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/osrg/ OSR General - Far Off Lands Edition

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Thread replies: 329
Thread images: 53

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>Troves
Experience frequent take downs. This is a temporary measure.
aHR0cHM6Ly9tZWdhLm56LyNGIW93aDJWQXFDIUxRd3NsakJIWExxU2RqSmNfdXcxMUE=

>Links
http://pastebin.com/FQJx2wsC

>Discord Server
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:
>>49654969

THREAD QUESTION
>What are some creatures/mythos/etc from cultures that don't frequently get exposure?
>>
>went to college RPG club on friday
>fall break is next week so most people don't show up, lots of displaced players/a few GMs
>end up running The Lost City for all 10 people that showed up

the party split, one half tried stealing the brotherhood of gorm's treasure and the other half joined the brotherhood. the session ended with the thieves being slaughtered by the brotherhood.
>>
Hey, sorry, I just made the thread too. If you don't mind, could we move to that one? I did some small changes in the OP.

>49704580
>>
>>49704539
>aHR0cHM6Ly9tZWdhLm56LyNGIW93aDJWQXFDIUxRd3NsakJIWExxU2RqSmNfdXcxMUE=
and what do I dowith this gibberish
>>
>>49705003
Open your fucking mind, man.
>>
>>49705003
Solve the riddle anon.
https://www.youtube.com/watch?v=lC_hn4kzzkc
Video isn't a hint, but please just think about it a bit. It's not as hard as you might think.
>>
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Al-Qadim at 90-scale
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Alright, since apparently people are in this thread, please take note of slightly cleaned up pastebin (a few links were dead);
http://pastebin.com/DJ1pUKjb
>>
>>49705079
>http://pastebin.com/DJ1pUKjb

kisses
>>
Good random tables for town generation?
>>
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Here's another "help populate the hexcrawl" question:
What's unique about this town's cemetery, and what lurks within/below it?
>>
>>49705145
Yoon-Suin? Vornheim?
What kinda town?
>>
>>49705028
Not that guy, but I'm not going to let this beat me.
>>
>>49705212
Generic feudal fantasy town.
>>
>>49705211
A giant lives under the ground. He eats the corpses at the cemetery as soon as they are buried and everyone has left.
Bonus: There's a cult dedicated to keeping the giant happy by having enough deaths happen in the town (and also make sure that enough births happen to sustain that). If the giant doesn't get enough corpses in a while then he will be enraged and ascend from the earth.
>>
Here's something important missing from both Lomion and the "Monstrous Collection 2.1". Bahamut and Tiamat are NOT, as per earlier 2E claims, dead.
>>
>>49705510
>>
>>49704631
Sounds like a fun session.
>>
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>>49705211
Instead of the usual gravestones and monuments, people interred here are memorialized with a life-sized stone statue of themselves. This practice has gone on for generations, so the graveyard is filled with acres of silent eerie figures in all sorts of poses.

In reality, the statues ARE the bodies of the deceased, transmogrified via Stone-to-Flesh by the local Mortuary Cult in an attempt to protect them from the depredations of the ghouls infesting the warrens beneath the ground.

Alternatively, they're turned to stone because the earth is tainted by the body of the first person to be buried in the graveyard, a long-dead despot who was deposed and executed by the populace. His lingering hate has cursed whoever is interred there to rise up as undead.

Why don't they just cremate the bodies?
Fuck you, that's why.
>>
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The plateau of Malatra southeastern Kara-Tur
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>>49704631
Which Lost City module?
>>
>>49705566
Why they don't cremate the bodies?
Because the last time they did the necromantic energies in the area turn the smoke of the last communal funerary pire into a massive black fog-like undead.
>>
>>49705028
I must be autistic, I have no idea where to go with the code. Do I need to reverse it and paste it to some file sharing site? Because that's my only guess and I can't get that to work.
>>
>>49705003
>>49705257
>>49706248

b@
$e64
>>
>>49706248
It's okay: >>49705109

>>49706116
Very inspiring. Reminds me of Un'goro Crater in WoW.

>>49706129
B4, right?
>>
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Original old-school map from FR3, Empires of the Sands.
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>>49705211
I've used this one before in these threads, but I think it's a good one

there is a king's tomb at the bottom of an ancient and still used sewer/catacomb(which the town has instead of a more conventional cemetary) that is inhabited by a dragon, said dragon is a Wyrm(ACKS definition, so purple and it's breath weapon is a cloud of fetid gas), is wingless(but has limited magical flight), and considers itself a Necromancer, although it creates Undead in a unique manner; by imbuing it's tiny parasitic offspring with Necromantic energy, said offspring can fuse with the corpses they by instinct nest inside, creating unique hybrids of dragon and undead(most commonly resulting in dragon headed Ghouls, although other forms are possible, as any vertebrate corpse or corpses can be used to form a dragon/undead hybrid)

if the Wyrm isn't stopped by the party it'll eventually direct it's "children" to swarm the city it's lair is under, which will grow it's army to a size big enough to become a threat to the entire region

>>49705566
>Why don't they just cremate the bodies?
clearly their religion shares similarities with Zoroastrianism, and like that religion considers fire sacred, intentionally burning a human corpse would be considered blasphemy
>>
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>>49706372
also might as well repost this other idea of mine from another hexcrawl question;

>What's troubling the village at the edge of the woods?

a Witch Coven known as the Builders of The Flesh King have returned several decades after they were driven away from the village, and are gathering corpses, both Human and Beast to build an army to destroy those who have persecuted them, to aid their efforts they have summoned an Avatar of The Flesh King to the mortal plane, an abomination known only as He Who Is Man

if the PC's don't stop the Builders and He Who Is Man here, they'll eventually obtain enough corpses to raise enough undead/flesh golem abominations to overrun the village, which will in turn snowball to more and more of the region getting overrun till the Builders achieve their ultimate goal; summoning The Flesh King himself to the Mortal Plane in his full power, which would probably lead to a small scale apocalypse
>>
>>49705003
>>49706248
>>49706261
>where to go with the code
It is a code, and it's a fairly common scheme. Hope that helps.
>>
I'm looking for a system that is mostly a cleaned up version of 2e AD&D, can anyone recommend one?
My DM is dead set on using 2e and although I like the system I hate the book. The layout was done by an idiot.
Who puts the THAC0 and saves 50 pages away from the class they are for?!
>>
>>49707392
For Gold & Glory is a free 2e retroclone. I can't comment on how faithful it is but layout is most likely improved.
>>
Is Taxadermic Owlbear up to date on it's list of retroclones?
>>
>>49707392
Labyrinth Lord is basically 2e and it's pretty nice
>>
>>49708462
I'm not sure if it's comprehensive but its been updated since I last checked it out. Which was long ago admittedly. Still, systems pop up all the time.

>>49708595
Labyrinth Lord is nothing like 2e. And Advanced Edition Companion only introduces stuff from 1e.
>>
>>49708614
>Labyrinth Lord is nothing like 2e.
My bad then, I must've been thinking of something else. Disregard my post.
>>
>>49708595
>Labyrinth Lord is basically 2e
That's not really correct. Labyrinth Lord is definitely a very faithful clone of B/X.

With the Advanced Edition Characters supplement though it's more like 1e and by extension 2e.
>>
>>49707392
OSRIC?
>>
>>49708614
>Labyrinth Lord is nothing like 2e. And Advanced Edition Companion only introduces stuff from 1e.
It's a streamlined 1e, which might seem a bit like 2e, which de-clutters 1e. You won't find additional material like non-weapon proficiencies, but if the main things you get out of 2e over 1e is that it's more accessible and gets rid of some of the crazy shit, then LL's AEC might satisfy you.
>>
>>49708805
>>49708928

Except the guy who requested it will play 2e specifically, he just needs a better layout. So he's probably interested in additional material. So no, streamlined 1e or any 1e retroclone isn't a good advice here.
>>
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Adventure hooks for a post-apocalyptic Portland/Seattle crawl?
>>
>>49709042
Easy.
>>
>>49705564
it was probably the most fun session I’ve ever run.
>>49706129
as >>49706265 said, B4.
>>
What would you use as a morale score for a galeb duhr?
>>
>>49704633

I sent you a couple things, like the Indie Hack and stuff. Haven't heard anything, so checking you got it.
>>
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Could someone here provide me with an al-qadim pdf? I lost mine.
>>
>>49709042
Space Needle? Now a portal to space.

