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/osrg/ OSR General - Wandering Edition

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Thread replies: 315
Thread images: 97

Welcome to the Old School Renaissance General thread.

Important Links: http://pastebin.com/QWyBuJxd
OSRG Discord Chat: https://discord.gg/qaku8y9
Blogosphere: http://pastebin.com/ZwUBVq8L
In-browser tools: http://pastebin.com/KKeE3etp

>Previous thread:
>>53334613

THREAD QUESTION:
>What is your favorite wandering monster chart?
>>
If your overland encounter tables aren't like this you ain't shit -
http://retiredadventurer.blogspot.com/2013/05/a-procedure-for-wandering-monsters.html
>>
>>53387433
Yeah, but that'd take actual work to make...
>>
Are there any good rules to buff up thief's backstab? Even in the older systems with less HP bloat, doing two or three times your piddly 1d4 dagger damage doesn't feel worthwhile at all.
>>
>>53387858

Thieves get +1 to sneaking and +1 to sneak attacks every other level

On their sneak attack roll, they get to add their sneak attack bonus. Every point over 20 grants +1 damage to the die roll, which they can do with any weapon.

Still not that good without a great roll, but I feel like it's still useful.
>>
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>>53387582
It takes work, but it's useful forever!
I spent an hour or so doing these river encounters, for instance, and I've had several whole sessions spontaneously occur due to the result.
>>
>>53387858
I like the DCC rule that makes daggers do 1d10 instead of 1d4 in backstab.
>>
>>53387974
>Doom Eels, maximum DOOM.

Jesus Christ how horrifying.

Any chance of you uploading the spreadsheet or at least a full screenshot?
>>
>>53387858
I actually kind of like the way 3e did sneak attacks, where the extra damage is not weapon-dependent.
>>
>>53388217
That's nice. Do you also get the bonus multiplier?
>>
>>53389568
Naturally. Otherwise it wouldn't be much better than double damage, and a fair bit worse than triple damage or more.
>>
Could GLOG guy tell me what he had to do to get the system roughly up and running? I know it's unfinished, but there seems to be enough for a decent base game.

I might work on some cleric/paladin classes for it.
>>
>>53389597
That sounds a bit overpowered actually. 2d10 is a lot of damage at first level.
>>
>>53387974
>>53388752
Seconding, that looks badass.
>>
>>53387858
I steal the Assassinate ability and give it to Thieves: If you successfully backstab a target with a hit die equal to yours or less, they make a saving throw against Poison/Death. Upon failure, they die instantly. On a success, they take normal backstab damage. This does carry the consequence of higher level monsters being harder to outright kill, but there's still the chance of that high hit dice monster being dropped outright.
>>
>>53387293
Jakandor's
>>
Thiefs/Specialists add half their Level (Rounded Up) to their to hit roll when doing a sneak attack. They also add (Level/2)d6 to their damage roll.
>>
ded thred
ded movment
odr is kill
>>
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>>53395038
We're just sleeping!
>>
>>53395537
That's what they said about Cthulhu.
>>
>>53391832
something to remember is that a Level 1 DCC character is on average closer to a Level 2 or 3 character in most other OSR systems in overall power
>>
>>53391832
>>53396686
You could get around it by ditching the backstab multiplier on first level, though still allowing the +4 to hit and for the dagger to deal 1d10 damage, then give them double damage on level 2 or 3, triple damage maybe a level later than normally, x4 and x5 by the book.
>>
So, contemplating changing how AC/ Defense works in my game, and basing it off of initiative (which would be a 2d6 roll + Armor Bonus, or maybe something based off the characters HD). Do you think this is a terrible idea?

Anyone got any other ideas for AC?
>>
>>53397795

I've seen one where you just use health points basically. Armor gives you temporary HP that is subtracted before regular health and is regained after each battle, or maybe even each round if you keep the numbers really low.

The positive of using this is that you can make armor piercing attacks/magic really easily, it just goes for your main health pool instead of armor first, which would be cool for Rogue sneak attacks and such.
>>
>>53397936
Makes me think of how Final Fantasy Tactics did it. Armor just gave you bonus HP and evasion stats.
>>
>>53397936
It's funny, because I kind of already have something in place for that (my game is sort of a modified The Nightmares Underneath, where characters have both their HP and Health as a separate scores; I have it so that crits automatically go to health first)

Really, me wanting to change AC is because when they get that + High AC, the survivability
can start to get...obnoxious.
>>
I want to rephrase OP's question, because I need some stuff to steal:

What does you current wandering monster table look like?
>>
>>53398488

Depends on the area but I tend to keep traveling merchants on the wandering monster tables because I think the idea of randomly running into a dude that sells shit in a dungeon is pretty funny. (Also I really like the Atelier series)
>>
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>>53398488
It's a work in progress but here are my "normal" encounters
>>
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>>53398847
And "special" encounters.
>>
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>>53387858
My plan is to backport the Thief from Greyhawk into the LBBs--which has a twofold effect.

One, using 2d6 rolls for missile fire, if we assume a +4 bonus, is really powerful on the die curve. Two, weapons universally roll d6 damage, so a dagger jumps from something like 3-12 damage to 3-18, which, compounded with Surprise, can allow a Thief to take down a key target slightly faster.
>>
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>>53389968
I'm not the guy you're asking but this is what I ended up giving my players in terms of a rulebook when I ran GLOG for them. I hope this helps.
>>
>>53399095
Take things in context,
>weapons universally roll d6 damage,
because damage is modulated through to-hit.

Here's a thought:

When rolling surprise, not the number you rolled. Each round, decrease the number by 1.
Thieves whose dice are below 2 get +X to-hit, where X is their foe's noted number.
>>
>>53387293
Thought someone mistakenly posted an /osrs/ general here kek
>>
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>>53398488
I dislike wandering monster tables.

I usually stock the dungeons and then highlight a few that might roam certain areas or respond to loud noises they hear, but by and large I dislike doing random encounters in dungeons.

Wilderness-wise I don't use them either, I just mark a few hexes on my overworld map and if the players wander through them, there's an encounter there that I've hand-picked.

It's a little more extra work on my end, but I hate slowing down the game to roll, consult charts and then run combat on the fly. It's one process where I think a little bit of prep work really goes a long way in terms of smoothing the game out as a whole.

There's something to be said for emergent gameplay with randomly-generating monsters and whatnot, but I'd prefer to do that outside the game as prep work.
>>
>>53402016
>I dislike wandering monster tables.
Which is why you made a blog post reporting how your group spent an entire session putzing about rooms they already cleared.
>>
>>53402119
Pfftt, who do you think I am, Skerples? Go back to your hole, you triple-posting buffoon.

And you're wrong. My blog only has shitty 1d100 tables and other terrible content.
>>
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>>53402132
>>53402119
>>53402104
Fire your editor.
>>
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>>53402142
You are banished from this thread.
>>
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>>53402193
>>53402142
>>53402132
>>53402119
>>53402104
>>53402016
>>53398488
>>
>>53402104
>>53402142
>>53402193
okay but for real, who's being referenced here?
>>
>>53402142
>terrible content.
Your post on extra planar travel was the bee's tits.
>>
What are some good places to talk about OSR outside /osrg/? I dislike AD&D though
>>
>>53402270
odd74, but they *only* care about OD&D.
K&KA, but they (mostly) care about AD&D.
Blog comments.

Pick your poison.
>>
>>53402242
Link?
>>
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>>53402387
http://www.occultesque.com/2017/04/portals-inter-dimensional-travel-made.html

My favorite was
>[7] Eternal Wasteland
>6. Pour out all of your water on the salt flats, and scrape away the slurry that forms.
but almost half of them were gems.
>>
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>>53402132
>Which is why you made a blog post reporting how your group spent an entire session putzing about rooms they already cleared.

Skerples here, kind of did, but to be fair they are noobs, and no wandering monster is going to want to tangle with Rocky the Dire Basilisk. That room, at least, is safe.

>>53402230
>okay but for real, who's being referenced here?

God only knows. People are always pretending to be me or pretending to spot me or actually spotting me, so it might be me, but it might be some other fever dream from anon's fetid nightmares.

>>53402016
Does kind of look like my posting style, I'll admit. But it's not my content. I do love me some wandering monster tables.
>>
>>53402465
>>53402242
Oh hey I AM that guy, and thanks, I had fun writing that entry as well. Anything you'd like to see in future updates?
>>
>>53402558
>but it might be some other fever dream from anon's fetid nightmares.

The skyline was beautiful on fire
All twisted metal stretching upwards
Everything washed in a thin orange haze

I said, "Kiss me, you're beautiful -
These are truly the last days"

You grabbed my hand
And we fell into it
Like a daydream
Or a fever
>>
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>>53402620
Hey! It's a song reference that's not Lemon Demon. My day is complete.

>>53387582
>Yeah, but that'd take actual work to make...

Anything worth doing is worth doing right. I believe in you, anon.

>>53387974
Full res please.

>>53389968
>Could GLOG guy tell me what he had to do to get the system roughly up and running? I know it's unfinished, but there seems to be enough for a decent base game.

I needed to add:

-An inventory cost system (stolen straight out of LotFP). How much does a lantern cost, Arnold? HOW MUCH?

-More spells, and rules for them.

-Random encounter tables, long-distance travel rules, downtime rules.

Otherwise, the Martial Classes + Wizards + Core rules + Death and Dismemberment Table + Potions Table all worked out.

