desperate, the dispossessed, and the treacherous. Treasure hunters composed the bulk of the newcomers, but with the promise of heavy wallets and a convenient place to dump bodies there was no shortage of ruthless killers coming to the swamp. More dangerous than either group, however, were the people who had lived in that bayou for generations. It's been years, and not a soul claims to have found that strange object nor has any real amount of gold ever made it out of the swamp. It's still out there, waiting to be claimed.

>Strange locals, horrors from space, amoral opportunists.
>>
>>52266897

Too complicated for no reason. I have a much simpler approach.

If you have had more than X drinks in the last X hours (yes they are supposed to be the same number), you're buzzed. While you are buzzed While you are drunk, you have a -1 to all to-hit rolls, and your AC is increased by 1.

If you have had at least 2 * X drinks in the past X hours, you're drunk. While you are drunk, you cannot cast spells that have somatic or verbal components. While you are drunk, you have a -3 to all to-hit rolls, and your AC is increased by 3.

If you have had at least 3 * X drinks in the last X hours, you're smashed. While you are smashed, you cannot cast spells. While you are smashed, you have -5 to all to-hit rolls, and your AC is increased by 5.

Dwarfs count as having consumed 1 less drink than they have actually consumed for drunkenness calculation purposes.

Halflings may choose to halve their drink size if the innkeeper/bartender allows (DM's discretion). If they do not, they count as having consumed 1 more drink than they have actually consumed for drunkenness calculation purposes, provided they have consumed at least one drink within the applicable time frame.
>>
>>52269014

Almost forgot:

A drink is here defined as the equivalent of a pint of 5% ABV beer.
>>
>>52267052
I award 1 XP per 1 gp spent on impractical/fluff purchases. So the guys who decide to stay at the fanciest inn in town while eating purple worm steaks while their hired dancing girls and bard put on a show just for them get to level up faster.

>>52267079
>If a thing is on the character sheet
It isn't going on a character sheet, it would be DM-only.

>>52267276
>If you're drunk in the town you should crimp the ol' "my character knows all the skills I know" skillless system and see how well you steer them while *you're* drunk.
An interesting idea.

>>52269014
>I have a much simpler approach.
It's also a lot more boring, to be quite honest.
>>
I'm feeling creative.

Give me a topic for a random d20 table, /tg/, let's roll.
>>
Why on Earth do you feel like you need a complicated, stats-based system for how drunk you are? Just make a quick ruling and move on, what a fucking waste of time.
>>
Do you guys use mats with squares? Hexes? No mat?
>>
>>52269102
Tavern Patrons.
>>
>>52269132
Minis, no mat. Mostly keep distances loose, but if it's crucial measure in inches.
>>
>>52269102
d20 urban dungeons
>>
>>52269102
>>52269167
Or even better, d10 dungeons in a city + d6 non-dungeon city hooks + d4 cities in a dungeon

Make them overlap, so it can be rolled on a d20.
>>
>>52269102
d20 Talking Skulls
>>
>>52269132

I don't use a mat or any distances that aren't abstract. I don't even give dungeon rooms exact measurements.

I know I'm a fraud. Don't be afraid to yell at me for it.
>>
>>52269102
>>52269167 (You)

d20 Adventurer NPC tactics. Keep it weighted so it can be rolled with 3d6 too, with the common ones around 10, 1-10 are vicious, 11-20 are fair play. Chaotic parties roll with d20, Lawful with 3d6+2, Neutrals 3d6.
>>
>>52269136
1d20:

1 - Peasant. 1d6: 1 drunk farmer, 2 hiding from wife, 3 family, 4 refugee from monster attack, 5 fisherman, 6 vagrant

2 - Adventuring Party. 1d6: 1-3 level 1 bozos, 4-5 veterans, 6 hardcore; 1d6: 1-3 pre-dungeon, 4-6 post-dungeon

3 - Lone adventurer. 1d6: 1-2 lone wolf, 3-4 “between parties,” 5-6 everyone died, openly weeping on countertop

4 - Hedge Wizard. 1d6: On 6 will set the tavern on fire when suitably drunk

5 - Prostitute. 1d6: 1-3 passable, 4-5 no way, 6 succubus

6 - Dwarf. 1d6: 1 sober, 2-5 drunk, 6 holy shit

7 - Elf. 1d6: 1-3 bard, 4-5 adventurer, 6 prostitute (see 5)

8 - Half-orc. 1d6: 5-6 tries to pick a fight with biggest party member

9 - Gnome offering special alchemical brew for 5g. 1d6: 1-2 good shit (+2str -2int), 3-4 pisswater (no effect), 5 hallucinogenic (fun), 6 hallucinogenic (satan)

10 - Halfling/Kender. 1d6: 1-5 tries to steal from someone he shouldn’t, 6 already dead from previous attempt

(continued)
>>
>>52269136
>>52269522

11 - Kobold. 1d6: 1-2 lizardbold, 3-4 dogbold, 5-6 ratbold

12 - Barbarian. 1d6: 5-6 goes berserk at some point

13 - Rogue. 1-3 minds his own business, 4-5 tries to join party, 6 chaotic neutral - see Halfling/Kender.

14 - Dog or domestic animal. 1d6: 1-4 normal, 5 druid, 6 druid prostitute

15 - Noble. 1d6: 1-2 knight-errant, 3-4 dissolute scion, 5 local lord, 6 king in disguise.

16 - Disguised outsider. Reroll for diguise, Prostitute result automatically “passable.” 1d6: 1 demon, 2 devil, 3 angel, 4 slaad, 5 modron, 6 bogdanoffs.

