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/osrg/ OSR General - Awful Luck Edition

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Thread replies: 327
Thread images: 113

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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:
>>53282542

THREAD QUESTION:
>What is your favorite curse?
>>
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>>53334613
>>What is your favorite curse?

Screaming Teeth or Ophelia are two of my favorites.
>>
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>>53334984

Stealing stuff is grand. This table is good too.
http://tenfootpolemic.blogspot.ca/2014/01/200-failed-medieval-careers.html
>>
Reposting from last thread.

how is this for a system.
>Wizard has 5 Arts and 10 Forms
>Arts are manipulating things; Creating, Perceiving, Changing, Destroying, Controlling.
>Forms are the elements of reality; Fire, Water, Earth, Air, Plants, Animals, Human bodies, Human minds, Images, and Prime (raw magical energy)
>Instead of preparing spells, Magic Users prepare 'charges' of forms, which can then be used in combination with an art to make magic

So instead of preparing a fireball or torch spell, the Wizard could prepare a Fire charge. Later on they could use it to create a flaming blast, or if the needs change they could instead use it to destroy a fire, or control a fire, and so on.

How does this sound? Any tweaks you'd suggest?
>>
>>53334636
How to silence a shitty player. Screaming Teeth.
>>
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>>53335253
Nah, that's petty and bad GMing. Talk about your problems like a reasonable adult.

You give Screaming Teeth to a good player, and then have a Designated Screamer (the person next to them) scream every time they open their mouth. Quietly, but hilariously.
>>
>>53335310
I figured that's what that curse was for, honestly. My b.
>>
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>>53335356
No worries. A lot of the "how to deal with shitty players" advice threads around here are... kind of dumb, to be honest. Some of the old D&D books aren't much better. You're all here to have fun. You're all adults. Talk out your problems instead of inflicting petty curses.

No, these cures are for Animist Wizards and Bog Witches and other things that go bump in the night to inflict on PCs, NPCs, and farm animals.
>>
D&D in Space.

Open space like reality or crystal spheres floating in a medium like Spelljammer?

Starmaps laid out like a dungeon or like a wilderness crawl? If dungeon, what could be forcing the paths between systems?
>>
>>53334613
Are we having issues with the trove or just on my end?
>>
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So I built a quick demo "6D Weather" map using this system

http://whatwouldconando.blogspot.ca/2017/04/five-dimensional-weather.html

Each day during winter, you roll a d6 and move the arrow in that direction. If you hit a "square" facing (up, down, left, right) on the edge, you stop and repeat the previous day's weather. If you hit a diagonal edge, you slide up or down.
>>
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>>53335584
Here's an example for 7 days.

Day - Weather - Roll
1 - Clear - n/a
2 - Heavy Snow - 2
3 - Snow - 6
4 - Hurricane Blizzard - 2
5 - Heavy Snow - 4
6 - Blizzard - 2
7 - Heavy Snow - 4

Thoughts? Players can start to predict the weather more easily. Build a bigger chart with some "black" squares to direct flow, and you can get all 4 seasons onto one. It's also more intuitive and quicker than using linked tables. You can trace the weather too.
>>
>>53335584
>>53335622
That's really good. I toyed with a similar concept for adjudicating shifting terrain during chases rather than having to make a flow-chart of options.
>>
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>>53335667
Ooh, that's a smart idea. I like these visual tools. I'm considering using a chart like this to map out the progress of a grand and pointless War as well.
>>
What's appealing about OSR to you? Why do you play/run/brew it?
>>
>>53335779
It's bog simple. It's brutal. It encourages interaction with the game world over interaction with numbers on a sheet. There's also something satisfyingly exploratory about reading up on all the weird shit people do with it.
>>
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>>53335779
-My players asked for a "classic D&D" experience.
-There's lots of creative content out there
-The community is generally pretty nice
-It's easy to homebrew and hack. Trivial, in fact.

It's not the only thing I run, but OSR games are pretty satisfying. They're also light. Not quite beer and pretzels, but way less work than my usual games, because I can rely on classic tropes or random generation without any issues.
>>
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>>53335420
Crystal spheres floating in the aether. Too big and empty for a hexcrawl.
>>
>>53335779
large amounts of DM fiat and secret rolls are treated like a feature, not a bug like in later editions

The PLAYER attitude for OSR is in general is both invested in the game but also laid-back. Players interested in OSR are less likely to be shrieking rules lawyers or self-insert powerfantasy/magical realmers.