And you can use any old Monster Manual.
>>
>>53398581
I like you.

although the only atelier game I bought was the one the series' fans yelled was evil for not having little girls in sexy swimsuits (it was a good game), never got around to playing the rest of the series
>>
are there any space osr?
>>
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>>53403566
Bx (by Kevin Crawford)
>>
>>53403566
Stars Without Number by Kevin Crawford is extremely good and cool.
>>
>>53402558
The thumbnail of that looks like a delicious sandwich.
>>
>>53403907
Subliminal sorcery. He's leading you astray toward his fetish.
>>
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>>53403922
I'd love to hear your explanation for how I'm doing that.
>>
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>>53403566
Stars Without Number for space dungeoncrawling and maybe politics if you want.
Starships and Spacemen for a more campy sci-fi tone directly lifted from classic Star Trek.

Other games out there include Hulks & Horrors, Lamentations of the Space Princess, White Star, and Metamorphosis Alpha.
>>
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>>53403971
I've got shit due at midnight, so I don't have time to come up with a good story.
On a related side-note, I spent the last 15 minutes looking through fireden for a picture you posted a few times.
I couldn't find the picture, but please post it. I don't remember it well enough to describe it, but you know the one.

>>53402793
>It's a song [...] that's not Lemon Demon
Have an old-timey rape song!~
https://youtu.be/NpYp_h6BTjM
>>
>>53403679
reading the attack roll
1d20+Target AC+COMBAT SKILL+ATTRIBUTE MODIFIER+ATTACK BONUS

this is kinda weird
>>
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>>53404030
>I couldn't find the picture, but please post it. I don't remember it well enough to describe it, but you know the one.

I feel as though you're attempting to lure me via a cunning ruse...

>>53404030
Remind me to do a post on "The Unfortunate Rake" and the history and versions of this tune one day. It's not really /osr/ related, but it might be handy for worldbuilding purposes.
https://vimeo.com/61566045
>>
>>53404096
Something, something, half-bug people fighting.
>>
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>>53404117
>Something, something, half-bug people fighting.

Oh jeeze, that doesn't narrow it down at all. This one?
>>
https://youtu.be/JzuoJVr3IAo

>>53404172
Stag beetles (?), not lobsters.
good you think lobsters are bugs tho

>>53404094
https://youtu.be/4zxi3SClJGw
>>
Are there any large bestiaries for DCC?
>>
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>>53404218
That might not have been me then. No stag beetles fighting in C:\Users\Skerples\Porn\Shocking Porn\Insects

But good news. Plenty of insects!

And lobsters are in arthropoda. If we're using the "common knowledge" definition of bug, they're bugs. If we're using the actual definition of bugs... well, the order hemiptera is pretty tiny, in fact.
>>
>>53402609
100 signs of nearby monsters
>>
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Many parts of >>53404266. But the biggest disappointment is the Windows filepath.

>>53376075
>Fight me.
>

>>53402609
Abandoned buildings.
Monsters infiltrating cities
Puzzles.
Rival parties.
Named demons.
Commodities found in dungeons.
>>
>>53402609
Dungeon crawl hooks that don't involve wizards or wizard towers.
>>
>>53404266
>If we're using the "common knowledge" definition of bug, they're bugs.
I don't think so. Insects, spiders, centipedes, and scorpions? Sure. Lobsters, crabs and horseshoe crabs? Not so much. Shrimp? I wouldn't call 'em bugs, but I could kind of see how somebody else could. Lobsters get fucked by a combination of size and aquatic habitat, neither of which are particularly bug-like. You could maybe deviate in one of those things, but not both. Coconut crabs don't count as bugs because they're crabs and most crabs are big and aquatic. So it also has to do with what (non-scientific) family you're in. But we're talking about vernacular here, so it's all more art than science.
>>
So, what's everyone's favorite, best module? Either from new OSR material or just from actual old material. What do you like the most of all you've seen, read and/or played, and why?
>>
>>53408652
Of all I've played recently, Village of Hommlet comes to mind. It really helped the party to get to the old-school mindsets.
>>
>>53408668
How's ToEE itself? Did you do that? It's been on the back of my mind for some reason, despite the fact I've never actually played it and haven't even really read it. I'm wondering if it would make for a good time.
>>
>>53408703
Didn't get around to do the rest - I just scavenged Hommlet and added it to my campaign. I haven't heard the rest of ToEE is quite as good.
>>
>>53406822
https://en.wikipedia.org/wiki/Aquatic_insect
>>
>>53402270
Google+ seems to be the big one.
>>
>>53408760
>https://en.wikipedia.org/wiki/Aquatic_insect
Yes, but those get in because A) they're aquatic but not big, and B) because we're familiar with terrestrial insects, which we most certainly consider bugs, and they're in the same group (like how terrestrial crabs get excluded from being bugs because they're related to normal, aquatic crabs).
>>
Is there any type of wandering monster table that follows a <monster> <verb> <object> format?

Ideally with modifiers or different die sizes for specific monsters, so you can end up with zombies eating dead explorers, but not skeletons dancing around a tree.
>>
>>53408935
>He doesn't want skeletons having a merry old time in his setting

I guess we're just hating good things now.
>>
>>53408935

Not even joking, skeletons dancing and doing all kinds of weirdly casual stuff is literally their thing in my setting.

Also, I guess their dancing can compel people's skeletons to join their dance.

This includes your skeleton first trying to free itself from your flesh.
>>
>>53408993
Screw it, make anything possible but use the modifiers or different dice to adjust how likely it is. Zombies looking to trade furs? A band of halflings ritualistically sacrificing dinosaurs? Why the hell not.
>>
>>53408935
>not skeletons dancing around a tree

Do you even Danse Macabre?
https://www.youtube.com/watch?v=ytpqcJ1IfoA
>>
>>53398847
>>53398861
>Moon encounters
>Rom

Most of these seem unfinished, but thanks for the lulz anyway.
>>
>>53404094
Isn't that just Target 20? It's a fairly common houserule/osr rules mod, because it's simple: You're trying to roll a 20. Always. You just add all your numbers together, and if you score a 20, you hit.
>>
>>53409671
Delta has a post on it: https://deltasdnd.blogspot.co.nz/2009/07/what-is-best-combat-algorithm.html

Because it's delta, he works things through logically and mathematically and declares it to be objectively superior. I really can't argue with him, although I don't convert non-Target 20 games to Target 20
>>
>>53408652
Death, Frost, Doom for being so nasty, brutish and long on doom.
>>
>>53409706
I always added AC to the attack roll rather than reduced it from my THAC0, and I'm going to take this article as justification to doing so.
>>
So shall i tell the tale of my first use of the GLOG attempting to run skerples training dungeon. It was only a 1 on 1 thing (me dming and one player with a character and two hirlings) but there were some clever tricks and my player came up some clever ploys that nearly resulted in his death and the death of his hirlings multiple times
>>
>>53409516
>Most of these seem unfinished
They are. Making them is a long and hard process.
>>
In AD&D, multiple attacks are done in the rather silly half-attack way, where you get one more attack every other round.

Would it break the balance too much by turning this to an extra attack every round, but with a reduced die, such as a d14? It would be easier to remember and play if nothing else.

Would there be any other houserules to deal with the matter?
>>
Going to be running a game for few newcomers come weekend. They've never done this, but are intrested after I described old school dungeoncrawling to them. Any suggestions for a module I should use? They just want to get a taste of this whole dungeon crawling thing, so I'm trying to think what would be a good one for that.

Currently thinking I might just use Keep on the Borderlands. Also thinking about Tomb of the Iron God by Matthew Finch. TotIG might be a more straightforward thing, for them. It's also pretty damn good IMO.

But still, any other suggestions?
>>
>>53413499
Like I said a little higher up in this thread, I had a really good experience with the Village of Hommlet. You probably can't go terribly wrong with that.
>>
Are there any books of generic lairs/dungeons for populating a hexcrawl?

Ideally nothing too gonzo to the point where time-travelling aliens overtake the whole campaign, but a little bit of weirdness is appreciated.
>>
>>53414008
I downloaded all the entries from the 1-page dungeon contests and have been reading through them to help populate my hexcrawl

I'd say about 1/3 are worthless junk that you could randomly generate yourself on any online D&D generator, 1/3 are lame but with a few good ideas you can steal, and 1/3 are rad as heck but probably need a bit of flavor tweaking for your campaign
>>
>Try to run a wilderness hex crawl
>Don't know jack shit about geography
>Work really hard on making it interesting anyway
>Players work this out very quickly. >Why are the rivers running up anon in this direction ?
>Campaign feels dead out of the gate
>Sad times
>>
>>53414121
>>Why are the rivers running up anon in this direction ?

What you should have said

'Why are you asking me out of character? If it intigues you go investigate with your characters and find out you slack-jawed, mewlin, ninny-faces, OOCin', metagamin'...'
>>
>>53413140
>Would it break the balance too much by turning this to an extra attack every round, but with a reduced die, such as a d14?
Just make it the worse of two d20 rolls. So you'd get one standard attack, and one bonus attack at the worse of two rolls.

Or just draw a poker chip at the beginning of each round. Spend two chips to gain an additional (standard) attack. You can never hold more than 3 chips, and must discard any additional ones you draw.

Also, you could have some sort of counter you flip over at the end of every round. If it's on one side, everybody who has an additional attack gets one this round. If it's on the other side, nobody does.
>>
>>53414218
Yeah I'm pretty off at the moment , quite insecure and anxious.