17 - Vampire. 1d6: 4-5 tries to feed on party if they sleep, 6 nevermind, just a weird kid

18 - Witch Hunter. If hedge wizard also in tavern, Witch Hunter shoots him in the back of the head at some point, then leaves like it’s nothing

19 - Hooded Quest Giver. 1d6: 1-3 genuine quest-giver; 4-5 rapist, gonna be waiting for you at the dungeon with rope and an erection; 6 extradimensional predator that feeds on heroism /人‿‿人\

20 - Reroll, result is invisible and trying to pull shenanigans on party. If two 20s in a row, tavern is colony of mimics, all patrons doppelgangers.
>>
>>52269235
Not that guy, but have a d6 one.
1. The Reverend
A very agitated fellow. Has a vast knowledge of hell and its inhabitants, but speaks only in incoherent screaming(suitable for "yes/no" questions).
2. The Radius Humerus
A former comedian who was torn apart by a crowd. Almost completely useless, since he speaks exclusively in bone puns. Helps to keep morale up, until you can't take it anymore and run away screaming.
3. Archibald The Death-Caller
A lich who accidentally obliterated the rest of his body while deep in the dungeon. Will gladly cast any spell for his rescuers, as long as he is treated with respect. Oh, and he ran out of them, so find him a spellbook first.
4. The Heavenly Connoisseur
Not really a skull, but a flying skull-shaped divine construct of gold and gems. Tasked with traversing the various planes of existence and cataloging the taste and texture of literally everything the world can offer. Don't worry, the flesh of adventurers is already crossed out.
5. The Eightolon
A skull of a famous fortune-teller, fashioned into a magic 8 ball. She'll tell fortune for anyone who can pay for her services, but takes a grave offense if she is used as an 8 ball. The ball part never lies, however.
6. The Face
Once a well-known bard, casanova, and con artist, now this guy keeps on living in a mask made out of his skull. Just put it on, and he will talk on your behalf! No matter what, he WILL get you laid, just so he can watch. Even if you don't want to.
>>
Anywhere I could commission some good maps for a dungeon I'm making? I'm shit at drawing and lazy to boot, but I've gotten to the point where it's getting harder to come up with content without having the maps.
>>
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>>52269564
https://img.itch.io/aW1hZ2UvNDU5NDcvMTk5NDI0LmpwZw==/original/sbZpjh.jpg
https://img.itch.io/aW1hZ2UvNTQ3MDEvMjQ0MjA1LmpwZw==/347x500/7ahUdS.jpg

http://static.tumblr.com/ba7fa02a77de064800660805166064e5/c91ikus/Wiuo4c3zs/tumblr_static_2hkcd03lfeaskk0cg40goc8gs.png
>>
>>52269603
Oh man these look sweet. Thanks for the tip.
>>
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Why does this fucking guy have 3 hands?
>>
>>52270547
Why is LotFP artwork so fucked up?
>>
>>52270564
>blood and guts
>fucked up
????????????????????????????
>>
>>52270994
Well it does kind of take it all to rarely seen extents.
>>
>>52271034
So?
>>
>>52271380
Hence being fucked up.
>>
>>52269528
>Prostitute result automatically “passable.”
On the one hand, I'm kind of upset that you can't roll angels disguised as succubi.
On the other hand, it's weird that elf prostitutes can be succubi instead of defaulting to "passable."
>>
>>52268886
Sounds cool. A way to make it more open/various locations there could be a bunch of meteorite impacts in the area from a shower/event. Gives some that have been found already as motivation/rumours, but not all of them. Lets it be longer ago than 3 years too so the area can have a bit more developed character.
>>
>>52270547
Dude behind is holding one of them.
Probably the lantern.
>>
>>52270547
He took the staff from the zombie with the crown, and the zombie's hand came with it.
>>
>>52257173
What exactly is the reason that the survival of the Elemental Planes are linked to Athas in particular? Is it ever explained? Or does each material plane have its own Inner Planes?
>>
Are exhaustion penalties not a thing in LotFP?
The Basic-Expert turn tracker thing (http://basicexpert.info/turnTrackerDungeon.php) says you need to rest every 6th turn, or you start taking a -1 to everything, but the closest I can find to that in LotFP's book is that you need 4 hours of sleep every 24 hours or you get the same penalty.
>>
>>52270994
>>52271380
>art commissioned by known guro fetishist and stalker James "art is supposed to be offensive except for when it's too offensive" Raggi IV
>"hurr durr wuts fucked up about raggi's magical realm"
>>
>>52271990
Truly, internet has forever jaded and desensitized us all.
>>
>>52271990
Gonna need evidence of this stalker claim.
>>
I find 2nd edition AD&D to still be one of my favorite systems out there, but even I admit the nonweapon proficiencies are fucking broken.

Is it possible to fix them while still letting the players have some sense of customization, variety, and character personality and background, or should they just not be used?
>>
>>52255870
>>>52260238
>
>And my rss feeds are constantly being pruned and revised. So much wonderful insanity out there.

anon plz
>>
>>52270547

Look close. Like >>52271700 said, that hand isn't his.

>>52270564

Raggi hires the well-known artists of heavy metal album covers, and tells 'em to just do what they do.
>>
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>>52272478

It's been gone over in the thread previously, the evidence turns out to be pic related.

There are a few people around who appear to be obsessed with Raggi, and who tellingly project this on anyone who thinks LotFP is good, implying they're all part of some Raggi-loving cult of personality.
>>
>>52272940
I think LotFP is good and has some of the best OSR adventures ever made, but Raggi is so fucked in the head it's kind of easy to believe anything anyone might say of him.
>>
>>52272509
What's your specific issue with the NWP?
>>
>>52272940
>There are a few people around who appear to be obsessed with Raggi, and who tellingly project this on anyone who thinks LotFP is good, implying they're all part of some Raggi-loving cult of personality.

Can confirm, am one of those people.
>>
>>52272978
Firstly, there are about a million of them to choose from, especially if you take up all the splatbooks, yet you only get about five new ones throughout your entire adventuring career, so it's kind of hard to pick and choose what you like.

Second, all this background stuff tied up with adventuring makes very little sense at all, especially with the ones that cost more than one point. Why would it take you nine character levels to learn rudimentary weaponsmithing, when you'd already learned about five different jobs by your late teens? Why is weaponsmithing so expensive to begin with?

But most important of all, they try to mix up completely useless background skills (cobbling, cheesemaking) with important adventuring stuff everyone must have (spellcraft, tumbling). They mix up mechanics and fluff in a way that you have to pick and choose, instead of getting both. There's no consistency and nothing to make them work well at all.
>>
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>>52273033

Good for you, recognizing that is the first step on the road to recovery.
>>
>>52273263
You're not going to brainwash me into your herd of Raggi-loving cultists. I don't care if you keep sucking that hack's dick, the mouth is yours.
But don't treat my disagreement like it's a fucking illness.
>>
>>52273099
I have a general rule in RPGs where I give out comparatively useless skills at the price of 2 for 1. Maybe they still come up short compared to an one really useful skill, but at least you're getting more bang for your buck. As for the NWP that cost 2, maybe you need to lower that cost by a bit. What if you gave everybody twice as many points, had normal shit cost 2, expensive shit (that used to cost 2) cost 3, and relatively useless shit cost 1?