The volcanoes get organized
>>
Is there anything I should know about homebrewing for DCC? I know it takes a bit of inspiration from 3.5 mechanics-wise, and I'm just wondering if I'm going to break anything by introducing a new class.
>>
>>49707392
Its me again.
Thanks for the options. I'll have to look into Gold And Glory, but i think my real best options is to change the layout myself and reprint it.
I think I'll focus on the classes then include the other chapters as I get around to them.
>>
Hey, I want to try running an OSR game but I don't know what I should pick up to try. I think Basic Fantasy RPG looks good, but I also think Lamentations of the Flame Princess is unique and cool too. What should I try out first (any answers welcome with a good explanation, not just Lamentations and Basic)
>>
>>49712786
Check out the Crawl! zine. There are some new classes there. I'm planning on adding some but I don't know if they're actually well designed in practice. One that seemed really weird was the halfling burglar, which was just the halfling with thief skills and no new downsides.
There's also a zine called D.A.M.N that apparently has a barbarian class, but that isn't in the trove yet.
>>
>>49714849
BFRPG is a fantastic place to start because it's very simple, concise, and easily modified. Not to mention that it's free and has a good amount of fan support. LotFP does some things mechanically that I think are great, but it has enough little side-rules and exceptions that I would recommend playing something else first so that you can really pick up on them and appreciate how they change the game balance. The only other game I can recommend off of the top of my head is Labyrinth Lord Revised Edition, since it's basically THE Basic Set retroclone and therefore the most standard vanilla option.
>>
>>49709042
mutated Marijuana
>>
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Is there any class similar to the binder in OSR?
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>>49714849

LotFP is pretty boss, but I'd second Labyrinth Lord for starting off with.
>>
>>49714849
LotFP is great. The classes are all pretty balanced, the small details are nice, the weird flavor makes it distinct in its own way without being so setting-focused as to alienate the mechanics.

The Specialist class and the encumbrance rules are also top notch.

That said, also check out Labyrinth Lord.
>>
Is there content for LotFP that isn't full of edge?
Love the system, but would like to try some normal dungeon crawls without running into dick monsters.
>>
>>49715774
Specifically for LotFP? A Red and Pleasant Land is pretty great and there's nary a cock in sight, but it is 'Weird' with a capital "W". But remember that it's a Basic clone so it's compatible with nearly anything if you just use a little effort.
>>
Is there zero Metamorphosis Alpha stuff in the Trove? Because I'm not seeing anything.
>>
>>49715833
I think there are rules under Gamma World, maybe in 3rd party stuff or something.
>>
>>49715822
Very true, I'll take a look.
What are some popular crawls for B/x?
>>
>>49715774
Tower of the Stargazer, of course.
>>
>>49715369
Wizard. Pick spells that seem binder-y.
>>
>>49715190
As good as it is, in my opinion there's no point in using LL anymore now that Basic is readily available in good quality.
>>
>>49717557

>no point

It's easier to reference? I mean, Moldvay/Cook has two different saving throw systems, just for starters.
>>
>>49717557
Where are you finding B/X, outside of PDF, on the cheap?
>>
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I can't figure out how to access the trove. Can one of you fa/tg/uys post the tomb of horrors pdf pls? Pic unrelated
>>
>>49718091
look up Base 64 on Wikipedia, you should then be easily able to google up a way to use the trove code
>>
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>>49718114

>inb4 trove taken down again
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>>49718275
eh since that one problematic company's stuff was removed, I doubt we'll have any real issues for the immediate future
>>
>>49715774
>>49715822
Are dick monsters really that prevalent in Lamentations of the Flame Princess? One of my players suggested we try it out and so far I have only read part of the rule book and the only thing lewd I've seen is some of the artwork. Are the modules magical realm or something?
>>
>>49718825

No, read 'em for yourself, it's nerds exaggerating shit on the internet. Other than say, Fuck For Satan and Towers Two, they're fine.
>>
>>49718825
Most stuff like that is done to allow horrific monsters to have some shock value for the players. It's not just done for the sake of it.
>>
>>49716412
Supposedly Keep on the borderlands, but I too haven't really found a nice vanilla crawl.
>>
>>49716412
Keep on the Borderlands is wonderfully sandboxy and can be expanded easily.
The Lost City is tighter and more closed but that can also be an advantage.
>>
>>49715548
What's a good way to let the specialist take more of a spotlight in a crawl? Add some rooms that has an obvious thing to interact with using the skill?

I'm using the "describe how you disarm the thing" style of problem solving, and figured that skills let you spend the next 10 minutes attempting to apply any idea your character could think of.

If there's a player with the tinker skill, and I don't want it to be _just_ disarm traps what could I add?

I toyed with the idea of letting the player mcguiver together useful items like parts for their own trap or a molotov out of stuff in the dungeon that seems useless to anyone but the tinker skill?
>>
>>49706384
That's pretty rad. Bonus points if one of the smaller versions of the corpse golem contains an npc the players were fond of.
>>
>>49716412
Despite all the recommendations for Keep on the Borderlands, I don't think it's a very good "classic" dungeon crawl without a significant overhaul. Village of Hommlet would be my choice for an introductory module.
>>
>>49719187
thanks, how do you feel about my Purple Wyrm idea >>49706372
>>
so /osrg/ what are some recent purchases you have made?

I myself just put in an order for physical copies of Pars Fortuna and Tales of The Space Princess
>>
>>49719401
I bought Rappan Athuk and Barrowmaze complete. Also DCC, since it has been just translated to spanish (my group is english-illiterate).
>>
Trove is down again for me btw.

Question: Do you use reaction rules for monsters and how? I don't think every monster needs to fight the party and i like some randomness. I think i just use the Moldvay chart in my LotFP game.
>>
>>49719376
>>49719376
It'll make for an interesting ecology, for sure. You could probably put into different stages, so at first you might just encounter ghouls that let out little purple maggots when it dies, and later on you find more dragon-esque ghouls.
>>
>>49718114
Thanks for the virus, homie.
>>
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>>49719454
neat

>>49719455
>Trove is down again for me btw.
well that sucks, wonder what killed it this time?

>>49719456
yeah there'd be stages, earliest ones would resemble more standard Undead in the rotting corpse fashion(although with unpleasant surprises such as exploding into fetid gas when destroyed, or Wyrmlings bursting out like tentacles when you chop off an appendage or head), while later stages would show mutations and alterations as the wyrmlings merge into their hosts and turn dead flesh into a living(if enfused with necromantic energy) body, one interesting side effect of this process is that even in the earliest stages the hybridization leads to Turn Undead having reduced effectiveness, by the final stages they can potentially be almost completely immune to it

>>49719489
wut
>>
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>tfw running out of Forgotten Realms maps
>tfw Kara-Tur map scale makes no sense

Here's Ravenloft from the updated campaign setting boxed set. Has a big fat Shadow Rift in the middle, indicating some dumb shit happened.
>>
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>>49719755
The Islands of Terror
>>
>>49719764
>>49719755
REEEEEE the Islands of Terror accessory has no fold-out map in the PDF just like FR16.
>>
>>49719455
Please do pay attention: >>49705079

>>49710251
Hi, thanks. I'm on it. Expect this and a fresh batch of stuff in a few hours.
>>
>>49719455
I haven't gotten the opportunity yet, but I think adding reaction rolls help making wandering monsters less punishing.

If you make monsters more likely to TPK a party, then if there's a chance to parley (maybe give some food or treasure) you could keep the threat level without it feeling unfair, because a reaction roll could help luck you out of an otherwise boned situation.
>>
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>>49719755
Original
>>
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>>49719764
Original
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>>49717855
You could pretty much just print the damn thing with a normal printer at home. Then there are a number of professional PDF to print services available.
>>
>>49719089
The key is to make dungeon crawls yourself. Just grab a piece of grid paper and start drawing.
>>
>>49718825
So far I've counted two dick monsters and one monster who's dick is the main focus of it's design. The term has essentially become shorthand for "anything published for LotFP that is supposed to be edgy and horrific but just comes off as silly and lame".
>>
>>49719755
>dumb shit

Fite me nigga, post-Conjunction Ravenloft is way better than the nonsensical grab bag of horror tropes the setting was before. Now it's a slightly less nonsensical grab bag with some attempt at internal consistency and no Mindflayers squatting right next to Generic European Horror Land.
>>
>>49719155

>B2 and B4

This.
>>
>>49715190
>>49715495
>>49715548
Thanks! I'll take a look and see what I can manage with the games and see what the players like most.
>>
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Are there any good pdfs or blogsposts (or whatever) on analyzing classes in different editions of D&D and retroclones? I'm planning on fiddling with my classes a bit but it'd be nice if there was already some research done so I won't have to go through a bunch of different systems myself.
>>
>>49723535
Check out "Building the Perfect Class" by Welsh Piper. It's in the trove but I also think you can easily google it.
>>
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>>49724807
Thanks! It will still be a little tricky with his instructions since I use DCC, which I suppose aims to be zero-sum in regards to experience. Nevertheless, this is helpful.
>>
>>49719455
It's working for me
>>
I've been trying to brainstorm a setting, and so far it's going kinda ehhh. I'm tired of generic fantasy, but I don't really want to go ball-to-the-wall crazy a lot of the weirder OSR stuff can go. Basically, I'm trying to come up with a good, solid idea that puts a new spin on standard fantasy. Something that gives the world a new kind of flavor and context. Makes it less stale and static, so to speak.

Any good ideas for something like that?
>>
>>49725740
Well, you could always take a good piece of fiction you like and try and use that for inspiration. For example I wrote up some stuff for doing a Nightlands like fantasy setting where the world is getting darker, and biomes and creatures normally confined to the darkness beneath the earth has risen to the surface and pushed civilization back to a few last holdfasts across the world.

Though right now I'm looking at doing something like Orphans of the Sky - a giant Generation ship that's fallen into such disrepair that the descendants' believe it is the world, and its definitely different.