The same player also text me a list of synonyms for strange because I kept overusing the word strange.
>>
>>53414121

I've never even hidden the fact I don't know shit about certain things. You are not required to, either. You can just seriously go "because I neither know nor care enough to simulate an accurate geographical representation of a working world. Now, here is a dungeon full of monsters."

Seriously. You don't have to hide the fact that it's a game or pretend you're trying to do some sort of a perfectly portrayed world in every respect. You can admit you don't know, without somehow losing all your authority.

If they still demand an explanation because it breaks their immersion somehow, slap them for being autistic. Or just tell them that the natural laws of this world are slightly different in unpredictable ways. But mostly just slap them.
>>
>>53414537
Tell 'em you're a dungeon master not a goddamn dictionary and if they want the game to expand their vocabulary they should go play an educational game and not a monster punching simulator

I'm and english major and I once had my players accidentally team up with pure evil because they didn't know what 'malevolent' meant,
fuck fancy synonyms tbqh
>>
>>53414537

This player sounds like an asshole. Seriously, don't give a fuck about someone like this. You're doing great and trying your best, anon. I believe you've put a lot of effort into the campaign, and these things are seriously not something that will make or break a D&D campaign. Not by a long shot.

You're doing just fine, that guy is a dick. Keep doing what you're doing.
>>
>>53414258
Maybe with as few rolls or other props as possible?

Honestly the ideal thing would be to eliminate multiple attacks altogether, but I have no idea what to give the fighters in its stead, especially when weapon specialization is brought in.
>>
>>53416375
>I have no idea what to give the fighters in its stead

Damage bonuses are the traditional thing to do. Each half-attack instead adds +1 to your damage or something, so when you'd get 5/2 attacks you instead get +3 to your damage rolls. Weapon specialization improves damage dice and crit rolls.
>>
>>53414537
This may or may not be helpful, but vocabulary is a very fun part of narrating D&D. I have a literal box full of 3x5 cards that I've organized loosely and keep handy at my desk. Whenever I'm reading anything and come across words I like, I slap it onto a relevant 3x5 card.

Depending on the session, you can dig out a few cards with relevant keywords on it and scatter those in your descriptive speech. This helps you get across the 'flavor' of a specific dungeon or area and decreases your reliance on whatever your most common words are.

And if it makes you feel any better, my players gave me shit for using the word 'flutter' to describe how a grim reaper-esque character descended from a second-floor balcony. It's bound to happen eventually.
>>
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>>53410052
>So shall i tell the tale of my first use of the GLOG attempting to run skerples training dungeon. It was only a 1 on 1 thing (me dming and one player with a character and two hirlings) but there were some clever tricks and my player came up some clever ploys that nearly resulted in his death and the death of his hirlings multiple times

I'd be down for that. Also, no need to ask to post stuff. This isn't a gated community.
>>
>>53418067
Will do. Should I greentext the story?
>>
>>53418332
You should write it however you feel you'll express it best.
>>
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>>53418353
>>53418332
I don't think greentext works for stories like this. If you're telling it just to be funny, sure, greentext away, but there's more to the story here.

But tell it however you want.
>>
Anyone know OSR games with gritty HP/wounds variants?
>>
>>53418760
Not a system/game but this set of houserules has an interesting wounds system.
https://axewizard.blogspot.com/2016/09/d-axe-wizards-roleplaying-game.html
>>
>>53418760
Yeah it's called 'any system you like where you homebrewed that shit in'

No really. I added a simple d20 dismemberment chart to BFRPG and it's going great.
>>
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https://coinsandscrolls.blogspot.ca/2017/05/osr-plants-forests-gardens-and-dryads.html

Hooray! Dryads and trees and how they all fit into my weird setting. Also, bushes.

And wine. And tables!
>>
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Anyone want to roll 6d6 for me to see how this year's Campaign Season went in the war between King Crimson (pronounced like saison) and the King of Nebers?
>>
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>>53404638
>Named demons
Here's a few I did a while back as a request, maybe I should do some more at some point.
>>
Rolled 6, 1, 4, 6, 6, 2 = 25 (6d6)

>>53420273
>>
>>53420273
How does King Crimson work exactly?
>>
>>53420312
Stalemate → Minor Defeat → Stalemate →
Stalemate → Stalemate → Goals of War Change

Employ less shit generals.
>>
>>53420273
I wish to know how this works so I can steal it.
>>
>>53420367
"Fuck it, let's just declare victory and go home."
>>
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>>53420320
Well, he doesn't. He's a King. He's a fat bird person with gout. He mostly drinks and fucks his three mistresses in a secure castle near the edge of the War, and occasionally sends orders to his generals.

>>53420312
The 3rd year of the War does not go well for King Crimson.

It begins, as usual, with a grinding stalemate for two weeks, but then, a minor defeat in the border province of Louchance pushes the red banners back a few miles. While they hold out for another three weeks, when winter arrives, King Crimson's forces are pushed back to quarters in the town of Uberammargaung, rather than their previous winter quarters at Unterammarbau.

The King of Nebers is very pleased.
>>
>>53420367
Shouldn't that be Stalemate -> Minor Defeat-> Stalemate -> Stalemate -> Minor Defeat? Or am I reading it wrong?
>>
>>53420403
>He mostly drinks and fucks his three mistresses in a secure castle near the edge of the War
This is a king I understand.
>>
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>>53420367
Eh, wait a sec. I got
Week - Roll - Effect
0 - N/A - Stalemate
1 - 6 - Stalemate
2 - 1 - Minor Defeat
3 - 4 - Stalemate
4 - 6 - Stalemate
5 - 6 - Ah! Here's where I fucked up. It should have slid south to Minor Defeat, but I instead had it stay in the same hex
6 - 2 - Either minor defeat or Stalemate

How did you get to Goals of War Change?
>>
>>53420403
This looks like the correct result.
>>
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Anyway, someone roll 6d6 for Year 4! This time, I might get it right...
>>
Rolled 6, 6, 1, 3, 1, 5 = 22 (6d6)

Best of luck.
>>
Rolled 3, 6, 2, 6, 6, 4 = 27 (6d6)

>>53420478
>>
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>>53420493
>>53420312
>>53420478
What are these cursed rolls?
>>
>>53414537
It's alright anon. You're doing great, just keep up the good work and the kinks will work themselves out with time.

You are beautiful, no matter what they say. Words can't bring you down.
>>
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>>53420493
Oh dear.

The campaign season begins with five weeks of stalemate and bickering. King Crimson's mercenaries haven't arrived, and he won't move without them. The King of Nebers is trying to bribe the Duke of Anboulion to join the war by offering his daughter in marriage. As the King of Nebers is a frogling and has over sixty daughters, the negotiations aren't going well. Neither side has any reason to rush into war.

The only minor defeat occurs when King Crimson's men accidentally burn down Uberammargaung. They blame it on the spiderlings (who are massacred).

Week - Roll - Effect
0 - N/A - Stalemate
1 - 6 - Stalemate
2 - 6 - Stalemate
3 - 1 - Stalemate (stay in the same hex, hit a "flat" face)
4 - 3 - Stalemate
5 - 1 - Minor Defeat
6 - 5 - Stalemate

You're fired as a general.
>>
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>>53420405
>

>>53420493
>6, 6, 1, 3, 1, 5
Stalemate → Stalemate → Minor Defeat →
Changing Alliances → Stalemate → Minor Defeat

>>53420497
>3, 6, 2, 6, 6, 4
Death of a Leader → Stalemate → Stalemate →
Goals of War Change → Minor Defeat → Stalemate

>>53420312
Or, all in sequence:
>6, 1, 4, 6, 6, 2
>6, 6, 1, 3, 1, 5
>3, 6, 2, 6, 6, 4
Stalemate → Minor Defeat → Stalemate →
Stalemate → Stalemate → Goals of War Change →
Minor Defeat → Goals of War Change → Religious Strife →
Minor Victory → Stalemate → Stalemate →
Death of a Leader → Stalemate → Stalemate →
Goals of War Change → Minor Defeat → Stalemate

>>53420505
Pretty much any rolls are bad rolls.
>>
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>>53420625
>Goals of War Change → Minor Defeat → Goals of War Change
>>
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>>53420497
Year Five of the War begins with tragedy. The King of Nebers dies of an coughing fit after being presented with a particularly humorous vegetable.

Capitalizing, King Crimson's forces go on the offensive.... after a suitable period of organizing and provisioning.

Two weeks later, they march on the recently captured (2 years ago) Unterammarbau. The goals of the war have changed. Now, they need to retake the territory they've lost in the past 2 years, and potentially conquer all of Nebers! With the king dead, the kingdom is ripe for conquest.

Unfortunately, it's easier said than done. The Queen Regent of Nebers promises to pay her mercenaries all their back pay, and then some, and they fight fiercely. King Crimson is repulsed from Unterammarbau, and, with Uberammargaung burnt to the ground, is forced to retreat further and winter in the town of Plonk.

Week - Roll - Effect
0 - N/A - Stalemate
1 - 3 - Death of a Leader
2 - 6 - Stalemate
3 - 2 - Stalemate
4 - 6 - Goals of War Change
5 - 6 - Minor Defeat
6 - 4 - Stalemate

Well, that's it for me. This does seem to be a /very/ accurate Medieval European Warfare simulator.
>>
Rolled 5, 1, 6, 2, 4, 3 = 21 (6d6)

>>53420688
>>
>>53420369
http://whatwouldconando.blogspot.ca/2017/04/five-dimensional-weather.html
>>
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>>53420625
I don't like doing them all in sequence because no campaign season could possibly last 18 weeks (unless you're in the Holy Land or other Foreign Parts) and campaigns always start off from a position of stalemate.
>>
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>>53420688
>>53420709
sheep, grapes, skull, skull, grapes, cross.