Or you could just say that you get a free "useless" skill with a normal skill; an "expensive" skill doesn't cost any extra, but you don't get the free skill with it; or you can get three "useless" skills by themselves.

As for the actual mechanics of the NWP, I'd drop the check modifiers (it's needless complexity and they're all over the place anyway), and convert them from attribute checks (in which your attribute rolls make way too big of a difference) to attribute-modified rolls. Maybe make the target number 10 + your attribute modifier. Folks with the proficiency always get the better of two rolls. Folks without the proficiency roll a single die if it's a general skill that most anybody could try (swimming across a lake without a swimming proficiency, for example). If it's a specialized task that a normal person would be ill-suited to attempt, then they'd either get the worse of 2 rolls, or wouldn't be able to attempt the task at all, at the GM's discretion.

As for the problem with the splat, just drop the splat if it gives you trouble. You can allow a few things in on a case-by-case basis, but you aren't obligated to use everything.
>>
>>52273379
I don't know if anyone here loves Raggi even if we love his work. It's possible to separate the two.
>>
>>52273539
>Or you could just say that you get a free "useless" skill with a normal skill; an "expensive" skill doesn't cost any extra, but you don't get the free skill with it; or you can get three "useless" skills by themselves.
If you wanted to help balance this out and keep people from getting too many NWP, you could start each class out with one fewer points than normal, and maybe slow the progression by one level. So, for instance, instead of starting with 3 NWP points and getting an additional one every 3 levels, a warrior would start with 2 points and get an additional one every 4 levels.
>>
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>>52273379

Considering how touchy you are, you might actually have a problem, anon.
You said you were one of those people I described as "obsessed" with Raggi, and who project this obsession onto people who disagree with them -- which is unhealthy.
I thought you were being tongue-in-cheek, so I made a tongue-in-cheek reply that you know, at least you acknowledge that it's irrational to act like that, and then you flip out like this? Maybe you do need help. Not for "disagreeing" but for being kind of hysterical about it.
>>
>>52273721
What of weapon specialization?

I guess it'd be kind of appropriate for you to start with a swordmaster who can't really wield any other weapon well at all.
>>
>>52273749
This is exactly why people are convinced that there's a werid Raggi cult/circlejerk here.

Why can't I dislike Raggi? Why is that not allowed? Why do you think I need "help" for not liking Raggi? Why is not liking Raggi "irrational"?

Do I need to be educated out of my dislike for Raggi? How would you feel if people started defining your likes and dislikes not in terms of tastes, but in term of an illness that requires healing in order to make you "normal" again?

I'm not here to start shitflinging and I've long given up on trying to have a healthy discussion on the subject in these threads because i just get constantly stonewalled. Disliking Raggi is not allowed here, end of discussion.

So, I just try my best to hide my dislike (which, I'd point out, is both personal - for the man himself - and professional - for the stuff he writes) in order to "fit in", to avoid moments like these, but sometimes I guess I just have to vent.

I don't like Raggi. And I don't like /osr/ treating not liking Raggi like a mental illness, when you can talk shit about Gygax, Arneson, Mentzer, Holmes, or Crawford, Zak Smith, or even Vance, Moorcock, or any other influential figure in the hobby, and no one bats an eye.

I just don't like him, end of fucking story.

I'm out. Going to meld back into the anon ranks and go back to pretending I love Raggi like everyone else does, in the interest of keeping the thread going.
>>
>>52273749
>>52274164
As an outsider, what the fuck are you two even on about? How is liking or not liking Raggi even an issue? He's just a guy.

Or are you talking about Raggi's WORK? Because some of that shit is pretty great.
>>
>>52274164

Jesus, christ, you DO have a problem. Nobody said you had to like Raggi. But you do need to calm the fuck down about it, and stop behaving like a fucking looney.

>>52274189
I mentioned that we have a few people on the thread who don't just dislike Raggi, but have a weird obsession with bringing him up all the time, and who >imply that anyone who likes LotFP is part of some weird cult of personality that's obsessed with Raggi, rather than, you know, just liking the system and modules. (Which is weird since the folks who like it talk about the system, while the folks who don't are always bringing up "Raggi's a sick edgelord stalker" bullshit)

Apparently this touched a nerve, because the guy who saw himself in that post is now losing his shit hard.
>>
>>52274164
Lol what are you even on about? People talk shit on Raggi here daily.
>>
>>52274164
I'm pretty sure there's a strong association of raggi being a dipshit or at least too much drama here. People can just separate that from the game and take parts they like from LotFP.

I've seen people defending the game for sure. Sometimes a metal head tries to justify their taste in art. But obviously he's a self absorbed asshole deeply enmeshed in the osr's online political garbage.
>>
>>52273766
>What of weapon specialization?
Dunno. I've never been very happy with weapon proficiencies/specializations, but that's a separate system from NWP in any case.
>>
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Huh, let's see here.

>>52272940
>There are a few people around who appear to be obsessed with Raggi, and who tellingly project this on anyone who thinks LotFP is good, implying they're all part of some Raggi-loving cult of personality.

Then we get:
>>52273379
>You're not going to brainwash me into your herd of Raggi-loving cultists

And:

>>52274164
>Going to meld back into the anon ranks and go back to pretending I love Raggi like everyone else does

>like everyone else does

Wow.
>>
Can we disregard the Raggi conspiracy and go back to our regularly scheduled /osr/ thread?

Does anyone know of any OSR or similar product (game, module, etc) specifically patterned after, or even just referencing, the carolingian mythos and literature surrounding it?
>>
>>52274936
Seems like there would be a Pendragon splat for that.
>>
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What is the best old-school setting and why is it Wilderlands of High Fantasy?
>>
>>52274164
Maybe I'll start calling Dave Arneson a rapist.
What? I'm not allowed to critique him?
>>
>>52276172
>calling Raggi, a literal who delusional hipster, a "hack" and/or a "guro fetishist" is equivalent to calling Arneson, father of the dungeon crawl, a "rapist"

dumb raggidrone
>>
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>>52276228

>conveniently omitting the "stalker" charge from before

wew lad
>>
>>52276319
>implying "stalker" is equivalent to "rapist"

wew 2 (You)
>>
>>52276172
>>52276228
>>52276319
>>52276343
You're never going to let this bullshit be, are you?