Maybe you could try using the Arrows of Indra did and use a different cultural base? Arrows of Indra uses a faux-India setting instead of the faux-medieval europe setting most RPGs use. You could try a setting where the Far East is the template, or even something strange like Darkest Africa setting, any or all using the classic fantasy races with new twists.
>>
What's peoples experience with some form of stress system for dungeon crawling? Akin to either sanity checks or the kind of grind Torchbearer has.

Basically, I'd like there to be some kind of tension in how much battles, crawling and exposure to weird horrors one can take before you'd have to get into a safer space and take a breather.
>>
Alright, thanks to Mageguru and an anonymous contributor, we've got us some nice things:

- DW fans, check out some new stuff from Lampblack and Brimstone (Perilous Almanacs, Perilous Deeps, A Book of Beasts)
- Some new DESU hacks, including Mirrorshades
- Crying Blades Vol.2, covering spells
- Adventures Dark and Deep - Game Masters Toolkit

Everything is stationed in the respective folders.

>>49725740
Specificity is the key. Generic is generic because anything goes. Come up with the core idea and work with it.

2e settings are remembered because they're specific: Dark Sun is about harsh desert, psionics, sword & sorcery. Ravenloft is about gothicness, fog, isolation. Planescape... okay, anything goes, but it's about everyone's beliefs and ideas at the crossroads of the universe with pretty specific visuals.

Borrowing from different cultures, as >>49726185 suggests, is a good thing. Also check out "What's needed for a Setting?", Dungeon of Signs blog.
>>
>>49726348
I've no idea why "The Black Hack" turned into "DESU" but there you go.
>>
>>49726185
>>49726348

I guess I always kind of liked Nausicaa (especially the manga) and the aesthetic of people cobbling together ancient stuff that's way beyond its intended age and making do. This kind of scrappy, grimy and less sterile feel it had.

I guess such a thing would work well for OSR stuff as well, but at the same time it feels like it might turn out pretty cliched, since the remnants of ancient, more advanced civilizations and looting them is basically the core idea in most of OSR and D&D in general anyway.
>>
>>49725350
That demon is horrified! I think they just scared it enough that ir's about to run!
>>
>>49726811

On that note, I'm kind of intrested to see what non-ruinous OSR would look like. Basically all setting material for it is full of ruins and decrepit, fallen things, and PCs who are basically combing through the corpse of something much greater that came before then.

I understand why this is, and it works well, and I even prefer this (honestly, it makes for strong imagery and themes in general, as well as supporting the kind of play you want in this), but I guess it might be intresting to see another take on it.
>>
>>49727007
Well, it'd probably either be a very young world (think Mesopotamic D&D) where ancient ruins haven't yet either developed. The focus would be on different things, like survival, facing down threat or, say, monsters sent by the gods to test men, and generally expanding your own people's domain and interacting with other people. Doesn't sound too bad.

OR it could just be a setting where ancient ruins just aren't the kind of fantasy labyrinths they usually are (like, say, real world, where ruins are usually just piles of historically significant rocks). War and politics would likely play a much bigger role, and if you're playing some sort of a gang of murderhoboes hoboing around and killing n' looting, you're probably literal bandits and//or mercenaries.

Or it could be something else entirely. Like the world might be dying, and nobody gives a shit about looting ancient ruins because you're too busy doing something to prevent your own culture from becoming those (bonus points if this doesn't involve you going into ancient ruins to find some lost technology or something).
>>
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Would introducing a Dungeon World-style adventure pack mess up stuff in Basic? What would be an appropriate price for such a pack in B/X?
>>
>>49727160
>a very young world (think Mesopotamic D&D)

That could be very interesting. If we take the classic D&D kind of setting (i.e. Dwarven mountain holds, elves in their forests, etc. etc.), but moving backwards in that settings' time to a place where most societies were just developing (Dwarves were just starting to mine out mountains, Elves were beginning to learn magic, humankind was still in the mesopotamic time), and play adventures against Dragonst hat are trying to enslave nascent races, meet strange creatures in battle, and delve into the primordial bowels of the earth before the ancient artifacts of this setting were made, and make some of those artifacts yourself.

It would be a lot of fun as a setting, but I'm not sure how difficult it would be to run as a setting for a game.
>>
>>49726297

I use a system of stat damage, where Wisdom is your sanity, and Charisma is your mental strength. Fail a save, and you roll a d6. On a 1-5 you lose that many points off your current stat, and on a 6, you lose 5 temporary and one permanent off your max. If your Wisdom gets below 3, you are at least temporarily stark raving mad. Charisma below 3, and your mind is hollowed out and outside forces will ride around inside until you recover. An average character with 10 can fail an average of three saves on a specific stat before he loses it and goes mental. That said, a save doesn't get triggered for everything.

Healing is done in the regular downtime that separates crawling sessions, and is pretty generous.
>>
>>49726367

Because t-b-h is an acronym for "to be honest" which is part of an irritating meme, and the nine letters of "shaking my head, family, to be honest" gets filtered to baka senpai desu
>>
>>49726348
>>49726367
did you change the URL, cause the previous Trove bookmark I had after solving the puzzle doesn't work anymore
>>
>>49727007

Have you seen Wolfpacks and Winter Snow?
>>
>>49726348
>Lampblack and Brimstone

Very cool, but I gotta point out that Freebooters on the Frontier is incomplete at the moment. It's supposed to come with playbooks, and a fair bit of the rules are in them, like the Heritage tables.

I've been looking, but haven't found a copy yet.
>>
>>49727230
It wouldn't break the game, it'd just be a little different.

What it would do is reduce the importance of planning ahead and resource management.

So instead of getting into a bind and finding yourself out of torches and having to improvise something or have the dwarf tie a rope to your waist and lead you out of the dungeon, you just pull another torch out of quantum superposition and tick a box off your adventurer's pack.

IMO that would remove some interesting gameplay, but it's not bad per se if you think tracking each torch and arrow and pint of oil is a waste of time.

Note that this is the edition where it's a major sacrifice for the wizard to give up a spell just to keep the lights on.
>>
Drivethru RPG and Lulu both block me from even browsing the entry for Perdition because it has "adult content". So I have to create an account to even get a gimped preview of the product?

I'm pretty sure I can search Amazon for rape manga with less restriction.
>>
>>49727871
tfw I have it but not sure if it's watermarked
>>
Looking to gauge interest, how would you feel about a 5e one shot with 0 level characters? details on what that might look like http://ubiquitousrat.net/?p=2703
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>>49723535
ACKS Player's Companion tries to reverse engineer a method of building B/X style classes. It's a build system that gives you 4 points to spend amongst various class features, and each expenditure contributes to a final XP threshold for the class to level. It's by no means watertight and unbreakable, but provides a good metric to back up gut feelings about whether a custom class feels in line with other classes.
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>>49725740
Pick a game/movie/book that you enjoyed a lot and know a lot about the setting (especially one thing you enjoyed a lot as a child); copy the setting and try to recall the emotional experience that the work evoked in you.

No matter how hard you prepare a very large chunk of your setting will end up getting realized "in play" - you will need to come up with locations, people, monsters, . Having a strong sense of what your setting is tonally, and what it is "about", will anchor your improv and make it feel more consistent.
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>>49729070
Interesting, I'll check it out. Thanks!
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If I wanted to make a setting using the Turnovia map where would you place the "main portion" of the setting? The place where the players most likely would be?
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>>49725740
I've gotta suggest A Red and Pleasant Land, the Lamentations module (it was mentioned earlier in the thread). It's fantasy by way of Alice in Wonderland instead of LotR. Traditional monsters are hard to come by but weirdo people are aplenty.
>>
>>49730475
I'd say either Andea or Africa, although Northwest Asia and Boreala would also work decently
>>
Are we talking settings? Some figments flitting around in my head:

>A world of sapient rats. The PCs are all human and partially amnesiac. They have been thawed from ancient cryo-pods. Flea-crawling rat prophets utter dire prophecies of the frost giants' return

>A wizard's tower that is also a megadungeon that is also home to all civilised species that is also a space ship... except it isn't, the undying wizard is using primitive filming tech and illusions to fake space travel.

>Everybody that is anybody uses eight magic rings at all times. All magic rings are also cursed. All curses are semi-unique and cumultative. There is a swordfighting technique to sever single fingers using a risky minigame subsystem

>A long latter suffices to climb through the sky into the grinding wheels of the World Machine
>>
>>49730787
I would play in all of those.
>>
>>49730475
Well, that form of an Upside Down map really doesn't do really do much to shift anything to make the standard trends of locations where civilizations are most likely to rise. China, Mesopotamia, and the Mediterranean are still the ideal locations because it's the climate that really matters, not whether it is arbitrarily north or south of the equator.

It's why I much prefer Alt-Earth's in the style of xkcd's 90 Degree Tilt.
>>
>>49731205
While it is true that the areas where civilization rose seem to be the most likely spots for civilization to rise, I'm trying to get an idea of where a good game could be placed on it.

Thinking a game set in Northwest Asia would be interesting, an empire set in Boreala and North Asia setting up petty kingdoms in the wilds of the islands in preparation for a large war (that leads to a magical apocalypse later on) seems interesting. Maybe the players work for one of the empires or one of the petty kingdoms. Maybe they read the tea leaves and bug out to Africa or the Tibetan plateau...
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>>49731698
Certainly possibilities. Just saying that if you want to really shake up an Alt-Earth, something akin to this at least means that the Mediterranean won't still just be the Mediterranean, America won't still just be America, etc.
>>
How does damage/armor class scaling differ between DCC and LotFP? Just got some DCC modules at a con in Maryland that would be great for Flame Princess and vice versa, as well as a physical copy of Flame Princess (!!!)