The black king stretched out his hand and absconded with livestock from the nearby hamlet of Yurgh.

The winery of the good neighbor was burned to the ground, and its owner was found dead in the streets with a bag of silver coins shoved down his throat.

The stars show ill omens for the next sixty-six years.
>>
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>>53420728
>and campaigns always start off from a position of stalemate.
>>
>>53420728
Who's Conando?
>>
>>53420625
You don't bounce off edges, you slide of stay put.
>>
>>53420403
https://www.youtube.com/watch?v=Jm2D7ohWos0
I was mostly memeing about how does King Crimson work, but I appreciate the lore.
>>
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Gimme your favorite villains, osrg. Who're the nastiest baddies in your setting.
>>
>>53420889

>tfw have an OSR ruleset I'm really proud of but no setting
>>
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>>53420878
King Crimson erases time because he's a fat drunk bird and went on a week-long bender. When he woke up, he'd conquered Wallochinia. That's how you erase time, son. Wine.

>>53420889
Druids will fuck you up. Illusionist will send you on nightmare trips to the mirror realms and still charge you tuition.

I don't have any villains planned though because that seems... antimedieval. The monsters are inside us all along.
>>
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>>53420901
Make something up for our benefit, anon. Here, I'll go first.

The world's all ancient and shit, everybody fled because of a giant miasma plague and then came back 1500 years later when it was safe to breath the air again. Monsters all flourished in the toxic winds, but the mindflayers flourished.

Now they're kidnapping settlers and impaling them on psionic spike-trees to harvest their brain matter and terraform the planet into a giant elder brain.

The baddest bad guy is Admiral Thrassxss, an octopoid mindflayer who enjoys mind-slaving authority figures.
>>
>>53420901
Nigga you can't just state stuff like that and not give a link or details
>>
>>53420925
>Villains are antimedieval
What the fuck

you

no, hold up

villein is literally a medieval word
>>
>>53420925
This painting is actually fucking massive when you see it in person.
>>
>>53420925
>That guy on the left fighting with a giant black crowbar
e x o t i c w e a p o n b o y s
>>
>>53420889
Don't really have any like, recurring villains at the moment. The multitude of petty gods which lord over the world are called The Cruel Gods, though, and they've got Conan-esque snake cults, warlords, forgotten temples, etc.

Might have Warduke show up at some point.
>>
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>>53420949
>villein is literally a medieval word

So... you know how words acquire different meaning over time? Like if I said "I've had a very gay morning," you'd probably assume the smile on my face was for one reason alone, right?

Villains as in "You fool, you'll destroy us all!" or "Witness my triumph!" or "The race of Man will fall" aren't medieval. They're in medieval literature (usually as foreigners), but even the devil doesn't get apocalyptic until a bit later. Apocalypses are God's deal.

So the idea of one guy or thing scheming and doing evil in the dark corners of the world doesn't really fit. It's all just... people. It's crazy popes who refused to abdicate. It's sultans with a mission from God and a fondness for lemon tarts. It's Charles of Navarre scheming /just because he can/, and not because he's "evil". He's just an asshole. "Villains" are a disney shortcut. They're lazy in OSR games.

Fill your setting with stupid, short-sighed, and cruel assholes, but don't make them all villains. If you want that sort of game, the LoTR "Triumph of the Light over the Dark", play 5E or other games.
>>
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>>53420937

Fine, fine.
>>
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>>53421067
I swear, if you haven't fixed those formatting errors anons point out every time you post this homebrew, I'll start saying mean things about it on the internet.
>>
>>53421046
No a villain is a serf who worked for the lord and was tied directly to a specific plot of land due to a specific sort of relationship with the lord of the land. That said,

>They're lazy in OSR games.
That's nuts, dude. Mad wizards handing out geas spells like candy, powerhungry warlords and warring armies are a staple of the genre. Those count as villains in my book.
>>
>>53421077

What formatting errors?
>>
>>53421046
>So the idea of one guy or thing scheming and doing evil in the dark corners of the world doesn't really fit. It's all just... people. It's crazy popes who refused to abdicate. It's sultans with a mission from God and a fondness for lemon tarts. It's Charles of Navarre scheming /just because he can/, and not because he's "evil". He's just an asshole. "Villains" are a disney shortcut. They're lazy in OSR games.

I mean I suppose if you're going for polearms-style realism then yeah, it doesn't fit, but implying that those people you listed didn't eventually become mythologized into archetypical heroes and villains in the medieval age is absolutely fucking ludicrous. Like even in the 10th century with Persian epics like Shahnameh you get evil kings personified as evil sorcerers who speak to snake heads and cast spells and curses before they're defeated by legendary warriors.

It's fine if you want to run an incredibly immersive grit fantasy OSR, but you can't just shit on everybody else who wants to play classic fantasy style from a time where one module had you literally kill lolth.
>>
>>53421046
OSR isn't a setting, it's a style of play. You can certainly have 'lazy disney villains' in an OSR game because using the term OSR doesn't dictate that sort of thing.
>>
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This is such a fun idea.

Anyone want to roll 3d6 to find their fortune? Quality not guaranteed, this has not been tested fully.
>>
Rolled 6, 4, 3 = 13 (3d6)

>>53421341
>>
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>>53421361
Ok, You will love painfully and feebly.

Sounds about right. Sorry to hear that, anon.
>>
>>53419671
Any chance of a Druid statblock?
I get that you intend them as monster, but I don't get what powers you intend they have.

>The roots are poisonous to prevent mice and other creatures from living inside them
What sorts of things have developed symbiotic relationships with molegrass?

>I'm surprised these don't exist in real life, to be honest.
Don't give them ideas.

>Also, dryads aren't undead.
That's funny.
I just read 27 sentences on how they were.
>>
>>53419671
And considering how easily Spelleater Ivy can be cultivated, I'm amazed it's not the setting's stand-in for gunpowder.
>>
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>>53421691
>I get that you intend them as monster, but I don't get what powers you intend they have.

Some of this: https://oblidisideryptch.blogspot.ca/2017/05/a-terror-of-druids.html
Some of this: http://goblinpunch.blogspot.ca/2014/09/7-myths-everyone-believes-about-druids.html
And this: http://goblinpunch.blogspot.ca/2017/02/the-cave-of-druid.html
And this: http://goblinpunch.blogspot.ca/2016/06/nature-is-horrible.html

>I just read 27 sentences on how they were.

Ah, but the tree bit is alive, right?

Vampires, zombies, and mummies are souls in dead flesh.

Dryads are souls in living flesh.

You can't use Turn Undead on a possessed little girl, can you? You need to use another ritual.

>And considering how easily Spelleater Ivy can be cultivated, I'm amazed it's not the setting's stand-in for gunpowder.

That's what it's there for.

The arc will probably go:
>PCs discover
>PCs realize this stuff is useful as hell
>PCs cultivate
>Critical mass is reached
>Chain reaction occurs
>PCs flee the crater of a city

Repeat every few centuries.
>>
Rolled 4, 6, 5 = 15 (3d6)

>>53421341
>>
>>53421895
>Lose painfully and brutally
Yeah, that sounds about right. TPK here we come!
>>
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>>53421895
You will lose painfully and brutally.

Jeeze anon, these fortunes just aren't working out for you.
>>
Rolled 1, 4, 4 = 9 (3d6)

>>53421341
>>
>>53421923
You will struggle pointlessly and feebly.

Jesus Christ anons, I /know/ there are positive results on this table. I wrote it!
>>
Rolled 2, 4, 5 = 11 (3d6)

>>53421954
Let's try this again, then.
>>
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>>53421794
>You can't use Turn Undead on a possessed little girl, can you?
That would be my first response, yes.
>>
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>>53421973
You can't roll twice! It's your fortune.

Ah well, now you're going to search willingly and feebly. Great.

And you're probably going to get a curse too.
>>
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>>53421954
You should have written it better.
Also, wrong image. Sorry.
>>
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>>53422018
Turn Capitalist is a very different spell.

Besides, in this setting, there are no clerics. The distinction between "dead" and "undead" and "alive" is fairly academic for some creatures. It just determines how polite it is to invite you to parties.

Since spells, souls, and angels are all the same sort of thing, it doesn't really matter if the thing animating your body is /your/ soul or a spell cast by a necromancer or someone else's soul.
>>
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>>53422042
>You should have written it better.

You just wait 'till you see the one I'm working on next.
>>
Anyone got better PDFs of Mentzer's Basic set than what's in the trove? It is a very poor scan, and my eyesight can't handle it.
>>
>>53414008

http://blog.trilemma.com/search/label/adventure

Go hog wild
>>
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>>53416375
>Maybe with as few rolls or other props as possible?
Having one token tracker for the whole table that you flip every round is pretty minor. Same thing for having an additional attack at the worse of two rolls. But okay, how about something like in the picture? Essentially you get a full additional strike once you hit 14 THAC0, but both strikes are made at -2. Overall, that's probably a bit more powerful overall than getting a second strike every other round (it depends a lot on what your target's AC is), but closer in power to it than getting two strikes at full THAC0.