Are you genuine infants?
>>
>>52276343

They live in the same neighborhood, dude, and it's as groundless to call Raggi a stalker as it is to call Arneson a rapist. There's not a scrap of evidence for either, just some guy on the internet saying so.
>>
>>52276384
I honestly just find it funny at this point, so I kept fanning the flame. I'll stop if people are annoyed.
>>
>>52276489
I mean I'd just prefer to talk about OSR and maybe getting someone to run 2e for me.

But I can understand if we don't do any of the actual playing stuff.
>>
>>52276535
>maybe getting someone to run 2e for me.
See >>52258404 & >>52256174
>>
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Recruiting for an OSR game using TheManse game rules.

>>52270888
>>
Recruiting for an OSR-esque game of AD&D 2e
>>52276706
>>
>>52272178
As common stones go, jade is pretty nice.
>>
>>52271912
You can add it to the game, if you want it.
>>
>>52271912

Yeah, that's one of the B/X things that was streamlined away.
I suppose I'm cool with it, it was always a bit tedious counting off every sixth turn IMO.
>>
If we're airing unpopular opinions:
I think Eberron's focus on exploration and adventure makes it a prime candidate for conversion to an OSR system.
>>
>>52278020

That's not an unpopular opinion. Everyone on this board sucks Eberron's dick constantly.

Here's an actual unpopular opinion; I hate magitech. Fucking fight me.
>>
>>52278054
That's a perfectly valid opinion, and I respect your right to hold and express it. :^)
>>
>>52278054
I completely agree. Magitech is bullshit. It sucks all the magic out of magic.
>>
>>52278020
Eberron is focused on cities and diplomacy.
All the interesting bits are just backdrop.

>>52278054
I'm all about wizards on space stations, but wizards on *magic* space stations rubs me the wrong way.
>>
>>52278349
>>52278054

>magitech

Eberron is like Dark Sun -- an extreme as hell expression of its edition that loses most of its mechanical oomph when translated to a different edition and is made all balanced and shit.

Of course magitech is gonna rub people the wrong way, Eberron was designed as the ultimate expression of 3e.
>>
>>52278467
What's funny is that Eberron works best in 4e (the creator even says as such).
>>
>>52278467
If Eberron is for 3e, Dark Sun for 2e, Greyhawk for OD&D, then what's the 1e setting?
>>
>>52278666
Forgotten Realms or Dragonlance.
>>
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>>52266632
>>52266644
>>52266656
>>52266673
>>52266688
>>52266704
>>52266716
>>52266736
Nobody likes my spells.
>>
>>52278831

I dislike you taking up multiple posts in this general to post your spells, yes.

You could literally compile them into a pdf and post them here, giving other people a chance to use the limited number of useful replies per thread.

You've been doing it multiple threads now. Please stop and consider others.
>>
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>>52278893
This isn't the slowest moving general thread on /tg/, but it's up there. The 5E thread goes through 2 or 3 before we run out of space.

And with such high quality content as:

>>52276384
>>52256868

In the thread, it's not like I'm diminishing the average quality.

I'm posting them before I put them in a PDF, to get live feedback. It's slow as balls writing 100 spells. I'd like to spot major issues or unfun ideas before I spend the time putting together a printable, formatted PDF.
>>
>>52278831
Your spells are always a pain to parse.[sum] and [dice] aren't easy on the eyes.
Especially when *both* are part of a spell.

I'm still trying to sort out my mixed feelings about your spell system.
I generally like the [sum] spells that give bonus effects with enough [dice], but I'm not a fan of the spells that ignore [sum].

>>52278893
God forbid we waste transient posts of our transient discussion on transient content.
For a second there I forgot the infinitesimal fraction of a penny each post costs oriental Moot.
>>
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Who here going to get Vaginas are Magic on Free RPG day like me?
>>
>>52279027
This is the first time I've ever heard of anything like this and it kind of sounds like a bad joke.

Elaborate.
>>
>>52279027

Man, we still don't have a copy of Slügs!

>>52279054
>it kind of sounds like a bad joke.

They generally are a bad joke, but also have neat stuff.
>>
>>52279054
Womyn only spells to fight the mansojiny
>>
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>>52265615

Well put, anon.
>>
>>52255870
Time to shill

www <dot> kickstarter <dot> com/projects/autarch/heroic-fantasy-and-barbarian-conquerors-collection
>>
>>52265615
And why would the players not get a say? What's stopping them from choosing something else?
>>
>>52279508
Not time to shill yet.
Become OP.
Slip it into the question of the thread.
>>
>>52279577
I could tell you what I said, OR
You could follow the thread. Just click the links up the chain, then read.
>>
>>52279621
I did.

I found a post advicing to bring up a whole lot of tables, then the response to that was "THAT'S SHIT ADVICE AND RAILDOADING".

How the hell does that make any sense?
>>
>>52279679

You missed the PDF and related posts, which is all "prep a few things, and then no matter where your players go or what they do, give them those things!"
"Perceived choice" AKA "I can't believe it's not railroading!"
>>
>>52279735
That still doesn't answer my question. What happens if the party tries to choose something else?
>>
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>>52279679
So the posts are all in relation to this PDF here:>>52265021

The PDF, and the response to it here:
>>52265244

Spawned this bit of advice here:
>>52265470
>>52265568
>>52265615

Does that make more sense? It's the PDF, not the post, that got the ball rolling.

Anyway,>>52279484
thanks.
>>
>>52279752

Well, in that case the GM reskins the swamp ogre encounter to be forest ogres and they get shunted right back on the rails.

Personally I don't have a problem with "railroading" as long as it's up front and honest. A fun railroad is called a roller coaster, and people stand in line to pay good money for a ride on one.

This kind of dishonest "you have a choice!" with fingers crossed, though, is not okay.
>>
>>52279752 c >>52265314
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>>52279752
>What happens if the party tries to choose something else?