Also what >>53335804 said.
>>
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>>53335420
>D&D in Space.

Just found this, might be useful: http://whatwouldconando.blogspot.ca/2016/05/lamentations-of-star-princess-classes.html
>>
>>53335436
just you
>>
>>53335853
Right. How detailed should I get with these spheres?

I want to emphasize the D&D in Space aspect and I want space to be very cosmopolitan, but something like Spelljammer expouses that each sphere is like a campaign setting of it's own. I don't exactly want to go into that much detail, but something like one or two points of interest seem a little sparse.
>>
>>53335094
This is literally just Ars Magica. What are you doing.
>>
>>53333449
>1e DMG despite 2e books otherwise
Shit, are these an /osrg/ poster's books?

Still, great haul; 1e DMGs are always worth it. I remember the arms and equipment and castle books being decent too, and Thieves is the best Complete Book hands down.

Congratulations, anon!
>>
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>>53336407
There's always this from the blog of holding guy. There are some notes about it on his blog.
>>
>>53337201

No, it isn't. Ars Magics uses a stamina based system with flexible levels. This one uses the core of how Ars Magics spells are organized and created for spontaneous magic but uses a preperation system for more OSR style gameplay.
>>
What would a jelly-like, bright blue potion in a charred glass bottle do? What would it do after it were exposed to magnified starlight for seven hours?
>>
>>53338139
Who made it?
>>
>>53338161
A bored, enterprising viscount's son who stole the recipe from a solitary alchemist. He unfortunately is not educated in alchemy or herbalism and took the recipe too literally. He intended to sell them in some foreign city.

Either that or the upstart coven of witches who killed him and moved into his wilderness estate.
>>
>>53338139

You fool! That isn't a potion at all, it's a highly dangerous magichemical concoction!

It's a fire retardant potion that makes whatever it infuses with not only immune to fire, but potentially from the heat and light of fire as well. Exposing it to starlight would probably agitate the concoction, perhaps changing it to an alternate version that applies to starlight instead of fire.

If you drink it though you'd never get warmed up by a campfire again, but +2 to stealth rolls around fire-based light sources.
>>
Favorite spell slots per level?

I'm partial to LotFP just because you end up getting 9 1st level spell slots which is always the largest number of any spell slot. Pleases my autism.
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>>53338253
Oh shit, that's better than what I had.

Thanks, stranger.
>>
>>53336407
You could just steal the random star system generation from Stars Without Number and tweak it for a fantasy bent.
>>
Anyone have Sixteen Stars for Stars Without Number? How is it?
>>
>>53335012
ayyyy that's my thing!
As a reward for making me feel like I did a good job, behold a sneak peek at my latest house rule update.
>>
>>53338406
Only difference I'd make to LotFP is to change things so you get just one extra spell slot (of any level) per level.
The levels where you gain a first AND a third level spell slot are a big jump.

Albeit LotFP's been moving towards a Wonders & Wickedness all-spells-are-first-level thing for a while.
The playtest doc has Magic-Users with one spell slot per level. Simple.
>>
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I'm debating how I want to roll for treasure. I don't want to fiat everything. Options:
>Prerolled: cleaner, faster during play
>Rolled during game: possibly more fun

I'm also debating what system and charts I want to steal. II thought I'd like LL+ACE, but I'm looking at S&W Complete now and it's much much simpler and enjoyable looking, and for instance 25% of potions being healing instead of LL's 2% seems useful.

What do you use, fellow GM's?
>>
>>53335420
Space is poisonous and no known magic can protect you for a whole journey.
Freight is guarded by slaves, robots, or the undead; but more or less thrown in the right direction.

Merchants (and their escorts) get everywhere by portal.
But the portals tend to be at the bottom of dungeons.
>>
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>Running Village of Hommlet
>Lareth casts Hold Person and catches the entire still surviving party
>But... the snake that the cleric tamed earlier is not a Person
>Bites Lareth for 1 damage
>Lareth fails the poison save and dies
>>
>>53339926
Potion Miscibility.
>>
>>53339926
http://www.mithrilandmages.com/utilities/LLTreasure.php

I generate a couple of hoards with that site and pick the one that makes the most sense.
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>>53334613
Tenser wields the first OSR:

"At 3rd level when facing off with an Evil 5th level mage I asked to join him and turn to Evil with him. He laughed stripped me naked and released me on the 3rd level to die. I made it to the surface. Took a rock in hand and set an ambush on another low level wandering mage. This stocked me with a new outfit, but I truly missed my now missing paralyzation wand."
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>>53338770
Noice! You don't get the credit you deserve.
>>
>>53334613
>What is your favorite curse?