[deleted post with wrong table attached to it]
>>
>>53422574
>>53416375
Alternately, eliminate multiple attacks, but roll an extra die for your weapon's damage (so a longsword does 2d8 damage rather than 1d8). If you figure a fighter probably has a bonus of +3 damage to his damage roll (from a combination of strength and weapon enhancement) by the time he reaches 7th level, that means that average longsword damage would go from 7.5 to 12. That's 1.6x as much damage, which is pretty close to the 1.5x you'd get from having an extra attack every other round (especially as your extra attack is front-loaded, starting on the 1st round of combat rather than the 2nd).

What about when you reach 13th level and would normally get a 2nd strike every round? Instead, roll three dice for your weapon damage (a longsword does 3d8 damage instead of 1d8). If you figure your bonus to damage by this point is +5, that means average longsword damage would go from 9.5 to 18.5. That's 2.06x as much damage, which almost perfectly aligns with the boost you'd get for having an additional strike every round.
>>
>>53422574
>>53422712
As someone whose math is shit, this seems solid enough.
>>
Skerples, can you be a bro and write up some of the spells you mentioned that I cannot for the life of me figure out?
Dendrigraphy, uproot, scorching ray, minor curse, doom, and major curse.
>>
>>53422482
Oh man, that's some good shit.
>>
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>>53424307
>Dendrigraphy (http://goblinpunch.blogspot.com/2013/12/sister-witches-and-monastic-wizards.html)
Allows you to ask a single question of a tree that you touch. Answer appears in letters on the trunk (permanent until the tree grows new bark). Trees know a good bit about weather and have a great sense of time, but they have a hard time differentiating between animals, except by size. They also gossip among themselves, and may have news from distant parts.

>Minor Curse (>>52442371)
R: 100’ T: creature D: permanent
You inflict a minor or major curse on the target. For a minor curse, you must invest 2 [dice], and they are automatically exhausted. For a major curse, you must invest 4 [dice]. You cannot dispel your own curses.
>pic is suggested (and quick) curses, but you can invent your own

Scorching Ray, Major Curse, and Doom haven't been posted (and probably haven't been written).
The write-up for Animist Wizards is on (but near the bottom of) Skerples' to-do list.


Uproot also lacks a write-up, but these are easy enough to invent:

Uproot (Garden)
R: touch T: creature D: [dice] hours
The creature and the next [sum] HD worth of plants it touches pool their move speed. Unless arrangements are made, the plants owe you nothing.

Common trees have 1HD/foot diameter and attack for 2d6 damage.
Common bushes are weak (1d6 damage), nimble (bank 200' movement) trees.
Common grasses have 1HD/40-square-feet and trip on an "attack" (or 1d3 against prone foes).
Consult your referee for other plants.
>>
>>53397795
>Anyone got any other ideas for AC?
You could use an opposed roll of some sort. Each person adds a d10 to their roll, and if the attacker equals or exceeds the defender, he hits. That would somewhat increase the power of each +1 though (each +1 bonus would probably be worth somewhere between what +1 1/3 and +1 1/2 would be worth on a d20). Use d12s instead if you want to reduce that a bit (to more like +1 1/4).
>>
>>53414895
>I'm and english major and I once had my players accidentally team up with pure evil because they didn't know what 'malevolent' meant
Did they get malevolent and benevolent mixed up or something?
>>
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I can't seem to find the Hexcrawl Chronicles books for Swords and Wizardry in the trove. Does anyone have them, or know where they could be found?
>>
>>53430556
Naw they just didn't know the word and were like 'well oh well this sketchy stranger we found outside of the ruins of a village demanding we help him fill these crystals with souls seems legit, malevolent is probably just a homebrew class or something'

It ended up being an okay 1-shot campaign anyway as they EVENTUALLY caught on to the fact that they weren't humans but polymorphed charmed dragons on whom the charm had worn off and Evil McEvils was manipulating them(and was also a dragon), but I mean damn.
>>
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>>53427254
Wait a second, you aren't me!

Unless you're my timeclone. Aww heck.

Anyway, all correct, except that all the spells totally have been written. They haven't been /edited/, but I've written them.

Major Curse is covered in Minor Curse.


Doom R: 50‘ T: creature D: 0 Target will die in exactly 3 turns, as long as you pronounce doom on them on your next two turns. Pronouncing doom is a free action that shares all the restrictions of this spell (must be verbal, must have line of sight, etc). Requires an investment of 3 dice.


Scorching Ray
R: 50' T: [dice] targets D: 0
Fire a ray at a target, dealing 1d10 fire damage with a successful attack roll. Each dice you invest in this spell allow you to fire an additional ray.


6. Uproot
R: touch T: tree D: [sum] rounds
You touch a tree or [sum] of smaller plants, and they uproot and march to a new location. If you invest 3 or more dice, they march until you tell them to stop. Otherwise, they root themselves when the spell’s duration ends. Trees move 6’/round, smaller plants move 12’/round.
>>
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OSR systems are the best systems for running story heavy games, I've decided.
>>
>>53433907
>They haven't been /edited/,
>Unless you're my timeclone.
Well lucky us, they have been.

Doom R: 50‘ T: creature D: permanent
Target feels macabre. If [dice] >2 and you loudly pronounce doom on them for the next two turns (without being interrupted or breaking line of sight), target dies on the 3rd turn.

Scorching Ray
R: 50' T: [dice] targets D: 0
Fire a ray at each target, dealing 1d10 fire damage with a successful attack roll. Targets can repeat.

6. Uproot
R: touch T: tree or [sum] other plants D: [sum] rounds, [dice] >2 length of a march
Plants uproot and march to a new location. They root themselves when the spell’s duration ends. Trees move 6’/round, smaller plants move 12’/round.
I'll admit the Summon Monster/Slow/Haste/Part Plants/Moving Terrain was excessive, but this one is just underwhelming. Trivializes the whole "plants are NPCs" shtick, too.
>>
>>53434152
Less stuff on the character sheet=more engagement (and more creative engagement) with the world I think.

That said, though it's pretty much, the opposite of OSR philosophy, I've had some really kickass Fate story games.
>>
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>>53433907
>Major Curse is covered in Minor Curse.
So are Animists getting a new Emblem spell or...
>>
As DMs, do you guys just get....so fucking bored with combat? Like, a good fight and a good win on occasion are great, but in general...ugh.

Basically, how do I spice up combat outside of prose and description?
>>
>>53434487
I stripped down my combat system to the point where it's honestly kind of disgusting.
Unless a player tries to do something really weird during the fight, I provide no descriptions.
After the fight is finished, I pause the game to have the group narrate what happened.
>>
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>>53434439
>So are Animists getting a new Emblem spell or...

Oh probably. I'll deal with it when I write the class.

>>53434328
Doom R: 50‘ T: creature D: concentration
Target takes a -4 to all Saves. If [dice] >2 and you loudly pronounce doom on them for the next two turns (without being interrupted or breaking line of sight), target dies on the 3rd turn.

>Scorching Ray
There's got to be a better way to phrase it, but let's be honest, it's a fucking boring spell anyway.

>R: touch T: tree or [sum] other plants D: [sum] rounds, [dice] >2 length of a march

Too many variables. Spells get, at most, two.

I like my old version. It's simple (the goal of all my spells is that you can describe them once, a player can write them down, and then they work). Being able to tell trees to march until you tell them to stop is pretty good. You can cast this spell and ride a tree like a horse.

And yes, it trivializes plants being people. That's what wizards /do/. They trivialize things. They shoot fire and lightning from their ears and laugh at gravity.

Elementalists get Lightning Bolt - does that trivialize Lightning Elementals?
>>
>>53434603
>Elementalists get Lightning Bolt - does that trivialize Lightning Elementals?
I imagine an lost elementalist could shoot a lighting bolt into a cloud then ask the spell for directions when it comes back, but could they ask their lightning bolt to carry an object? Or send them a signal from the sky? Or to wait and strike a specific person?
>>
>>53434487
>As DMs, do you guys just get....so fucking bored with combat?

I try to make my monsters gimmicky.
So if the players fuck up I get to do whatever sadistic gimmick I've come up with to amuse myself, and if not, the players mostly just stomp the monsters (or realize the monster is stomping them and flee)

I've found the main offender for 'boring combat' is 'middling amounts of weak, boring foes' so I try to avoid that whenever possible. Goblins will pull bullshit like throwing rot grubs and green slime in glass vials and using cobras-onna-stick as spears, but they won't fight the PC's for 10 rounds of combat in a HP depletion match against 2d4 Hd1-1 creatures that deal 1d6 damage and have 13 AC because that's just busywork- possibly a real threat too, but busywork.