Pic related, I met Dave Cook and caught the flu from him.
>>
>>49728164

Take it to the PDF share thread, there are folks there who can de-watermark it for you.
>>
>>49732025
Both are firmly in the "one hit and you might be dead" category until you get to level 3-5. Chances to hit are probably within a few percentage points if you could compare like with like.

Bear in mind that LotFP has no canon bestiary, so its hard to make direct comparisons, except with say, two fighters of equal level wearing plate armor.
>>
Okay, a little late but whatever!

Alpha 1 overview of my OSR rpg. Not shown - about 90+% of the material. What is shown is what I want some feedback on right now, specifically how I handle abilities and the race/class thing for humans (demi-humans are not in yet, they are just in outline mode).

Just for info (not outlined in the pdf yet) in order to make a save you need to roll a d20 and add class and ability modifiers to the roll and if it gets to or exceeds 20 you saved. Also, demi-humans will not get archetypes but will get some decent race classes (3 each in fact).

Any and all feedback is welcome.
>>
>>49733454
Also, every class will be given much more info than what is presented here (as in fleshing out, not more abilities) though the human classes will get a 3rd archetype sometime in the future).

I'll try to get around to working more on this in the very near future but I'm currently moving cross country starting tomorrow so we'll see what happens.
>>
>>49728164
I can clean it anon, throw me a zippyshare link at [email protected]. Or take it to 7chan cleaners, whatever you wish.

>>49727534
I did. Please pay attention to the thread.
>>
>>49727605

Pardon me, referred to the wrong post.
So yeah, pay attention to the thread please. pastebin btw

>>49727534
That's pretty rad.
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>>49729070
I haven't looked at the ACKS Player's Companion, but one of the issues with any sort of D&D point-build system is that the existing classes really aren't very well-balanced, so how do you base a point-buy system on them without everything being balls?
>>
>>49704539
In folder TS... | 05... | DL | 02...
There is a file called damaged. A much larger, probably undamaged, version is present in Mageguru's trove. Don't if there's some code of honor at work here but the Trove Warden could probably remove the damaged version if not replacing it.
>>
>>49732504
>in mind that LotFP has no canon bestiary, so its hard to make direct comparisons, except with say, two fighters of equal level wearing plate armor.

It does tell you to not give more AC than plate armor to monsters and that monsters shouldn't one hit PCs.
>>
Does anyone know of a better or comparable module recommendation list than Bryce Lynch's?
http://tenfootpole.org/ironspike/?page_id=844
>>
>>49732025
LotFP has base AC at 12 and has all classes have at least +1 in attack bonus (that never gets higher unless you're a fighter). The highest AC most can get is 19 (plate + shield) but if you're a halfling you can, if you're really lucky and get 18 dex) boost that up to like 23.

In DCC base AC is 10 and the highest most can get is 19 (plate and shield) but can be as high as 22 if one rolls 18 for Agility. All classes get higher attack bonus as they level, but some do slower than others. The DCC warrior gains a potential attack bonus that in the end is much higher than the fighters, but also has the potential to roll lower on high AB roll.

Keep in mind that levels in DCC are stronger than in LotFP, LotFP classes level about the same for 20 levels, DCC classes often get significantly stronger with each level but only has 10 levels. DCC classes also tend to have more HP gain than LotFP.

In the end, I suppose that an unmodified DCC modules in LotFP are pretty damn deadly, but you could also check out the stats difference on "enemies you're not supposed to beat" in their various modules to find out what counts as hard. Also keep in mind that DCC modules like to write down what levels a module is for, but LotFP often doesn't and I guess aims to be deadly at any level.
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>>49734826
Also, pardon the bad grammar and language, it's a bit too early here (and also I'm just bad with english)
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>>49733454
I'll give it a look over in a few hours. Have to sleep now.
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>>49733567
>>49733540
thanks
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>>49734175
Like I said before, it's not meant to be balanced; it's meant to allow you to eyeball classes that feel in-line with the rest of the options in B/X. OSR games generally do not tend to focus on intra-class balance either, with tactics and circumstances generally being far more crucial. Low HP counts in OSR games often means the side with surprise can demolish the opposition in a round.

Plus, dungeon-crawl campaign contexts, especially megadungeons, also render a lot of "class balance" arguments that comes up in 3.x discussions fairly moot since 5-minute adventuring days may not allow you to penetrate very deeply into the dungeon.

Bonuses that might seem mild on paper can translate to tremendous long-term advantages in a crawl (a +2 to reaction rolls, for example, dramatically decreases the dangers of random encounters).

Other features of OSR rulesets tend to mess with things - declared spells in systems like B/X create greater chances for spell interruption, lower monster HP makes reliable weapon damage more worthwhile, and rulesets that implement Cleaving or other special fighter maneuvers make them a bigger force multiplier.
>>
>>
>>49735910
Wrong thread homie
>>
>>49733454

The Mage's description is confusing:
>At 2nd level they may prepare a new 1st level spell usable 1/day
and at every subsequent level.
Does the Sorcerer's +1 AC happen at 5th or 10th level?

Level 1 Priests have neither spells nor Turn Undead nor good saving throws? Badass.

Levelling is fast, I see. Even at higher levels, which may actually make it harder to catch up if XP comes in at a slower rate to compensate.

It looks solid, but not interesting enough for me to use.
>>
>>49704539
The party is looking for a buried treasure, somewhere in ruins that are inhabited by hill giants. They're all level 1, so fighting is not an option. What kind of prep can I make to make the situation interesting?
>>
>>49736860
I think in a situation like that prep is not the way to make things interesting but clever roleplaying of the giants is key.
>>
>>49736860
What kind of ruins? What environment?
Maybe the hill giants are bored and are going fishing. Maybe they force the players to help them catch fish or else they'll eat them.
>>
>>49736989
Sounds like good advice, I'll keep that in mind.

>>49737031
Ruins of a city among hills in the wilderlands. There are a bunch of hill giant ruled by a very greedy and envious giant called Red Hand, because, well, he's pretty bloody. The other giants are not particularly evil, but easily swayed by their bully/leader.

There are also some bandits that trade raw materials for weapons with the giants, and it's common knowledge in this setting that associating with monsters is a very big deal, even for bandits.

The party is composed of an exiled noble (expert), a pious mercenary (warrior), a disgusting dwarf (warrior), a samurai (warrior), a halfling monk (warrior), twelve brainwashed cultists obeying to the samurai and behaving like 1st level fighters. Also an halfling prostitute whom they ruined the life of and had to take on board to avoid her being executed for a crime the party commited.
>>
>>49737101
Some ideas:

Have there be buildings that the hill giants can't get in because of their size, and the PCs can hide there.

Have the players be able to convince some giants to turn on their leader, maybe they want something in the city that they can't get? The raw material maybe?

Have the bandits interact with the giants, maybe the PCs can make them fight eachother.

Also since samurai seem to be a thing with your setting, put gunpowder all over the place.
>>
Do cursed scrolls fire when they are picked up and read (by anyone) or only if they are used (most likely by a M-U with read magic). Asking for B/X.
>>
>>49737152
Yeah it's Red Tide, so it's asian themed. All great ideas, I'm gonna use this, thanks.
>>
>>49736486
The spells thing is for when I make the chart for spells/prayers able to be prepared. I also agree the language is a little hard to understand but that's because right now this is an outline. Everything will be clarified in further updates with more plain English.
As for priests, I'm trying to figure out how to make them better at 1st while making them still feel like the old-school priests. Maybe divine boons to allies?
The XP rates are low right now but not final. I'm actually thinking of making it fast for levels 2 & 3, medium for 4-6, and long for 7-9 with 10 being really large. As stated, this is an "Alpha 1" pdf, the earliest of early docs.
>>
>>49736486
>Does the Sorcerer's +1 AC happen at 5th or 10th level?
10th for now, might make it 5th later on though. Sorry, forgot to comment on that one on my other statement.
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>>49727230
I think you could do it, as that price seems quite high just to be able to get 5 torches. While others have pointed out, it would remove a lot of the binds of not having that one piece of gear you need and hurt the usefulness of planning.

However, I think at that price for just 5 items, I think it would be a good supplemental item as a backup so the players aren't completely screwed if they come across something they don't have the right piece of gear for.
>>
>>49736860
I like to think of 3 potential solutions to a problem, and they should all be hard to carry out.

That way, you have something to lean back on when letting your players try to solve the problem. You know you have something to hint at, should they get stuck.

Otherwise you should roll with whatever plan they make up.
>>
>>49733454
The first page after the index really needs to be "WHY YOU SHOULD PLAY THIS GAME" so that the osr-interested reader know's something about what they've got in their hands and how it differs from every other retroclone.
>>
>>49734664
If monsters have a damage die equal to their hit die, the chance of killing a PC with one hit if they're not fighters are actually quite likely.
>>
>>49739121
That's going to be added soon. As I've stated, this is just an "Alpha 1" doc, just a teaser more than anything to get a little bit of feedback.
>>
>>49739235
Yeah but who's gonna wanna spend time to give you some really good actual feedback if they just open it up and go "uh eh a bunch of numbers of classes I already have covered".