That's... not a very useful question. The post already answers that, in a sense.

"Percieved choices" are where the GM goes "You guy can go anywhere on this map! You could go to the mystic west or the icy south or the frigid north or the giant city!"

And then, when the PCs go "We'd like to go to the eastern jungles (mwahaha, didn't think of that, GM)", the GM goes, "Sure!"

And then the PC finds a Jungle Ogre village.

No matter where they went, no matter what they chose, there would have been a Mystic Ogre village or an Ice Ogre Village or an Ogre Ghetto or something waiting for them. A perceived choice doesn't have to be between Eggs and Ham. The players can order Salad with Croutons if they want to. The GM is still, no matter what, going to have the waiter stab them.
>>
Uh, question guys, I'm lookign for an OSR games that do either one of those, preferably at least two:
-exclusively d6 hitdice and damage dice (easy)
-a rudimentary skill system (hard)
-classless progression (impossible)

Is there such a thing? The d6-entry alone isn't that hard to come by, but I've no idea where to begin with having at least some skills for when players would like to do something their characters could know but the players don't really, and I mean shit like treating wounds, and not 1-6 noticing hidden doors. Seems like very few OSRs do skills.

Classless thing, though, fuck.
>>
>>52279811
>>52279858
What exactly is the problem with that? Should the DM have prepared like three full dungeons for each of these occasions, knowing two of them will go to waste?

That sounds pretty terrible.
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>>52279008
>[sum] and [dice] aren't easy on the eyes.

Not a programmer or a chemist, are you?

It's a fair point, but I'd sacrifice a bit of readability for a bit of find-and-replace utility.

I'm using [sum] wherever I think high variance is interesting, and [dice] whenever a clear progression based on power is required.

Some spells just don't need a [sum] term. You could add one, but does having a range of [sum]x10' actually make the spell more interesting than giving it a 50' range?
>>
>>52279883
I make a bunch of stuff, and then hope to slot it in. In the long run, nothing is wasted. Gotta give them real choices though.
>>
>>52279883
COME ON!

Reading comprehension, anon! I'm getting pretty sick of spoonfeeding you.

We are RIGHT BACK to the tables discussion! Don't plan everything! Build tools that let you design on the fly, as needed.

>>52259303
And the excellent
>>52259593

And the last section of
>>52265470


The next time you don't understand something, THINK, then ask. Take a step back. Use your brain. And then, and only then, post and ask for clarification.
>>
>>52279975
Yeah, I mean I like random tables too. But if I build a really great dungeon, I'd like it if the players could visit it no matter where they go.
>>
>>52280019
Then why don't you just give the players a good reason to visit and leave enough hints that they can find it?
>>
>>52280076
But isn't that railroading?
>>
>>52279054
Spells that only women can cast. Made partially as a joke, partially to make American purists upset. Sounds like a fun time desu senpai.
>>
>>52280140
when is he making a Magical Negro splat
just as a joke haha
but partially to offend americans haha
>>
>>52280019
I usually ask people at the end of a session what they're interested in doing next and prep accordingly.

>We just finished a dungeon crawl does anyone want a change of pace?
>Do we want to deal with more intrigue in this city or go somewhere else?
>Does anyone care about the bandit attacks enough to investigate?
etc. I tend to ask with an email to the players inbetween games, keeps everyone involved.

That being said, I don't key hexes in the hex crawl. I write up a bunch of index cards of encounters that I generate with random tables and shuffle them. When the party gets a wilderness encounter they draw an index card and I usually ask them what sort of geographical details are important. They come up with cool stuff I wouldn't think of, we mesh it together and go from there. Keeps the procedural generation as inspiration but makes it more collaborative which suits the group. Gives us cool bits to draw on the map after too.

THAT being said, sometimes they're just not interested in a thing you made, so don't use it. It was good practice to write ideas down, keep it for later, salvage parts. People get better at creative writing the more they do it.
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>>52280178
Can't wait!
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>>52279903
>Not a programmer or a chemist, are you?
I shit you fucking not, I'm posting from work.
A sea of inconsistently styled curly braces and unmaintained php from ex-interns is inches in front of my phone.

I'll let you in on a secret: LISP is nice to look at.
[sum] and [dice] are like nails clawing at my over-caffeinated eyes.
>>
>>52280122
>But isn't that railroading?

No? Railroading is invalidating their choices, which is what you do if you feel like you have to trick them into going to your dungeon.
>>
>>52280122
Railroading would be forcing them to go to your dungeon, be that by preventing other choices or causing all of their choices to end up a the dungeon.

Giving them incentives but leaving the decision in their hand is the opposite of railroading.
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>>52280202
Haha, excellent. I've just come from sorting out an ancient, 20,000 line monstrosity written in visual basic. By untrained people copying and pasting bits from websites. For the past 4 years. With no revisions or reviews.

Chemists and programmers get triggered by [sum] and [dice]. Chemists are expecting them to be concentrations.
>>
>>52280019
So:
>>52280076
>>52280210
>>52280233
Have good points. There's a difference between saying "You all are going to the Pits of Leng because fuck it, I wrote the damn thing. And if you try to leave or get clever by stampeeding cattle into it to set off all the traps I swear I'll make rocks fall on you."

and

"There's this place called the Pits of Leng. It's said there's enough gold there to make any man a king ten times over."

I'm not really a fan of the railroading vs sandbox dichotomy because I think it's not very useful (see: >>52265470).

But there's a difference between saying "You must go here" and "this might help you accomplish your goals"
>>
>>52280233
>Giving them incentives but leaving the decision in their hand
...leads to disappointment.
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>>52279865
Since I've got no idea of such a system exists, all I can reccomend is asking yourself why you want those aspects, and then working from there.

It seems like you want a highly compact and extremely "convenient" system, with minimal cruft. You want progression, but progression with minimal additional rules.

Skills are easy enough. Skills have names like Historian or Torturer or Cobbler. There are no swimming, perception, trapfinding, or healing skills. Skills are rated 1-5. Roll a d6. Roll equal or under and you succeed. There. Done.
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>>52280622
For whom?

If you have players who are invested in the world, then you will never be disappointed.>>52265568
>>
So how is 1st edition AD&D better than 2nd?