Since I give XP for GP, the players don't feel obliged to fight things- they'd rather sneak past or whatever. I roll morale as usual to determine if the monsters flee, but I also sometimes just look at fights and go 'yeah, nah, fuck finishing this, the monsters scatter.' The way I see it monster fights are obstacles, not goals. Sometimes the players will want to fight something and I try to make the fights cool, but thinking of encounters as well, ENCOUNTERS and not mandatory scheduled combats is helpful. Monsters are cool, combat is engaging, but an Encounter should be a helluva lot more than statblock+Combat, Go

tl;dr YES I get bored of combats, but I think you can make a big difference if you think of 'combat' as 'violence conflict resolution' and not 'numbers grinding numbers'. Prose and description are bandaids- they make the 'number grind' superficially pretty but it doesn't solve 'numbers grinding numbers' being a boring activity.
>>
In most OSR games, do players get a save against triggered traps (such as a REF save for 3.pf or a Dexterity Save for 5e?). Like, say a player hits a tripwire and shit falls on them; what do you allow?
>>
>>53435091
Totally depends, and is left to GM fiat a lotta the time. Sometimes it might attack their AC, sometimes its save for be crushed, sometimes its just 'suck the damage'

Generally I roll an attack for 'weapon' traps like arrows, scything blades, etc, go for 'suck the damage' if it's not too hideous, and save the saving throws for shit that would be like 10d6 or just 'you die'
>>
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>>53434682
>I imagine an lost elementalist could shoot a lighting bolt into a cloud then ask the spell for directions when it comes back, but could they ask their lightning bolt to carry an object? Or send them a signal from the sky? Or to wait and strike a specific person?

Here's how a Lightning Bolt spell works.

You've got a Lightning Elemental trapped in your spellbook. In the morning, you spend 1hr very carefully coaxing it off the page and into your brain without it becoming a lightning bolt in between and blowing your socks off. Now you've got the spell/elemental in your brain. It fizzes. Your earwax melts. If you turn your head too fast you'll influence local compasses.

Anyway, you cart this thing around all day. Suddenly, it's combat time. You see a target. You prepare to release the spell.

"Hey," you say, in the language of lightning elementals, "that guy over there said you look cute."

You don't actually know how to speak lightning elemental. It's more like a directed suggestion. But it works. It's part of learning the spell.

The lightning elemental decides it wants to go say hello and leaps out of your brain. Sadly, most people can't survive a lightning elemental's curiosity. There's an earth-shattering kaboom and, when the smoke clears, the lightning elemental is gone and so is the target.

And remember that you aren't /just/ carrying a lightning elemental in your brain. You probably have 3 other spells (plus the minor little spirits called cantrips). Being a wizard is stressful.

cont'd
>>
Anyone have some good stuff I can stuff in a hexcrawl?

>>53434487
Incorporate environmental stuff, focus less on enemies for enemies sake. Include monsters that make sense for being where they are. Have them be doing things other than waiting for players to march in.

Different monsters should have different tactics, some may be cowardly, some may be berserkers, some might injure the PC's, then run off and wait for another fresh opportunity to attack them.

Include Monster vs. Monster stuff. The Kobolds have managed to capture an Ogre and are beating it into a fury in order to unleash it on you in a blind, berserker rage. If you free it from its cage early with a well placed arrow shot or using wizard powers to unlock it, then it'll grind the kobolds to pulp, causing them to flee and scatter to other parts of the dungeon before it turns its eye on you. It's a wandering monster that hates damn near everything. The party can hear it in advance, and will come across rooms of pulped kobolds.

Have monsters fuck up. The same Kobolds (god, I platonically I'm not Skerples fuck off love kobolds) might try and get the jump on the party by hanging out on a cliff elevated above the room the party is in, and drop down on bungee cords. Problem is, the ropes aren't elastic at all. Some will get jerked hard and puke and groan in pain as they sway and dangle a few feet off the ground, like a low-chromosome Cirque Du Soleil, and others will just have the rope break and fall onto the floor.
>>
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>>53435201

So yeah, you can /try/ to ask the spell to go into a cloud and ask for directions, but lightning elementals are alien and really distractable. It might end up fucking the cloud instead. Or it might return to you... as a lightning bolt, really eager to give you a kiss and tell you all about its adventures and oops, it vaporized your head.

It can carry stuff but it's clumsy and, uh, made of lightning. It's like asking if a gun can carry stuff. Sure, you /could/ shoot the saltshaker to pass it down the table at Thanksgiving, but grandma will judge you.

It might bring you presents though. And if it really likes you, it might rebound around a room. It's good to make friends with your spells. Lightning elementals are just... really weird and inhuman, in a lot of ways.
>>
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>>53435091
Save against Dexterity if there's a chance you could fling yourself out of the way. If you can only fling yourself partially out of the way, Save vs Dex for half. E.g. swinging hammer trap

If the only way you could evade is sheer luck, Save. E.g spiky stabby wall hole trap, pit trap

If there's no way to evade, take damage. E.g giant pit trap, collapsing bridge, room full of mirrors and an octarine light source.
>>
>>53404094
That's exactly like thac0
>>
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>>53435211
>Have monsters fuck up. The same Kobolds might try and get the jump on the party by hanging out on a cliff elevated above the room the party is in, and drop down on bungee cords. Problem is, the ropes aren't elastic at all. Some will get jerked hard and puke and groan in pain as they sway and dangle a few feet off the ground, like a low-chromosome Cirque Du Soleil, and others will just have the rope break and fall onto the floor.

Kinky.

Seriously though, I like this idea. Very fun.
>>
>>53435454
Because SWN is exactly like Bx.
>>
>>53435211
The Hex Hack is good although it strays into magical realm territory in two cases.
>>
>>53435214
Have any wizards figured how how ground wires work yet?
>>
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More War!

This one is bigger. King Crimson is now allied with the Queen Regent of Nebers against the Dukes of Angoul, Briggandy, Hepsbarn, and Post. They're fighting over the rich province of Acclimain.

Roll 8d6 to see how the first year of the war goes.
>>
>>53435924
>Have any wizards figured how how ground wires work yet?

The earliest /possible/ lightning rod was built in 1725. So no, wizards in my setting have no idea how to ground lightning elementals.

They /are/ trying to generate them using wheels covered in cats rubbing over pieces of amber, but it's not going well.
>>
>>53436107
Do they know about using acid and metal to make electricity?
>>
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>>53436157
Oh just read the dang articles.
https://coinsandscrolls.blogspot.ca/2017/03/osr-what-does-elemental-want.html
https://coinsandscrolls.blogspot.ca/2017/03/osr-nature-and-lives-of-elementals.html

>Some alchemists have discovered Lightning lives in the brains of some creatures, including People. We have had those alchemists silenced. Also, fur and amber are involved somehow. Just as how you can summon Fire by rubbing two dry objects together, so, it seems, can you summon Lightning. Acid may also play a role. And metal. How is metal involved with any of this? Why does Acid covet some metals and spurn others?
>>
>>53436196

Animist Wizard writeup
fucking
when
>>
Rolled 3, 4, 2, 1, 6, 5, 2, 1 = 24 (8d6)

>>53435988
Glory or death! Probably death.
>>
>>53436217
If I'm reading this right...
>Death of a Major figure
>Minor Defeat
>Truce
>Weather disaster
>Stalemate
>Stalemate
>Stalemate
>Minor Victory
Glorious victory! Go team us!
>>
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>>53436211
Gotta make more hex charts first!
Seriously though, when someone rolls one in my games, they'll get a writeup.

>>53436217
Well that was quick.

Week - Roll - Result -
0 - N/A - Stalemate
1 - 3 - Death of a Major Figure
2 - 4 - Minor Defeat
3 - 2 - Truce

The war had barely begun when the the Queen Regent of Nebers tragically dies from a minor illness. Morale in the Neberian army is low. With only an infant for a regent, they are defeated in their first major engagement in the field and immediately sue for peace. A truce is drawn up. It lasts for (d10 = 3) three years.

So, after three years, can I get another 8d6?
>>
>>53436329
I put a note on my calendar.
>>
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>>53436385
Hurr hurr hurr, very funny.
>>
>>53434152
One day I want to run an entire setting based off van airbrush art.
>>
>>53431900
Man this picture is so fucking bleak.
>>
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>>53436565
Yup. But there are options. Maybe the sword just lit up, and the creatures are recoiling in terror. Maybe it's a last stand. Last stands can be worth something too.
>>
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>>53436554
>One day I want to run an entire setting based off van airbrush art.

How would that be different than a "standard" sword and sorcery setting?
>>
>>53436701
By that van's paintjob, more Dobermans than usual.
>>
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>>53436731
That's fair. Currently zero dobermans in most settings.

Cats got 'em all.

>>53436329 (You)
Anyone going to roll? Can't test this without Community Support (tm)
>>
Rolled 3, 4, 3, 6, 4, 3, 6, 5 = 34 (8d6)

>>53436816
Once more unto the breach.
>>
>>53436796
>>53436816
That's because you're Cripplingly Inept™
>>
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>>53436842
Oh god. King Crimson should not have broken the truce.

Week - Roll - Effect
0 - N/A - Stalemate
1 - 3 - Death of a Major Figure
2 - 4 - Minor Defeat
3 - 3 - Magic Disaster
4 - 6 - Minor Defeat
5 - 4 - Stalemate
6 - 3 - slides to Magic Disaster
7 - 6 - Minor Defeat
8 - Stalemate

Well, King Crimson is dead. Blind, or possibly just blind drunk, he insisted on leading a cavalry charge and was disemboweled by his own squire after crashing into a ditch.

The minor defeat at the Battle of Louchiton (really, more of a skirmish), spirals out of control. The Three Wise Wizards squabble for control of the army. Wise in sorcery but foolish in politics and untutored in restraint, the three wizards duel fiercely. All thought of conquest is lost in the magical fray. The province of Acclimain is ravaged by freak winds, fires, thunderbolts, illusions, and half-real beasts.

The Dukes of Angoul, Briggandy, Hepsbarn, attempt to capitalize on the situation (the Duke of Post did not rejoin the war after the truce was broken), and send their own battle-wizards to the front. The remnants of the Crimson army are pushed back to the border, losing the hard-won gains negotiated during the truce. In response, the two surviving Wise Wizards unleash the full extent of their powers. There are still places in Louchiton where grass won't grow and where the dead must be smashed with stone hammers lest they rise instantly.