Like, it's good practice to summarize the document and present the interesting stuff first. We're not getting payed to read your stuff, so if someone reads it be kind enough to present your interesting thoughts first and foremost. The other shit is just filler whatever that becomes interesting later. I want your ideas not your numbers.
>>
Anybody a fan of the Pellinore stuff from Imagine magazine?
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>>49742098
yeah I've got a copy of Complete Pellinore lying around that I need to print up some day, haven't read all of it, but what I have read has been really good, would love to see an official revival of it someday
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>>49704539
>Webtools
Updated!

I also want to drop this super dope resource for you guys.

http://publicdomain.nypl.org/pd-visualization/
>>
>>49745305

Neat, but they need to fix some stuff. All those American Revolution letters from the 18th century are misfiled with the 15th century stuff
>>
>>49745423
Never mind. Figured it out. I, indeed, am a retard.
>>
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>>49745305
wow
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>>49749277

Man, that is some crazy Warhammer 40k-looking shit right there.
>>
Damn, just by following the threads i never would have guessed how much drama there is in the OSR community. You could even say a war on several fronts. The biggest probably the the SJWs vs anti-SJWs. So much shit flinging a zoo full of crazy monkeys with diarrhea pales in comparison.
>>
>>49750518
A few things i learned:
1. The anti-SJWs are the ones producing interesting stuff
2. rpg.net should be burned to the ground or alternatively just all their admins and mods
3. Namefags with big egos should try to keep their ego in check and not care so much
>>
>>49750518
The fight against SJWs is the fight against "house-rules", for when rulesets are set in stone and immutable due to their ancient nature, the only way to modify and corrode them is by means of "house rules". We must then embrace all extant rules while abhorring attempts to change them.
>>
>>49750694
>hating other people for homebrewing queer-perfect demisexual hamsterkin.
The more hilarious the better! It's all ironic anyway.
>>
>>49750694
>house rules
I'm not a fan of house rules per se, but it is a big part of D&D culture probably thanks to Gygax' incoherent rule-set (AD&D). I'm not seeing the connection to SJWs.
>>
People really have been shitting up these last few /osrg/. The ones last week were way better.
>>
>>49751114
How are these being shat on?
>>
Has anyone bought the sunken city omnibus from Purple Sorcerer? It looks interesting and I want to support them for making that awesome companion app, but I'd like some opinions first.
>>
>>49751114
What? The only thing in this thread that could possibly be considered "shitting up" are the 5 posts about SJWs that are only 3 hours old. Heck are you talking about?
>>
SJWs began to destroy "osr" when they ousted Gygax in 1983. It was then that the Amazon was left out of the Monster Manual II in order to mollify furry-armpitted raging feminists.
>>
>>49752010
And the Goristro was left out of MM2 in order to mollify Lorraine Williams and allow for her takeover of the company with daddy's Buck Rogers money, since its massive fatness might offend her.
>>
>>49752010
This kind of attitude is why one has to extremely selective about the people you game with, because unwashed man baby fucks like you gum up the hobby
>>
>>49752145
Take your shit out of /osrg/.
>>
>>49752145
Cry harder, bitch, full stats were still printed in Polyhedron Newszine.
>>
Are there any OSR games that have PCs at a higher power level than "can die to being stabbed by a goblin"? I want to run something at a more heroic scale inspired by Hexen.
>>
>>49752983
But True AD&D features modules for characters of level 100 such as H4.
>>
What is the bare minimum needed to make a setting?

Also what is the obsession with weird in the OSR community? Its to the point of absurdity. I can't help but roll my eyes at things trying too hard to be weird or strange. You need some relatively normal things for contrast.
>>
>>49753129
The bare minimum is: This is a medieval world except with monsters and magic.

As for the weird thing, I guess it's just uninspired writers trying to copy the big boys.
>>
>>49753129
I'm a big fan of weird fiction but I feel like few modules outside of DCC and a select few LotFP ones make good "weird" adventures. It's not "inspiring" to pay money for what ends up being 7 pages of some dude's loosely organized campaign notes typed out in 14 pt font.
>>
>>49753129
If you want an honest answer, I think it's a misguided attempt to give the players something unexpected that reminds them of the first time they played. Everyone knows what orcs and kobolds and zombies are and do now. The writers may think if they come up with a Never Before Seen weirdo it will be just like the first time they encountered a rust monsters.
>>
>>49753129
>Also what is the obsession with weird in the OSR community?
Weird stuff makes for good D&D gameplay. That's the number one reason. Just lay some shit down on grid paper and get playing. Things don't need to make sense.
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>>49753129
You need the following, in my opinion:

1. A general idea of how large the area is that the PC's could potentially explore. Not how large the setting is, but how much the PC's could realistically see.
2. A list of races that are acceptable for PC use.
3. A general level of magic (low-high)
4. A general level of technology (low-high)
5. A vague 'theme' whether that be culture inspiration or something else IE: Roman, Argentinean, Undead, Steampunk, Weird British Countryside

If you can describe those 5 things then your setting is fully-fledged. You could get away with less, but you'll eventually need an answer to those questions, in my opinion. It's better to have them before the players ask, or to explain them when you're describing the world so the players aren't blindsided when they find out.
>>
>>49752983

Off the top of my head, Eidolons and Exemplars and Godbound (both by Sine Nomine) would be the closest if we're talking "first level characters not immediately getting killed by a horde of goblins". Then again, those two are fairly high powered.
>>
>>49753755

Scarlet Heroes/Black Streams (which are also by Kevin Crawford) are lower power than that, but still very heroic.
>>
The Trove brimming with all kinds of content, what are some absolute must reads in there?
>>
>>49754128
Where are you at with OSR? If you already have a system in mind, I'd say go through the old zines, Strategic Review, White Dwarf, Dragon and Imagine. There's a lot of great stuff in there for putting together your own campaign. Ditto for Vornheim and Yoo-Suin. Old TSR modules are great too as is the Judges Guild stuff.
>>
>>49754237
>Where are you at with OSR?
I've read Moldvay's basic and bits here and there from 3LBB. I'll take a look at the zines.

I'll probably start running my first dungeon for my players next week.
>>
>>49754128
Do check out The Dungeon Alphabet at some point. There's generally good stuff in "DM resources" folder. Secret Santicore content is super rad and inspiring.

Also, one of the New Dragon supplements is watermarked, no wonder trove got taken down so many times. On it.
>>
>>49754321
First OSR dungeon, or first dungeon ever as a GM? Either way, congratulations, good luck, godspeed and devil's acceleration.
>>
>>49754385
The Monster Alphabet is pretty good too
>>
>>49754480
Pretty much the first dungeon. I mainly run CoC but now I want to do something different and old D&D/OSR stuff looks like just the thing I've been looking for. I already have two dungeon levels mapped and even prepping the game has been really fun.
>>
Are there any good hexcrawl/traveling event generators? Something that could generate general ideas that the DM can build upon, for example?
>>
>>49754321
Tower of the Stargazer is a really great first adventure. I started my group off with Keep on the Borderlands but they had the most fun when they took a detour to the Tower.
>>
>>49754655
Remember to tell us how it went!
>>
>>49754920
There's plenty of random encounter generators and tables all over the net, but I can't think of a single generic idea generator. Red Tide can help with site generation and plot hooks. Abulafia has plenty of good stuff. When I need something like that usually I just lurk around.
>>
>>49755331
Are there any other modules that have a "fun house" feel?

Just a small place with lots of neat intractables.
>>
>>49756521
*interactibles
>>
>>49756521
The Cursed Chateau, I think.
>>
>>49750518
As with a lot of things the drama is confined to a very small minority - the whole SJW vs. anti-SJW is mostly centred around Zak S., who's a popular blogger/author who tends to write content for OSR stuff, including stuff like A Red and Pleasant Land and Maze of the Blue Medusa, which have won a number of awards, and was consulted by WoTC for 5e's design.

He's pretty principled about advancing solid arguments and never backs down from his critics, which tends to push him into confrontations with opinionated people. He's also the GM for a group of porn actresses (and they film their sessions in a sort of reality web-TV series called "I Hit It With My Axe").

Naturally you can see the many possible points of conflict here. The fact that he's won tons of awards also tends to get people really angry too. The irony is that I don't think he actually plays OSR rulesets; his own campaigns use a highly customized 3.x base.
>>
>>49756838
He runs anything really. He converted IHIWMA to hacked 5e, he runs AD&D still, he runs FASERIP.
>>
>>49750694
Nah, Its more about depowering the DM and Storygames trying to pass as roleplaying games, mostly forge crap.
>>
>>49753129
A town
A dungeon
You could add a haunted forest if you're feeling really ambitious.
>>
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>>49757360
Story-games - even forge crap - I would still count as role-playing games. They may not be a flavour you prefer but they're still in the umbrella.

I think the reason story-games and OSR approaches tend to end up opposed is because fundamentally they embrace different approaches to RPGs.

OSR games are very much about the sacredness of a scenario - the game includes a "referee", but as much as possible the referee tries to compartmentalize his decision-making via dice rolls and random tables. It's an approach borrowed from war-games - inevitably you will get stuff that requires the referee to extend the scenario - but *only* the referee gets to do this and fundamentally everyone tries to engage with the scenario as-is.