I mostly play 2e, and from what I've seen of the 1e books, the distinction seems much the same as comparing PF to 3.5e: 2e appears to have fixed some stuff and simplified others, removed attack matrices and the stupid coin weight system, added a boatload of options, raised the racial class level limits, and made the books easier to read through.

Yet a lot of guys still go on about their love for 1e. So a genuine question: besides half-orcs, and demons and devils, what's 1e got that 2e doesn't?
>>
>>52278831
It seems like there are some interesting spells here, though I'm not a big fan of scaling effects. If it were left to me, each spell would have a static effect to simplify shit.
>>
>>52280722
DUDE GYGAXIAN PROSE AND RANDOM HARLOT TABLES LMAO
>>
>>52280722
Gygaxian prose, long but useful tangents, and mechanics that reinforce gameplay.
You'd have to pat me to get me to play either AD&D, but I recommend its DMG to referees/GMs of all systems.

2e is far easier to reference, but reads like a dead noodle.
And nearly every mechanical change is either at the expense of gameplay or of theme.
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>>52280786
The system I'm using gives Wizards 4 spell slots at most, and relatively few spells total. It would feel weird to have a spell that's awesome at level 1 (deal 2d6 damage) but not that great at level 4. I don't want to have any spells make other ones "obsolete". That doesn't feel very... wizardy.

But if you want to, when they're finally posted, it's easy enough to replace [dice] and [sum] with integers of your choice.
>>
>>52280805
I know you jest, but I will admit a great love to random tables of all sorts.
>>
>>52280722
1e was first and 2e failed to really move the game forward. Also, it's a bit hard to describe, but 1e has more energy and sense of adventure than 2e. Also, the DMG is far cooler. But then I'd never consider running either version of AD&D by the book, so I'm looking at them both as collections of ideas more than strict manuals to be religiously adhered to. 2e is definitely more approachable, and if I had to play strictly by the book, I'd definitely go with it.
>>
>>52280814
And that's why you loot and compile them all elsewhere for the system you actually plan to run.
>>
>>52280811
>>52280874
Since neither of you like to play or run AD&D, what do you use instead?
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>>52280786
That system is:
• slots=level, spells can be reused
• die pool of dice=level (max 4)
• casting uses 1+ dice
• 1s, 2s, and 3s return their dice to your pool
• no more dice, no more casting
• doubles → ayy lmao, Wild Magic ~
• triples → ⅓ closer to retirement

The spells scale by dice because they *don't* scale to anything else.
Those spells don't have levels.
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>>52280918
I personally use BFRPG and LotFP, though I have been looking into doing a modified 5e (Cleric, Fighter, Rogue and Wizard, no feats, very rare magic items, longer healing periods and needing to use healing kits/salves, lingering wounds and insanity rules added for extra deadliness, etc.)
>>
>>52280805

Do not mock the good name of Dude Lmao! Dude Lmao and I have had many good times together!
>>
>>52280918
B/X or occasionally LBB, very rarely my shitty homebrew.
>>
>>52280722
>the distinction seems much the same as comparing PF to 3.5e
This is a good comparison, but only because PF compounds 3.5's issues.
>>
>>52280812
Variable damage bothers me less than variable range or duration.* But all are mainstays of D&D in any case. I will say that using a different mechanical spell format than usual dramatically decreases the accessibility of your spells (or at least the people who are willing to really engage with them), even if your changes are relatively minor. That doesn't mean anything's wrong with changing shit--and I'd have a hard time making a big list of spells without playing around with the rules--just that absorbing a bunch of shit is already an undertaking (even if it's cool and useful shit), and many people aren't going to take that extra step (which necessitates evaluating the new scheme and then probably converting it to fit with the standard magic rules they're probably using).

You want to make things the most accessible? Put your spells in standard Basic format and expand the existing spell lists with maybe a handful of your spells at the end (so you've got maybe 16 spells instead of 12 per level), clearly marked as different (in italics or something). That puts them in a framework everybody's used to and limits the amount of information that people have to absorb to engage with your stuff (24 total spells if you do levels 1 through 6, and they can start off focusing on the low-level shit). Honestly, expanding the lists to 20 would cool in that you could randomly choose stuff using a d20, but it would be a bit more daunting for folks. But creating material is always a rather thankless task, and you're never going to get all the feedback it feels like your stuff properly deserves, even if you jump through hoops to make it accessible to everybody.

*Variable duration especially gets me. Tracking different things with different durations is annoying enough without adding an extra bit of complexity into the equation--left to me, durations would be standardized into big groups, so no more counting off 7 turns for one thing and 5 turns for another.
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>>52280630
d6 hitdice and damage because... No real reason. I just like having weapons be similiarly deadly, more than anything. I plain like when a dagger hits for d6-1 and the polearm d6+2, for example.

Skills, because, well, sometimes simply describing actions can only go so far when you go into territory that nobody at the table has any idea about.

>Skills are easy enough. Skills have names like Historian or Torturer or Cobbler. There are no swimming, perception, trapfinding, or healing skills. Skills are rated 1-5. Roll a d6. Roll equal or under and you succeed. There. Done.
That's alright though i wanted something more... official I guess, where I could lift out the progression tables wholesale, and retrofit into a system of choice that would meet the other criteria.

Classless - that's more of a curiosity thing. I also just want to see how would somebody go about a classless OSR game, and then just mash other findings into it. I just like classless games in general.

>It seems like you want a highly compact and extremely "convenient" system, with minimal cruft. You want progression, but progression with minimal additional rules.
I suppose you're right. My game of choice is World of Dungeons, but it doesn't really have any discrete combat rules. Maybe I should just graft that onto that game instead of looking elsewhere. On the other hand, I don't want to be stuck with just one 2-page game as the default choice for most fantasy campaign ideas.
>>
>>52280918
AD&D is okay. I just think there's a lot of unnecessary clutter in there, which either means simplifying/ignoring significant portions of what's there, or using something like B/X as the basis, and selectively dropping in shit from AD&D. But then maybe my experience is atypical, but I've never seen anybody come close to running AD&D by the book (granted, I've had more experience with 1e, which is more of a mess, and so less conducive to a rigid RAW adherence), so I kind of think that the standard way of running AD&D is to sort of have your own take on things.
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>>52281205
The thing is, off 100 spells, there are probably only about 10 that any given person will actually like. If they want to convert those 10 to Basic for their games, that's excellent. It also means I can't be blamed for unbalancing them (because, let's be honest, it's way easier to balance scaling spells than spells with levels). Converting is easy. Replace [dice] with 1 for level 1 or 2, 2 for level 3 or 4, 3 for level 5 or 6, and 4 for level 7 or 8. [sum] is just [spell level]xd6.