With the region contested by the war locked in stalemate, King Crimson dead, Nebers ruled by an infant, and the Dukes of Angoul, Briggandy, Hepsbarn unable to break through the magical firestorm and squabbling wizards, the war continues for another year. The Wise Wizards still seek to conquer Louchiton, and the forces of the Dukes still seek to defend it.
>>
So there's a legendary sword in my setting, and eventually I feel like the players should find it. Should I do it as a series of adventures, or should I plop it somewhere on a hexcrawl and give them clues as to where it is?

I've rolled random "Rumors about that sword" tables alongside the regular rumors table. But it's mostly just fluff at this point. I figure maybe eventually they'll get curious enough about it to like, really hunker down and search for it.
>>
>>53437201
Just stick it on your treasure table.
When it comes up, it comes up.
>>
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>>53437201
What does the sword do though? Why is owning it so important?

Who made it? Are they still around?

Does anyone else know about it?

Also, I vaguely remember a dungeon from some OSR blog that was built around a sword that makes you the ruler of the world. It's locked behind a bunch of seals and memorials because it's a fucking monstrous thing to have in the world, and no sane person would want to own it.

Except adventurers, of course.
>>
What rules do you use for evasion?
>>
>>53437291
The sword was once wielded by the Queen of the golden age against the Usurper Prince who plunged the land into a great war a long ass time ago. It's seen as a symbol of the bygone age of prosperity in the scattered points of light that make up the remainder of civilization in a world now ruled by malicious petty gods. It has a number of names, including "The Sword of Wisdom" and, more bluntly, "The Sword of Power", so the players know obtaining it will make them more powerful.

>Who made it? Are they still around?
It was made by an ancient race on the moon that is no longer around, and nobody knows about them, but the sword itself is associated with the moon. Possibly with a moon goddess, haven't decided that yet. I've left information about the Golden Age intentionally vague for now, and I don't necessarily intend to flesh out the politics of everything that went on beyond what the players will interact with in like, dungeons.

>Does anyone else know about it?
Most people are aware of the sword, yeah. Nobody's seen it, but everybody knows the legend of the Queen. I knew I wouldn't be able to settle on a name for the sword without changing my mind like a week later, so I call it The Sword with 72 Names, which makes it easy to make rumors about.

>Also, I vaguely remember a dungeon from some OSR blog that was built around a sword that makes you the ruler of the world. It's locked behind a bunch of seals and memorials because it's a fucking monstrous thing to have in the world, and no sane person would want to own it.

I already had the idea kicking around in my head, but I also read the Judges Guild adventure Sword of Hope which really made me want to have something like it in the setting.
>>
>>53437505
Whenever I describe enemy attacks, I do this:

"And when they swing... [ 3 second pause ] They [Hit / Misses]"

And if my players blurt out "I dodge!" when I say Hit, the attack is dodged. If they say they dodge when I say Misses it hits them.
>>
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>>53437505
I use "AC = dodging attacks" and "evastion for high level monks = 0 damage if you make the save," and leave it at that
>>
>>53437535
That's interesting! How does it tend to work out in play?
>>
>>53437664
I lied
>>
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>>53437671
>I lied
>>
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>>53437704
>>53437664
I'm just fucking with you. The only system I run with dodge is Ryuutama, and I use the Longbow artefact on occasion because it is fun.
>>
What are some obvious hints / foreshadowing that your players completely ignored?
>>
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>>53438239
>tatters of red paper on the ground
>more red paper floating in the stream as they approach the dungeon hidden in the hills
>a couple days later, they find a book made of red paper pinned to a tree with a silver arrow.

Nobody even blinked. They don't care what it was.
>>
>>53434788
I never use monsters, they're gay. I only use human enemies for combat and monsters just fuck with players in indirect or direct ways and run off
>>
>>53438239
There was this trap from A Red & Pleasant Land where the PCs see themselves lying dead at the other end of the room they've just entered. As they move closer, the bodies move backwards, as if being re-winded through time and the poison darts that they got shot with slowly leave their backs and go back into the wall. When the PCs get the middle of the room, and meet the backwards-PCs, the trap activates, sending poison darts into the backs of the PCs.
I gave them all the time in the world for them to figure this out, answered every question (because this is admittedly a weird trap), would have allowed simple ways of bypassing the darts such as crawling on the ground etc. More than half still just walked right over to the bodies and got shot. Two players figured it out, but opted for leaving the room and wait since the other players wouldn't listen to them.

>>53438389
What was in the book?
>>
>>53387293
Okay but seriously what the fuck is wrong with that wandering monster chart? What kind of a DM would do something like that?
>>
>http://www.midkemia.com/HomePage/Products.html
Just came across this and it seems fascinating. Anyone got the PDFs?
>>
Are there any really good Judge's Guild adventures beyond Tegel Manor, Caverns of Thracia, and Dark Tower?
>>
Drivethrurpg is having an OSR Extravaganza sale on a bunch of stuff now.
>>
>>53441180
I looked into it, but unfortunately all that shit's already in the trove and I picked them up months ago.
>>
>>53441206
I was looking at the Night Owl stuff, the Pirates and Raiders books, and some OSR SciFi stuff. Then I remembered this check is rent and said nevermind. sigh...
>>
>>53439366
It's from a very specific dungeon.

Besides, after 4 hours in a dungeon that shouldn't take more than 2 hours, you deserve to get swamped with zombies.
>>
>>53414008
I vaguely heard of something like this a couple years ago but it's been so long I forgot the name. It's out there, keep looking.
>>
>>53441206
Consider it a chance to give some money to people who's stuff you like, either by buying stuff you've already pirated or buying something else of theirs, albeit not at full price.

Or don't! I'm not judging. I'm the kind of idiot who makes poor purchasing decisions, like cheap soviet surplus medical kits. That bright orange box, it calls to me...
>>
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How does osr feel about the night below?
>>
>>53443956
If 2nd edition AD&D has even a single good adventuring module to its name, then I've never encountered it. Heavy story focus combined with insufferable word bloat is enough to drown out whatever merit they might have.

Maps are occasionally good, though.
>>
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>>53444011
I've actually played it & it's pretty decent. It's not easy, either. The deepspawn encounter is ridiculously hard. I figured this might be up osrg's alley! Sargent is a breddy good adventure writer.
>>
>>53444354
Deepspawn are cool guys. Imagine one that managed to score some dragon eggs!
>>
Which OSR games is everyone playing? Got any favorites you want to play but aren't? I'm doing a survey of 7 or 8 different OSR games with a dungeon a piece and I'm looking for some more to add to the list.
>>
>>53444472
I'm doing the same I've done for years now - AD&D 2e. But I've also been looking into DCC and occasionally try to get a game going with my friends, so far without success.
>>
>>53444472
LBB D&D, some LBB Traveller if that counts (it doesn't) (it kind of does), and currently deciding between SWN, Godbound and Princess: the Hopeful.
>>
I recently found this blog post and thought to try it out now that the party is going off to a longer wilderness excursion:
https://goatmansgoblet.blogspot.fi/2017/04/wanderlust-hexploration-on-d6-part-one.html?m=1

They rolled well otherwise save for the look-out, which was also the one role they didn't prepare for at all. I can't imagine throwing them an ambush nearly every night would be fun, though. What else could I do?
>>
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>>53444472
I'm probably gonna lift that night below wholesale for a new group. I'm not sure what to run in it *but* 2e. Kinda distressing 'cause it's been a loooong time since I ran anything in that edition.
>>
>>53444434
Reminder that they nearly inbred the FR dwarves to death.
>>
>>53444472
Barbarians of Lemuria v1.

Played LOFTP a while ago.

>>53443956
Long, detailed, expansive but somewhat railroady.
>>
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Is anyone running any online OSR games (on roll20 or whatever) who would be willing to take an oldfag in on Fri/Sat evenings?

Experienced, courteous, easy to roll with, no outward signs of fetishes. I mean myself.
>>
>>53438940
>More than half still just walked right over to the bodies and got shot.
What bodies? If time is rewinding, there wouldn't be any bodies after they got to the middle of the room and further in.
>>
>>53445529
Looking for online players here but Western European time on evenings tuesdays, thursdays.
>>
>>53445840
>Invoke Time Shift spell
>>
>>53445529
It's text only but I've recently started a game in BFRPG. We've had lots of impromptu sessions with 2-4 players, and of the 10 players, it seems like only 4 or 5 are actually active. I'm on Rocky Mountain time mostly. Sessions just run when players want to run 'em and catch me, but thursdays thru sundays seem to be the game days.

https://app.roll20.net/lfg/listing/76545/sarkomands-fault

Post something there and I'll send you the join link, and then you can look around, read archived chatlogs of the sessions, and stay or leave depending on if you like what you see. Might have an impromptu session tonight, even.
>>
>>53446210
Hey, thanks. I can't promise anything as text is not my forte, but I'm willing to try anything and BF seems alright.
>>
>Western European time
>Rocky Mountain time
>impromptu sessions
>BF
>tfw the last game from /osrg/ that I joined died because the GM moved to another state

CUT MY LIFE TO PIECES
>>
>>53446546
Are you an australian with a day job or something?