The curse of plenty.
"May you never lack bread and meat to eat, wine to drink, gold to buy, nor heirs to honor."
>>
>>53340067
>But... the snake that the cleric tamed earlier is not a Person

Snek did good. Gave bad man a bit with the nippers.
>>
Speaking of curses... anyone else reading this?
http://bato.to/comic/_/comics/badluck-r21214
>>
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>>53339926
>>Prerolled: cleaner, faster during play
>>Rolled during game: possibly more fun

Bit of both. I'll set the value of coins and jewelery and other "obvious" valuables, but magic items and esoteric treasure are rolled.
>>
So i've been expanding my knowledge of OSR style games. Reading new ones and all that. I've finished Lamentations of the Flame Princess (quite good. sick encumbrance). DCC (excellent wierdness but the funky dice are just not to my liking). ACKs (good with solid domain managing. unfortunately could use some more wierdness/crazyness in the rules for me). Glog (Good with excellent thought but a bit too... wild for me without more thought/refining on my end). I'm thinking about giving swords and wizardry a go next. Any recommendations Anons?
>>
>>53341139
Read LBB before you read S&W.
Read Holmes before you read LBB.

Read the OD&D supplements at some point.
Read the Judges Guild stuff when reading the supplements.
>>
>>53340591
Ugh, gavelkind has caused me enough trauma, I don't need more heirs.
>>
>>53337580
I've been using this but i've found the results rather sparse and the consequence of too many empty spheres. This is based on his method of generating star maps the same as generating dungeons.

Some barren systems are fine, but this method gives too many.

It also doesn't account of Ptolemaic cosmological models, only Copernican, let alone the stranger possible sorts in Spelljammer.

Any suggestions to tweak these rules to accommodate that?
>>
>>53339936
There is this concept of the air envelope around a ship in Spelljammer, and that air quality is dependent on breathing population. This suggests that it's more cost effective for freighters to have golem and undead workers on them, as they don't eat or breathe. I like to think the most common undead in space is not the wild flesh eating sort, but a deckhand.
>>
>>53342127
The "poison" was meant as a tongue-in-cheek cancer joke.

I'm quite familiar with Spelljammer, but I thought we were discussing not!Spelljammer.
The idea was to keep it dungeon focused, but still allow PCs (or NPCs) near-planet space piracy.
I suppose you could make the ships large. Just remember that OSR handles best in dungeons

>This suggests that it's more cost effective for freighters to have golem and undead workers on them,
If we are talking about actual Sprlljammer, then (a) air availability is only a concern in The Phlogiston and (b) undead are awful for the air.
They'll never bring the air envelope to lethal conditions, but they'll bring them really close really quickly.
>but a deckhand.
I forget the exact details, but Spelljammer also has them be shit deckhands.

One thing undead /were/ good for is operating outside of air envelopes.
In some of the sketchier parts of Wild Space undead "mines" lie in wait to board ships.
They're left over from the Unhuman Wars, IIRC.
>>
>>53342531
>we were discussing not!Spelljammer.

We are, I just like the imagery of commercialized undead and golems. I know that undead were poor for the air envelope but I don't recall them ever being poo deckhands so long as they are controlled and commanded by a necromancer or intelligent undead.

It also sort of fits with what changes im making cosmologically chiefly Replacing the Phlogiston with an Astral Plane/Limbo equivalent. I haven't decided entirely if I want to keep the access to gods and their priest spells in Spelljammer, or let priests have full access to their spells and have gods dead or absent. If the gods are absent or dead, there is a bunch of wayward souls with nowhere to go. Enterprising wizards would make use of them.

>The idea was to keep it dungeon focused

More in the sense that the spheres are mapped out like a dungeon, and you could take a dungeon map and convert it into a star map. My onlyproblem with this is that it results in too many empty spheres for my taste. It makes sense in regards to a dungeon, but as a crystal sphere in a map it seems like a waste of space.