Variable duration is kind of a secret cheat. It /looks/ complicated but it's really just a determiner of "can I get the thing I want to do done in X time?"

Chances are pretty good that the answer is either "obviously yes" and "obviously no". There aren't many cases where the duration comes down to the wire. But it's still more exciting to roll it.

Tracking is also very easy if you use a segmented time tracking sheet.
>>
>>52280961
So it's generally a lower-power affair than normal? I'm imagining somebody casting a fireball with all their dice to get a fireball's standard effect, and then only having half their dice remaining in their pool afterwards. Granted, it mainly hobbles higher-level wizards, who can stand a bit of de-powering, but that seems a little extreme.
>>
>>52281205
Variable range bothers me (is it even going to hit, etc.) but variable duration makes as much sense as variable damage.
>Tracking different things with different durations is annoying enough
I spun down dice around a pie. Never hives me any trouble.
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>>52281479
Generally, yes. You tend not to cast the same spell a lot in the same day. High Powered Wizards get apprentices to do most of their casting, because of the risk of Dooms and all that. It very handily deals with the linear fighter quadratic wizard thing.

Wizards (in my version of the homebrew) also get a few minor cantrips (very minor, usually) they can use if they are feeling insufficiently magical.
>>
>>52281479
It was written with a low level cap in mind, IIRC.
>http://goblinpunch.blogspot.com/2016/09/the-glog-wizards.html
>>
>>52281600
>in my version of the homebrew
Oh, I thought you were some third guy. You're Coins&Scrolls?
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>>52281686
You caught me.

It's the images, isn't it?
>>
>>52281399
Hmm. I wonder if there's an elegant way to do durations that you don't have to keep track of. Like maybe, durations are a chance out of 6 (or maybe out of 10) for the spell to continue, and anytime you feel you need to see if a spell is still going, you roll the die to see. If it's been a long time, you roll multiple dice, with any failure meaning the spell is depleted. If you wanted to make things a little less "Surprise! Your spell is over!" you could say that a failed roll means the spell is in its last stages, and will last a bit more. (In this case, failing multiple rolls when you're making a check after a long period of time has elapsed means that the spell is actually over, and not just about to fail).

Of course, simply standardizing durations to "it lasts through combat / 10 minutes", "it lasts an hour", or "it lasts all day" whenever possible could make tracking shit easier too.

>The thing is, off 100 spells, there are probably only about 10 that any given person will actually like.
This is a valid point.

>If they want to convert those 10 to Basic for their games, that's excellent.
I've been meaning to go through and rework the Basic spells a bit, re-leveling some, dropping some, importing a few from AD&D, and maybe adding a few of my own. I may never get around to it, but if I do, would you mind if I ganked any spell ideas from you that seemed appropriate? I ask because if I do actually ever put this thing together, I'd definitely post it here, and I wouldn't want to rip you off without you being okay with it.

>Tracking is also very easy if you use a segmented time tracking sheet.
If I wanted to be an accountant, I'd... uh... do that stuff that accountants do... whatever that is.
>>
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>>52281686
>>52281648
There is this second guy though: >>52281699

Who is not me.
>>
>>52281717
>this second guy
Does that make me some fourth guy?
>>
>>52281714
>If I wanted to be an accountant, I'd... uh... do that stuff that accountants do... whatever that is.
Accurate time tracking is really really important in old-school D&D, anon.
>>
>>52281714
Don't knock time tracking. Making a janky, abstract time system is always inferior to just tracking time realistically.
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>>52281714
>I wonder if there's an elegant way to do durations that you don't have to keep track of.

Probably, but it does make it a little less fun for effects that go on for hours or years.

>would you mind if I ganked any spell ideas from you that seemed appropriate?

Go right ahead dude. If you want to credit, you can link to my blog (when I eventually post 'em all up).

>do that stuff that accountants do... whatever that is

Cocaine?

Anyway, it's just a quick grid thing. I'll see if I can mock one up.

You've got some boxes at the top that are called "rounds". Each round is 10 seconds (or 6, or a minute, or whatever you want). Let's say 10 seconds for this example.

When you fill in 6 boxes, you fill in a "minute" box in the next row down.

When you fill in 60 minute boxes, you fill in the hour box. 24 hours in a day, etc. etc.

If an effect lasts 6 rounds, you just circle the 6 rounds. If it goes off in 30 minutes, add a note 30 minute intervals along.
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>>52281768
I am not a number! I am a free man!
>>
>>52281916
You are number Six!
>>
>>52281783
>Accurate time tracking is really really important in old-school D&D, anon.
I'm okay with less granularity, though maybe there should be an intermediate duration between 1 hour and all day, if using that system. As for the idea of having duration checks, it's magic and is perhaps chaotic and unpredictable by it's very nature (at least if you want it to be).

>>52281806
>Making a janky, abstract time system is always inferior to just tracking time realistically.
All the durations are arbitrary in any case. Spells that last a decent period of time are counted in 10 minute intervals. Granted, that's partly because we measure non-combat time in those intervals, but that doesn't make it any less artificial.
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>>52281959
>>52281959
https://www.youtube.com/watch?v=W3ifbSHZMmg

Well... not quite.
>>
>>52281916
https://www.youtube.com/watch?v=xVGjZYdDTn4
>>
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>>52280178
It'll probably be based on the trope of "Magical Negros" and piss off people for it being "Play black guy; always be right and the voice of common sense".
>>
>>52280140

Is there going to be a PENIS POWER module to level the playing field?
>>
>>52282316
Stop inserting your misogynistic fantasies into my safe space shitlord. Racist white men like you already ruin the rest of the world, you don't need to ruin my inclusive tabletop experience.
>>
>>52282283
>>52282316
>>52282377
Your bait is transparent. Go troll the 5E thread. You'll have more fun over there.
>>
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Are long running campaigns a normal thing for your OSR games, with large hexcrawls and dungeon delving, or does the high-rate of character death tend to burn your players out from pressing on or getting invested?
>>
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>>52278020
Eberron does work pretty well for OSR stuff, if we're on the topic of WOTC stuff that works with OSR, I'd say the 2002 version of Chainmail's Sundered Empire/God War setting would also work pretty well for OSR purposes(probably helps that it's technically part of Greyhawk, albeit a region previously unexplored)

also we're going to need a new thread soon
>>
>>52282767
>also we're going to need a new thread soon
I nominate >>52279508 for next OP.
>>
>>52279121
>Slügs!
It really isn't that great. And I'm saying this as someones who loves LotFP.
>>
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Son of a bitch, /OSR/. All hell just broke loose at work. It's 10pm, and this isn't going to be sorted out until midnight at least.