Just become a sleepless neet like me and join all the games you want!
>>
I find myself in need of random curses, and random portal puzzles, you now for opening a portal
>>
>>53444472
I'm gearing up for my first B/X game using various additions I've found here on /osrg/ and the blogosphere.
>>
>>53444472
BFRPG

Though I'm curious what exactly was meant by 'a dungeon a piece'

Are you making a dungeon for each system?
>>
>>53445827
They walk into themselves. The rewinding bodies are just illusions illustrating the future.
>>
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>>53439366
It's a very unsubtle way to say "combat is not the solution".

Diverting a river, using flame elementals, or just sneaking about are the answers. If you fight, if you're obvious, you'll die.

"Tombs full of undead" means /full/ of undead. Watch out.
>>
>>53449516
>Diverting a river

I never liked this as a potential answer. It feels just fucking lame. Like you don't really even want to play D&D.
>>
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>>53444472
Arnold K's GLOG system.

>>53448026
Table of curses:
>>53427254
Table of puzzles:
http://goblinpunch.blogspot.ca/2016/03/1d135-osr-style-challenges.html
>>
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>>53449528

Got to disagree. A fair fight is a fight you've already lost.

Do you have any idea how hard it is to divert a river?

Plus, in the construction, you might unearth all sorts of crap. Or maybe the undead float. Maybe they start popping up in every watering hole from here to Katmandu. You've just unleashed an ecological disaster.

Plus, people are going to wonder what the fuck you did to their river. This might include the river itself. River spirits are not always nice and cooperative.

Plus, it's smart. Players should be moderately rewarded for being smart, but gently punished - long term - for not examining the long-term consequences of being smart.
>>
>>53449528
>I never liked this as a potential answer. It feels just fucking lame. Like you don't really even want to play D&D.

You sure you're in the right thread? Using and manipulating the environment to solve bullshit problems is OSR as hell. Relying on class features to fight 'fair' encounters is really more for 3.x and 4e
>>
>>53449587
>>53449612
Yeah, but I'm in this hobby to explore dungeons and get into danger and shit, not avoiding the entire adventure by some clever trick. There's a limit to being clever.
>>
>>53449528
Even Herakles diverted rivers before trying to deal with river divertable problems. And that guy wrestled Death once.
>>
>>53450024
Yeah, but he couldn't hack up those manure piles with his sword, nor did they hit him back, or carry treasure and puzzles and riddles and traps and other junk. It was just... shit.
>>
>>53449612
>>53449767
It's almost like there's a middle ground between the two extremes of 'flood the dungeon with a river to avoid it entirely' and 'go into the dungeon to have 1-1 fights with everything in fair, equal combat.'
>>
>>53450054
Oh, sure. Like, so long as we do go down into the dungeon and actually explore and poke around, I'm open for all sort of problem solving.
>>
>>53450054
>>53450113
curse you, reasoned debate

I shall return with more false dichotomies and have my revenge, mark my words
>>
>>53449767
Mayhap you're a lesser refreree.
>>53450054
Wherever the PCs are, there is adventure.

Machiavelli and da Vinci are trying to buy all the shovels in town.
>>
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>>53449767
>Yeah, but I'm in this hobby to explore dungeons and get into danger and shit, not avoiding the entire adventure by some clever trick. There's a limit to being clever.

Son, if your GM can't invent all sorts of cool shit in a flooded dungeon, you need to retire that GM.

>>53450054
There aren't that many solutions where "diverting a river into a dungeon" just... ends the whole thing. Maybe if it's a dungeon with a drain filled entirely with flimsy sugar goblins and your only mission is to kill the sugar goblins. Then, maybe, that's a boring path.

But man oh man, it doesn't have to start or end there!

>>53450150
>I shall return with more false dichotomies and have my revenge, mark my words
>>
>>53450343
>There aren't that many solutions where "diverting a river into a dungeon" just... ends the whole thing.
Then what's the point?

It might solve some of your problems, but certainly not all of them, and it's then going to introduce a pile of new troubles on top of it all. If it's not going to at least wipe out the entire dungeon for you, why bother to begin with?
>>
>>53450343
>>53450392
On top of all that, it makes retrieving treasure difficult and unless your DM is nuts, won't grant any XP.
>>
>>53450343
>>53450054
>>53450024
>>53449587
>>53449516
It seems like diverting a river just to kill things and get phat loot would anger several druids and river-spirits
>>
>>53450936
>druids
>ever not angry
>>
Working on a small project, need a couple of example monsters. Gimme your favorite wilderness encounters.
>>
>>53446210
>>53446438
replied
>>
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>>53450392
>>53450477
>It might solve some of your problems, but certainly not all of them,

That goes for anything else you care to name: violence, sex, money, ice cream...

>If it's not going to at least wipe out the entire dungeon for you, why bother to begin with?

If you had a spell that would a) open most secret doors, b) cause most creatures in a dungeon to flee or drown, and c) show you the path downwards, you'd cast it, right?

It's handy for situations like the one in the OP (or my image), where there are just /too damn many/ enemies to fight.

>>53450936
The river spirit for sure is going to be pissed. Druids might not care that much. They'd be pissed you're messing with nature for any reason. Watermills and flooding a dungeon are the same thing, damage-wise, but they might appreciate you destroying a constructed or man-made structure like a crypt or a barrow. Heck, they might even increase the water flow. Flood the whole thing with silt. Block it forever. Bury it. The river will find its way again.
>>
>>53452162
sent the invite
>>
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>>53450936
>The river spirit gives you mad sass, save vs petrification
>>
>>53452218
>violence
Name one problem it can't solve.
>>
>>53453356
Regret.
>>
>>53453356
>Name one problem it can't solve.

Shortage of pacifists?

Making a really good pie?

Calculus?
>>
For the people who are playing or played GLOG, did you change anything? Is there anything you don't like?
>>
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>>53453768
https://coinsandscrolls.blogspot.ca/2017/03/osr-glog-review.html

Took out the motivation system, cut down most of the classes to just a handful (and recently removed Assassin as well), rewrote the magic system to be more clear, rewrote everything else to be more clear, and added an inventory, monster manual, and spell appendix. And rules for shields.

So... heaps. But the core of the system works really well.
>>
>>53451141
Low Fantasy → Setting riffs reality
High Fantasy → Non-Earth setting
Epic Fantasy → The world is at stake
Low Magic → Magic is rare an subtle
High Magic → Dozens of fireballs

Low Magic is common in Low Fantasy, to the point where many mistake Low Fantasy to mean Low Magic
High Fantasy is common in Epic Fantasy, to the point where many mistake High Fantasy to mean Epic Fantasy
>>
Is there a general consensus on the original DnD rules by Gygax? The original text seems...erratic at best.
>>
Ask odd74.
>>
Want to buy full sets of dice for my group to play DCC but everywhere I've looked the sets are around 30+ dollars each. Anywhere to find them cheaper?
>>
>>53454377
OD&D? They rules are alright if you read Chainmail before trying to tackle it. Same goes for AD&D1e, read Chainmail AND OD&D and you'll have a much easier time. Both are full of a lot of leftover Chainmail relics that you won't figure out unless you dig through it. But even with an understanding of it all, certain Gygaxisms are a monster to wrap your head around and are better off being left as pieces of history. Neither has aged very well; and Gygaxian writing is a relic of an age before even Gygax himself and some design decisions are a mystery to us even today.

That being said, neither are particularly good games (unless you're playing for the strictly historic novelty) - there are plenty of games that capture the essence just as well if not better and much, much lighter. The biggest example is if you want an OD&D or AD&D1e experience: play B/X by Moldvay and save yourself a lot of work and headaches that comes with trying to play AD&D1e RAW.
>>
>>53454567
I don't know about a full set, but you can get a d3, d5, d14, d16, and d24 for around $15.
http://www.ebay.com/itm/Gamescience-Dice-White-Zocchi-Set-5-Plain-MINT-/361965918186
If you don't mind inking it yourself.

>>53454654
Large chunks of OD&D are unwritten (or vaguely implied by one line example text).
XP from killing monsters and rules for Turning Undead come to mind.
>>
>>53454377
Read Chainmail, but don't use it for combat.

It's the best-playtested edition of D&D, but the writing isn't great.

Ignore the supplements.

The Outdoor Survival map is good.
>>
>>53455186
>It's the best-playtested edition of D&D
That doesn't really mean anything.
>>
>>53455313
Yeah, I know, but it's true. The base game (played correctly, which is hard if you're just reading the rules rather than being taught) is pretty solid and reasonably balanced.

This is high praise for an edition of d&d, because subsequent editions were trash and only got worse over the years.
>>
>>53453426
>Kill non pacifists, pacifist percentage goes up
>Hold world renowned piemaker at knifepoint
>Behead person trying to make you do calculus
>>
>>53455425
>Behead person trying to make you do calculus
What if you are trying to make you do Calculus?
>>
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>>53455442
>>53455425
>What if you are trying to make you do Calculus?

https://www.youtube.com/watch?v=t8PpVPZit1M

And so we straight let out on bail
A convict from the county jail,
Whose head was next
On some pretext
Condemned to be mown off,
And made him Headsman, for we said,
"Who's next to be decapitéd
Cannot cut off another's head
Until he's cut his own off, his own off, his own off.
Until he's cut his own off."
>>
>>53454567
I saw a pdf on OBS that works as a dice-roller for all manner of dice, including the DCC Zocchi mutants. And it's even PWYW.
>>
new thread >>53456967 >>53456967
Thread posts: 315
Thread images: 97


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