Story-games on the other hand embrace this scenario extension as the medium's unique strength. Story-game rules are fundamentally about who gets to edit the scenario and what limitations they have as an editor, rather than the war-game idea of only one editor (the referee) with unlimited power.
>>
Sorry if this gets too into the "drama" or "e-celeb" section of OSR, but I was wondering if you guys could explain to me who Kiel Chenier is?

He doesn't seem to have made a lot of interesting OSR material, yet he seems to be friends with a bunch of people in the "Zak S clique". Like, he's writing a module for LotFP for example. He has a tumblr where he writes pretty generic stuff and makes generic drawings. I haven't really found what's so interesting about him. Does anyone know what's up?

Again, sorry if this is shit that shouldn't be in these generals.
>>
>>49757946
Well, what's up is what you just described. He's just a guy, runs a tumblr, draws cartooney animeish stuff, is friends with some OSR folks. I think he was a judge at Ennies at some point.

The Hell House Beckons got good reviews from the guys in the scene.
>>
>>49758178
Alright, I guess I complicated the whole thing in my head then. It just found it kind of hard to find out what he had actually done that stood out, and his own tumblr didn't help much either.
I suppose I'll check out the Hell House module to see whether he does good stuff or not.
>>
>>49757946
Back when the Orlando nightclub shootings happened a couple of RPG bloggers felt the need throw out a post talking about how pop culture normalizes a culture of violence against alternate sexualities, etc. and that game designers need to be extra vigilant about catering to minorities, etc.

Kiel posted a reply on his blog calling them out on ghoulishly politicizing a tragedy, got slammed with the attendant train. Zak re-blogged him, and now he's a minor celebrity of sorts in the RPG blogging scene, whatever that gets you.
>>
>>49758416
If you're curious about the post then just search up "An Open Letter to Wundergeek" on Dungeons and Donuts (his blog).

Keep in mind there's a pretty tiny circle of people involved in actively blogging OSR RPGs so while it might seem like the drama is front-and-centre the internet by nature tends to magnify tiny little petty things.
>>
>>49758416
>>49758462
Yeah, I read that before. I was under the impression that he was known before that though. I also found his whole post a bit odd, I agree with him for the most part but at the same time his most prominent work seems to be all about being inclusive, to the point of primarily describing his characters by their skin color and sexual orientation instead of for example their personality.

Okay, I'm straying from the OSR topic now so I'll stop. I'll just check out his work and see if he's actually making good content or not.
>>
Whats some good reading that I can send/recommend to my players to help them get in the proper head space for an OSR game? Wanna help them get ready, and have fun, so I wanna make sure they approach the game properly, and they've been reared on more modern gaming thus far.
>>
>>49752983
Just start your group at level 3. A little more fighty, a few more spells, and enough hitpoints to take at least one hit from even a tough monster.
>>
>>49753129
>obsession with weird
While there's plenty of bandwagoning with Zak S. and LotFP's brand of "weird", I think there's a genuinely cool thing happening where a lot of people are looking at literary sources and ideas way outside of Conan or Lord of the Rings. I think it's pretty extraordinary when people are channeling China Mieville or Louis Borges to make game material.

And D&D has been pretty damn weird from the start--ie wizards, robots, ray guns, dinosaurs, and weird floating eyeballs that shoot beams out of their tentacles.
>>
>>49760288
Anyone?
>>
>>49761039
Eh, just throw them into it.

Top three things I might say to players OSR'ing for the first time (apart from scenario/character creation details):

>imagine the scenario and think about a creative solution before you look for a solution on your character sheet
>it's very likely one or more characters will die, especially if you insist on fighting everything you see.
>Remember you are rewarded for retrieving treasure, not for "grinding mobs".

Sadly, people who are totally new to RPG's usually acclimate easier than people coming from pathfinder.
>>
>>49760288

Maybe do Michael Shea's Nifft the Lean?
>>
>>49761097
I have kept them from playing PF, but they have played some 5E
>>
>>49728943
Bumping this, I take this to mean no one here would have interest in such a game?
>>
>>49761548
Well, I've been interested in finding a chopped-down, OSR-style edit of 5e. So, your game is relevant.
>>
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>>49760288
They should watch the pilot episode for Korgoth of Barbaria.
>>
>>49757435
I think having a town, a dungeon and enough of s wilderness in between to have the players need to factor it into account. You could abstract the wilderness travelling with one die roll on a random event table and consuming some rations. This could keep the players on their toes when hauling back all that loot.
>>
>>49750565
And TheRPGPundit as well, the hypocrite
>>
What's with the sjw obsession? I thought people here would be mature enough not to fall down on a binary view of people like that. People can have opinions about these kinds of things without becoming some kind conspiracy skeleton.
>>
>>49760288
>forum.rpg.net showthread.php?402972-The-Zen-of-Old-School-D-amp-D

It's an old version of Finch's "Primer to Oldschool Gaming" which I like better than published version.

>outforblood1 blgspt com/2012/04/my-trinity-of-old-school-gaming-part-3.html

It's a quick rundown of the style.
>>
>>49753129
>What is the bare minimum needed to make a setting?

Steal one. No one will ever know.

In all seriousness, it IS a pretty nice shortcut. Pick a written, established setting that your players don't know about (like, they might know Forgotten Realms because it's more "modern" and commonly popular, but do they know Mystara?), find a map of a small, interesting portion of that world, print it, and say "You are here".

In my experience, players love having maps in their hands. Makes them feel like they're off the rails, free to go anywhere they want. (Feelies and handouts in generals are awesome.)

Once you have a map, pick a "starting town", come up with some detail, and then pick some adventuring locations.
>>
>>49719755
>>49719764
This is truly the ugliest era of map artwork.
>>
>>49750694
>a wild True AD&D appears!
>nobody noticed
>>
>>49704539
>Webtools
I've made a webtool for helping myself run hexcrawls. It's pretty tailored to my usage and i'm still adding things but other people might find it useful too. No ads or anything.
rhysmakesthings.com/gm_friend
>>
>>49753129
>Also what is the obsession with weird in the OSR community? Its to the point of absurdity.
Apart from what everyone already said, it's basically impossible at this stage to publish a regular medieval fantasy setting for D&D and not look like a giant retard.

I'm prepared to wager that most people still run OSR D&D in that type of setting, but they don't need to be told how to and they can't really use any more handbooks for it.

What they CAN use is imaginative new shit to add to their games as a strange contrast, so the weird stuff sells to them too.
>>
>>49765948
>rhysmakesthings.com/gm_friend
Fuck that's really need. I hope you're doing more tools (in any field, like in general) because this feels really user friendly.

Being able to really easily undo shit you've done and that it keeps the colors are little tiny details that shows you know how to make actual software and not just a pile of code, kudos.
>>
>>49765992
Hey thanks! Basically my whole reason for making it was because using hexographer plus some text editor plus a graphing program for relationship maps and multiple hexographer files and all that was too clunky so i wanted a smoother experience. So yeah that's what i've focused on.

Disclaimer though, Save your stuff regularly with the save button just to be safe. Autosave is generally reliable (I haven't had problems with it but just to hedge your bets) but the save button will always work.
>>
>>49766027
Iv'e been using a math program recently that is very prone to not let you undo certain types of changes, so I've become very good at jamming ctrl+s lately. Thanks for the heads up though.

One thing that is actually missing is an undo button, but I don't know how coding intensive it is for you to implement a change-log to keep track of things to undo?
>>
>>49766210
I think i know how I /could/ do it. But I probably need to wait till i've got less of a work load with other things before I add it in because it might take a bit of time. It's definitely the next thing that needs to go in though because atm if you fill your world map with a colour+icon and don't have a save file to work off of all the terrain you placed is just gone.
>>
>>49765938
I mean, the game was house ruled from the start. It's one of the pillars. Making up rules to fit a groups need and playstyle is a staple
>>
>>49765938
>>49766615
The game has always been about following the rules produced by TSR and the author of the game exclusively.
>>
>>49766837
Playing RPGs with "official" rules seems pretty boring, to be honest.
>>
>>49766837
No it fucking isn't? The game is about sitting around with a bunch of your dorky friends and imaging slightly less dorky people in shitholes in the ground getting fucked over when trying to rob monsters. The rules are there to facilitate that, and only that, a grueling but fun time.

Don't come here with your retarded kamikaze autism about some shitty idea of what the fuck the "pure" way to play the game is.

The origins of d&d is a fucking ad hoced version of a miniature wargame that had it's rules altered because it was so fun to invade castle by sneaking in through the cellar with a few more powerful figures.
>>
>>49766837
The fucking hypocrisy of this guy about adding stuff from the mad magazine to monopoly when this is the exact origin of the entire fucking rpg hobby.

Sure, it's no longer pure monopoly. It's going to be really silly to argue it is, or to try to convince someone that wants to join you on a game that it's an unaltered version.

Instead, boast and bellow about how much fucking better a shitty game like monopoly plays now that you've added a bunch of stuff that makes it more fun to the people at the table _right there and then_. Who give's a shit about some old shitsucker at a board game office? He didn't play with your friends, he just made a game he thought would be fun.