Give me tales of epic, credulous failure to soothe me. I'm pissed.

Also, don't drive a truck into a settling pond. That's a bad plan.
>>
>>52283026

Yes, but I WANT IT. I need to have all the things.
>>
>>52283568
One time, everyone died in a pit. But not all at once.
>>
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>>52283602
Asphyxiation due to carbon monoxide or drunk wind elementals?
>>
>Honestly, the whole OSR is a sham. There's all this "roots of the hobby" and "RPG history" bullshit bandied when it's really just people reacting against 3.PF/4e. Not to mention the "oldschool" definition is a load of bullshit. The Fantasy Trip had point-buy attributes in 1977 but this isn't considered "REAL oldschool" by D&Ddrones because T$R didn't publish it. Yet somehow BECMI from 1983 is "REAL oldschool" because of the holy imprimatur of T$R, Inc. Then there are the dozens of "new" OSR games that are just lazy copypastes of B/X with houserules but which the OSR hivemind heralds as though the solution to the problem of how to REALLY play D&D. And that's not even touching the endless bitching about rule X or Y while refusing to look outside of D&D/retroclones for possible solution.

>inb4 someone uses that retarded "but the OSR started because people wanted to re-examine D&D" That shit was over 10 years ago, there's nothing left to re-examine, the "philosophers" of the OSR beat every dead horse they could find. Nor should the origins of a movement prohibit its evolution. Instead we get shit like OD&D IN SPACE! OD&D WITH CAPES! B/X WITH HORROR! B/X BUT WITH A MODERN SETTING! B/X BUT IN INDIA! because fanboys can't bear to leave their little D&D pond.
>>
>>52283961
Hey, hey bud, you uh, you got a little salt on your lip there.
>>
>>52282767

I'm digging this. Is there more anywhere? The taste of the setting it gave is not enough for me.
>>
>>52283961
Who are you quoting?
>>
>>52284063
some pasta
>>
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>>52283961
Oh there was bait bait bait
In half or in full plate
In the thread, in the thread

There was bait bait bait
In half or in full plate
In the Old School Roleplay thread.

My eyes are dim
I cannot see
I have not brought my skepticals with me.
>>
>>52284125
Are you the can you cast a spell guy?
>>
>>52284125

>that picture

That right there feels like the OSR experience sometimes, but only when the players stop paying attention and get overconfident and stupid.

It's beautiful.

Fucking skeletons.
>>
File: 3Q4xmJj.jpg (135KB, 761x1049px) Image search: [Google]
3Q4xmJj.jpg
135KB, 761x1049px
>>52284206
Hey! Someone remembered that!

Delightful.

>>52284213
Yup. "Oh, right, the helicopter skeletons. Forgot about those guys."
>>
>>52284291
I was the guy you responded to! I gave you a bunch of filk?
Never could figure out if your thing was supposed to be sex jokes or not.
>>
>>52283961
https://www.youtube.com/watch?v=mFjYlS5c2XQ
>>
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Wizard Buddies.jpg
542KB, 1440x1280px
>>52284348
The answer is always "yes".

But since I wasn't the only one responding, it could have been almost anybody's gutter-mind.
>>
File: Untitled.jpg (39KB, 583x516px) Image search: [Google]
Untitled.jpg
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>>52284381
>>
File: Eddie Izzard the Lizard Wizard.gif (1003KB, 500x500px) Image search: [Google]
Eddie Izzard the Lizard Wizard.gif
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>>52284469
That was a good gif.
>>
>>52283961
>one of my truthposts has become a copypasta

I feel accomplished and fulfilled.
>>
>>52284699

Ah, I see, "Truth" as in "9/11 Truth."
>>
>>52284720
t. T$Rcuck
>>
File: Tin Foil Hat Conspiracy.jpg (46KB, 340x255px) Image search: [Google]
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>>52284730

Yep, it's true, we're all working against you and The Fantasy Trip, anon. You caught us.
>>
>>52284057
the other Chainmail books don't really explore the setting much off the top of my head(and the line didn't last very long anyways), but I think there were a couple Dragon Magazine articles that went into things a bit more

overall I like that the existing fluff is relatively light, gives plenty of room for modification

>>52283961
fishingpole.jpg
>>
>>52284772

That's kind of a shame. I can't say the concept is UNIQUE but I like the way it justifies "small bands of adventurers as an army" and I like the idea of a god of war getting murdered and the result being "war 4eva" and not "peace" as people try and take his place.

I also like that the characters named all have, like, sane motivations, and nobody feels like a massive stereotype.

It's amazing what you can do with a few paragraphs and a little bit of forethought.
>>
>>52284962
>>52284962
New thread!
>>
>>52282767
>>52284772
>>52284800

it's just an adaption of The Black Moon Chronicles, a French comic series of the authors D&D campaign. He was going to write the Original OA supplement and eventually the guide to the western half of Oreik, but TSR went through it's first crisis before he could.
>>
>>52281897
Have t thought it through but a save could do it.

Roll 1d6 every other turn, torch consumed next turn on a 1 for example.
>>
>>52281897
The problem I've always had with this stuff in OS D&D is that I have no idea how long walking from room to room is supposed to take, or how long simple actions take. Let's say a player declares that his PC picks up a sword from a fallen enemy, does that take a round? What if he's looting the corpse? What if he's looting the corpse slowly and quietly so he doesn't alert other monsters?
>>
Bump

You guys know of any ways to use a tarot deck to generate dungeons?
Thread posts: 332
Thread images: 93


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