Being elitist about stuff like this instead of celebrating the spirit of making the shit for yourself is so stupid I want to punch my computer screen in hope my fist reaches through the internet and out through your phone screen and right into your fucking face.
>>
>>49767022
>>49767083
Sounds like two faggits can't handle True AD&D.
>>
If one plays the D&D game system, it is possible that material from outside that offered by TSR to be included in the game. Such a game becomes “house rules” poker, so to speak. One then either announces the special rules, or drops them, when players from outside the core group participate in the game. Hoyle has even begun to standardize house rules, and this is similar to what TSR will be doing in the next few years as a special team of designers and editors work on the D&D game system — both to finish it and to make a few needed revisions.

The AD&D game system does not allow the injection of extraneous material. That is clearly stated in the rule books. It is thus a simple matter: Either one plays the AD&D game, or one plays something else, just as one either plays poker according to Hoyle, or one plays (Western) chess by tournament rules, or one does not. Since the game is the sole property of TSR and its designer, what is official and what is not has meaning if one plays the game. Serious players will only accept official material, for they play the game rather than playing at it, as do those who enjoy “house rules” poker, or who push pawns around the chess board. No power on earth can dictate that gamers not add spurious rules and material to either the D&D or AD&D game systems, but likewise no claim to playing either game can then be made. Such games are not D&D or AD&D games — they are something else, classifiable only under the generic “FRPG” catch-all. To be succinct, whether you play either game or not is your business, but in order to state that you play either, it is obviously necessary to play them with the official rules, as written. Thus, when you get information in these pages which bears the “official” stamp, that means it can immediately be used in game play.
>>
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>>49767105
Can you just fuck off already. This meme is so stupid.
>>
>>49714849
My groups is enjoying swords and wizardry.
>>
>>49767022
>>49767083
Bait-mind
>>
>>49767083
This was written while Gary was losing control of TSR and everything he did was strictly controlled and scrutinized under distress.
>>
>>49765366

Well, it is pretty unusual for these threads. Probably just some shitposters wandering through, I imagine. I for one don't give a fuck about MUH PRONOWNS or MUH BIOLOGEE. It's just internet-dwelling retards trying to pretend their obsession matters.
>>
>>49768177
I sort of realised as I posted it. Gygax must've been, due to circumstances (as you alluded to), a very different guy during the 70s and the 80s-90s.
>>
>>49768932
David "Zeb" Cook had to write a full half page in the foreword to the 2E core game mansplaining why the TSR staff has wrestled with pronouns so hard. Comes to a resolution that they'll mix them freely or something. But where are the OTHER pronouns? Racist and sexist much?
>>
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>>49769479

(You) are silly.
>>
Anyone got some nice "old painting" stuff of people getting fucked over by skeletons, devils, monsters etc?
>>
Anybody have a link to the OSR open table?
>>
>>49765948
That's dope. Added it to the list.

Some suggestions for the mapper: the ability to add text, not sure what the Zoom button does, a toggle to show the hex/grid number, a dash more icons (cave, planet, ruins, etc), and an export as image option. I was also having some issue with the height and width adjustment, it didn't seem to do anything, and then one of the boxes went red. The line tool also seemed kinda slow.

>>49769745
What do you mean?

>>49769973
https://discord.gg/dDZS3
https://app.roll20.net/join/1649454/svVeGA
>>
>>49770415
I think he wants edgy medieval art.
>>
>>49709042
mutant cougars now instead of just being able to make sounds like a human female crying theyear can do simple words

small old mining town where people took refuge in the mines

Washington power plant 2 or the Columbia power station only nuclear reactor in Washington

Indian casino heavily armed and run by local mafia

former sub base.

costal pirates in old coast Guard boats

tree octopus

highway bandits on the i-5 (need something to keep them off the road)

100 day rainstorm in the background

hippie commune trades in pot as currency

caravans, migrants, traveling doctors

city's hidden in forests trying to hide

legends of a intact Ellensburg if one can cross the looming cascades and their fell pass
>>
>>49765366
I'd hardly call the discussion in this thread an "obsession", yet. Some people just noticed there's a lot of drama in the OSR blogosphere, and people just posted their observations on it.
>>
>>49704539
The trove in the OP is from CleanUpTheTroveGuy, now TroveGuy's trove is back online here:
aHR0cHM6Ly9tZWdhLm56LyNGITd4ZEdVRGFSIURBSGplbC0wN0VxX19LZEpBSFBnWHc=
>>
Does anyone know how faithful OSRIC (or any other Clone) is to AD&D? I want to start to get into AD&D (coming from Basic) and infinitely preferring physical copies, I want to know if I should order a copy of OSRIC or just go ahead and buy a used-copy of someones AD&D book online.
>>
>>49771014
Hear hear! Glad to see TroveSenpai back and I love the way he organized it. Will adjust mine the same way.
>>
>>49771143
OSRIC is your best altternative if you can't get your hands on some AD&D 1E books Coming from basic be prepared to be disappointed, though.
>>
I'd love some numbers help running LotFP. I want to give my players a friendly nudge into the idea that getting enough treasure back from the dungeon is _important_ by making them think about rent and food and stuff.

By the book, LotFP charges you practically nothing for standard living and three meals a day. If you want to level up in a few dungeon runs, then lets say each player gets 500 sp for a good lengty delve so that it takes 4 such to level up.

500 sp will give you lodging and food for like, fucking years. How do I get a good base number that I charge the players? 100 sp a week? That sounds like a lot.

I almost feel like I want to change to a copper standard so that rent actually feels a bit stingy.

What costs do I force my players into so that dungeon delving partly becomes covering weekly expenses?
>>
>>49770445
>>49770415
Yeah that's it, edgy medieval or renaissance art.
>>
>>49765948
I like this 100x better than any of the other hexmapping programs I've used.
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>>49771608
Well anon, you are right in that haul from a single delve would pay your living expenses for years, maybe your whole life. If you want to live like a filthy peasant, that is.

Tell them about their flea-ridden bunch of hay in which they sleep. About the soup they eat everyday, wich only has meat on sundays (rat meat). Tell them about the disgusting piss they drink as "beer" and the freezing cold of winter. Tell them of the smell of shit and pigs and sweat.

Ask them how they feel about that. Are they not the heroes who braved the Green Fissure? Shouldn't they have a life worthy of their deed? Of course, that takes money...

That said, an adventure each half a year is completely reasonable if you're in it only for the gold. Money is no good if you don't have time to spend it.
>>
>>49771608
Costs of hirelings, cost of upkeep on property they own, cost of replacing/repairing weapons/armor, carousing, donating to your local church/orphanage/school, taxes, buying expensive presents for significant other, paying off a bounty, debts... that's all I got for now.
>>
>>49771829
Hm, I like that. Maybe it's better to adjust it so that the downtime in cities are not _a_ week but a couple of weeks.

I have some subsystems that require time to work (stuff like psychology and that), and maybe healing could take a fuck load of time as well.

Question then becomes, if I want to do some random event rolls in the city, do I do it weekly or monthly. Weekly still feels better, especially coupled with some kind of system for healing that varies depending on the kind of loding you have? Maybe you can't heal as good if all you it is goopey pudding.
>>
>>49771885
Yeah, I that is a good idea. Basically, I can just add some spice to the downtime in the city by 1. making it known by the people in there that a bunch of folk came back rich from the neighboring shithole 2. _Everyone_ wants a piece of the treasue and people like tax collectors and clergymen have the power to take a piece.
>>
>>49772374
Only award XP for loot SPENT, preferably on debauchery and wanton amusement.
>>
>>49772473
That's a good idea actually, really makes it fucking suck to pay rent because you can't level up. And if you eat shitty food and sleep on the floor, you'll end up a nervous wreck when you go back to the dungeon. I like it!
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Alright, I'm a PF-damaged newfag, tell me about the concepts behind OSR.
I've read through LotFP, but I'm not really sure how to play through a game or GM one in the system.

>>49730787
>Dammit Odin, you had one job!
>>
>>49772916
>tfw Odin didn't promise anything
Why must you lie ancient atheist meme.
>>
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Some gonzo shit for the post apoc dude.
>>
>>49772916
see >>49765599

Start with the post "Primer to Oldschool Gaming" and another one called "My trinity of old school gaming" that covers some stuff about how quick character creation and high lethality interacts.
>>
>>49771143
>I want to start to get into AD&D (coming from Basic)
Labyrinth Lord Advanced Edition Companion takes you 4/5 of the way to AD&D with only 2/5 of the bullshit. Those fractions are subject to interpretation, but regardless, it's a net win.
>>
>>49772916
Rulings Not Rules -- The DM is an absolute monarch and as such, the rules are not a constitution that binds him, but rather a guide that he may choose to ignore. OSR leaves many things uncovered or lightly covered and depends on the DM's judgment to fill the gaps.

Fantasy Vietnam -- OSR tends to be a bit more mercenary and amoral than modern D&D. OSR tends to be grittier, more dangerous and less heroic than modern D&D. OSR tends to disincentivize fighting (awarding relatively little experience for kills) and reward avoiding combat when possible and merely looting. OSR tends to have less of a story and be more mission-focused. You're there to get riches and build power in a chaotic world. The further along you get, the more of a shift away from this sort of thinking you get (with 2nd edition AD&D often being more heroic, story-based, and fighty).
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>>49771628
This is the big classic.
>>
>>49774093
That has to be fucking stunning to see in a gallery.
>>
>>49770415
What browser are you using? I can't reproduce those errors. The zoom should make the hexes smaller or larger on the screen which can also be done with the mousewheel. The best browser to use for it is chrome, followed by firefox. The line tool is slow which is kind of a limitation of javascript at this point. For extra icons I can make a few more when I get time what I'd really like are some icons made by actually skilled people or I might add the option to upload your own icons.

Export as image shouldn't be too difficult.

As for adding text I looked into it for a long time but it's really finnicky. If you right click into a hex then the first title and text in the notes section of a hex will show up when you mouse over the hex in the overworld view which was basically my compromise but obviously it's not going to help much if you want just the image of the map.

The hex grid number can be seen when you mouse over the hex, but i guess that again wouldn't help if you wanted the image.

I guess i probably should've waited to post this until I had time to work on it more, the feedback is really helpful but for the next month or so I don't have any time to work on it. I'll check back in when I do though and I'll take not of the feedback so far.

One thing I can do is add in the extra icons really easily, so if anyone feels like contributing icons or icon packs I can drop them in, otherwise I'll look in to getting more when I've got more time.
>>
https://www.youtube.com/watch?v=yetRJ9aAyvc
Does this qualify as OSR inspirational material?
>>
Anybody got Perdition? I'd like to have a look before I buy it.
>>
>>49775860
That was a fun watch, pretty cool imo
>>
Any good resources on varying wilderness encounters beyond just standard combat? I want the wilderness to be dangerous, yes, but not just combat, if the players want combat they'll probably look in dungeons.
>>
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>>49773154
I know that map.
>>
>>49776563
>MAD-HOLE, country of the SCREAMERS
>snow wizards
>>
>>49776563
brb. renaming a country strange fire area
>>
Are any of the less well known OSR games worth a look? I mean stuff more obscure than LotFP, S&W, Labyrinth Lord, etc.

I've opened a few at random and they seem generally to be less useable than the original basic
Some exceptions:
>Wolf Packs and Winter Snow and Into the Odd both offer a new spin and lots of new ideas
>Whitehack and Blackhack are both interesting ultra-minimalist takes on B/X mechanics
>>
>>49776731
Castles & Crusades is pretty interesting. It's a streamlined AD&D that uses the unified d20 mechanic (and attribute-based saves) of new school D&D and isn't afraid to change some things. I very much like the fact that it gets rid of the vancian casting for rangers, paladins and bards. I also like how the system is based around attribute-based checks. The downsides? The so-called SIEGE system that underlies the attribute checks is a bit wonky, and saving throws start out hard to make and don't get any easier, making high-level casters too powerful (as a quick and easy fix for this, add only half a caster's level to his spells' challenge levels, rather than his full level).
>>
>>49776563
>Orangutan Surfing Civilization
This truly is the map of kings.
>>
>>49776540
Bumping this question
>>
>>49776540
>>49777428

Encounter Anon always has cool ideas, maybe they're lurking. Here's one of their old posts.
>>
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>>49777264
>>49776717
>>49776618
>>49773154

Jack Kirby had a way with words.
[F]
>>
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>>49772916
First off, you're going to get a lot of differing answers as OSR is a broad movement with no real one defining voice (yet).

I'd say the most middle of the road definition would be that OSR play is generally about using TSR-era D&D rulesets (or similar ones) with an emphasis on trying to engage with the rules as originally intended in a dungeon-crawl focused context, rather than the typical "hero's journey" found in fantasy literature.

This tends to reduce some of the contextual problems found when trying to apply a D&D ruleset to something like Lord of the Rings, where the journey to Mordor is invalidated by a wizard's Teleport spell.

D&D is fundamentally built around a resource management core that works best when characters are ground down by an environment of constant danger and threat (i.e. a dungeon), rather than singular confrontations (as is the case in a lot of fantasy literature).

Other strong ideas in OSR aside from the ones mentioned above is to not fudge the dice, instead choosing to work as much as possible with emergent outcomes dictated by random rolls (hence the heavy use of random encounter tables and so forth). This tends to mean less in the way of "scripted" stories - characters and plotlines that feature chosen ones are a bad fit with a system where a goblin can decapitate you with a lucky blow, and instead focuses more on establishing a character's story as they accomplish things.
>>
So I was planning on running Keep on the Borderlands because people say good things and said it gives the party a place to base themselves out of.
But I've started to read it and it seems to that they would just live in the keep not end up owning it unless I changed some stuff.

What would be a good starting adventure to give the party a homebase they can own? I'm thinking the Village Homlet would let them just move into the moat house after they clear it but I'm not sure if thats the best option.

Tl;dr what's a good low level adventurer that gives the PCs property by the end?
>>
>>49778660

I'd use KotB and put an abandoned manor somewhere near the fens. It would be in need of repair (thus an additional sink of money, for good or bad). If the PCs haven't dealt with the nearby bandits, they could try to raid it in the PCs' absence. Eventually, the son of the previous owner could appear at the Keep to claim the manor, trying to take it either by violence or by appealing to the castellan.

On the other hand, I've always dreamt of a group that, instead of killing the humanoid tribes, rallied them to take the Keep, given that it has even more gold ad magical items than the caves of chaos. The chaotic cult would probably try to interfere and take the Keep to themselves.
>>
>>49761004
>Louis Borges
what
>>
>>49778978
This guy, big influence on the OSR.
http://www.legacy.com/obituaries/name/louis-borges-obituary?pid=1000000181008228
>>
>>49778908
That is actually perfect.
Also I was planning on having a semi noble hire them to clear out the HQ and then get the NPC killed, leaving them with a questionable deed so I can make them deal with and figure out what noble house they are aligned.

So this all works out great
>>
>>49777428
I read a good one by goblin punch;
goblinpunch.blogspot.com/2015/02/have-nicer-trip.html?m=1
>>
Huh, there's a new edition of Crypts & Things out: http://www.drivethrurpg.com/product/190299/Crypts-and-Things-Remastered

Any idea if and when it might be added to the Trove?
>>
>>49779526
probably would be a good idea to wait a couple months before adding it to the Trove, indeed that should probably become policy for any potential new addition that isn't free, if just to reduce the likelihood of the Trove getting nuked
>>
>>49775389
Eh, you know. Earliest testable product, that should always be the first goal.
>>
>>49779560
... good point.
>>
>>49779684
not to say they can't be shared around here, just keep them separate from the trove(maybe make a pastebin file for listing such things, so it's easily trackable, also we should probably make one listing companies not to include in the trove, even if that's only one so far to my knowledge)
>>
>>49778660
+1 for Village of Hommlet. I don't think KotB is that great other than nostalgia as the caves are very simplistic straight lines.
>>
>>49776731
Ambition & Avarice
Monsters & Magic
Crumbling Epoch (all in all a collection of house rules but it's pretty interesting)
Ghastly Affair
Pits & Perils
Some S&W-based stuff (Crypts & Things, White Star)
Astonishing Swordsmen & Sorcerers of Hyperborea is a pretty sweet take on AD&D
>>
>>49776731
Oh right, also everything by Kevin Crawford (Sine Nomine Publishing)
>>
>>49778978
He meant Jorge Luis Borges, spanish author.
>>
How many of you use negative HP before death? LotFP by the book actually seems to have -3 HP as the point at which a character is about to die. I
ve always ran it as 0 HP = dead. We've been trying a variant where 0 HP prompt a save, if succeed you get a grave wound (dismembered, lose an eye etc) and end up at 1 HP.
>>
>>49780420
Same. I don't fuck with negative HP. Getting wounds is more fun and also increases survivability while adding suffering. Dying is too easy.
>>
>>49780440
I like that's its a fun OSR kind of take on "yet, but". Sure, you survive, but you're also a fucking cripple. Now YOU get to figure out how to keep adventuring.

Also helps making Wis more important as a stat.
>>
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>>49780420
>>49780440
seconding these.
post 'em
>>
>>49780449
"yes, but" *
>>
>>49780420
I've tried several different mechanics for this in my campaign at this point, but it never feels quite right. Right now I'm trying the DCC system where a PC is "out of the fight" with only a number of rounds equal to his level left to be healed. If that time passes, another player can check the body to see whether the PCs dead or not, at which point the players makes a luck check (I think?) to see if he made it or not. If he makes it, he still takes some damage to his attribute score.
>>
>>49776731
here's some lesser known gems(or at least games that don't often get discussed in these threads);

Fantastic Heroes & Witchery

Pars Fortuna

Mazes & Minotaurs

Seven Voyages of Zylarthen

Colonial Troopers

Hideouts & Hoodlums

Amazing Adventures

Victorious

Sabres & Witchery

Seeded Space

White Lies

Woodland Warriors

Ghastly Affair

Silent Legions

Tales of The Space Princess
>>
Someone needs to make a new thread
>>
New thread:

>>49780897

>>49780897

>>49780897
>>
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>>49780420
pic is my houserule.
(obviously using a flesh/grit houserule too).

The Going Down rule is supposed to encourage going out swinging. Becomes more useful at higher levels where you'll have a few WND to spare to make some extra attacks.

Get some sweet Boromir deaths happening.
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