There will be plenty of actual dungeons though too.
>>
hey guys, i would really appreciate some help, do someone of you know the best way of buying the hardcover version from Dungeon Crawl Classic in Europe?

until now i found just this website:

http://www.gameslore.com/acatalog/PR_Dungeon_Crawl_Classics_RPG.html and a 60 euros copy in amazon.de,

well, thanks in advance
>>
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Fill these rooms, osrg
>>
>>53343365
Another place to get it is https://leisuregames.com/products/dungeon-crawl-classics-role-playing-game-hardcover
Goodman Games don't really seem to care much for Europe. You won't find it cheaper than the places you've already found probably.
>>
>>53343445
1: Supply depot in the mountains far from civilization, used by travelers in need. Contains iron rations, waterskins, horse feed, arrows, warm clothing, and anything else appropriate for wilderness survival. A sign urges travelers to take only what they need and leave behind their own surplus.

Occasionally new supplies are brought in without anyone knowing from where.

The secret door to the rest of the rooms is hidden behind a curtain wall. No one ever needs curtains in the wilds, so they haven't thought of removing it.
>>
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>>53343445
1: Empty, used as a campsite previously.
2: Empty, heavy tracks in ground showing heavier foot traffic leading to room 4.
3: Encounter: treasure room, guarded by poltergeist.
4: Empty: living quarters and access to forest. Outer wall has giant face carved into rock that asks for a password.

-- Bandit Table --
Type
1. Human, ritual face brands mark them as outcasts
2. Goblinoid, serving a higher power in the region
3. Goblinoid free agents, armed with high-quality steel
4. Were-fox clan, focused on stealthy robberies and avoiding combat
5. Dryads and satyrs, their forest destroyed by druids
6. Exiled prince and small retinue

Schedule
7am - 9am
- Morning preparations, always in hideout

10am-4pm
- Reconnaissance, 50% of force remains in hideout

5pm-7pm
- 25% chance of Raid!! (0% of force remains in hideout) else return from recon and waste rest of day

11pm - 6am
- If raid, gone until morning.
- If no raid, night watch. 10% of force awake, others asleep

Goals
1. Gold (Require 5,000gp for nefarious purposes)
2. Gold (Require 1,200gp to pay off their own bounty)
3. Kidnapped noble as leverage
4. Assassinate local despot
>>
>>53343556

thanks man, do you know if the one from gameslore.com is the hardcover version? is a little cheaper than in your link
>>
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Here's a 1d100 magical trinkets table.

http://www.occultesque.com/2017/05/1d100-magical-trinkets.html

Thinking of doing something with spellcaster lair rules, or weird magic tables and rules. Would a hex-oriented table be useful; local wizard refuge and rules for how it influences the nearby x number of hexes?
>>
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>>53343445
1: Thief's safe home. Does not know about troll.
Bricked passage to 2.
4th level Thief (laying low)

2: Troll's dining room. Nice table. Silver silverware. 10d4 half-eaten corpses strewn about the floor.
Covered (tapestry worth 200 silver) and bricked passage to 1, hippy bead-curtain to 3.
Trolls arm and flank growing into new trolls. They fight as goblins.

3: Sunlit room, carved into giant troll corpse.
Smaller troll (double HD), kept in a state of near death. Normal sized troll sleeping.

4: Empty room, low ceiling (crawl).
Exit is 20 feet up.
>>
>>53343809
I can't say, but it's very possible that it's the softcover version. When the 4th printing rolled out, they decided to print and sell softcovers first since hardcover production took longer than expected. I can imagine that a lot of stores just got softcover versions because of that.
>>
>>53338770
Your stuff is great, man. I stole most of it for my current Lotfp game.
>>
>>53343859
I like hex tables, so sure!
>>
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Does anyone have some good "generic medieval" urban random encounter tables?

Alternatively, I'm running a game set in Elderstone https://coinsandscrolls.blogspot.ca/2017/05/osr-building-city-first-section.html
tomorrow. If you've got ideas for stuff to add or improve, I'm all ears.
>>
>>53344760
Guy who did your pic also did 1d100 city encounters, though they're night-specific I guess.

http://www.occultesque.com/2017/01/1d100-late-night-city-encounters.html
>>
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>>53344760
>Skerples was MS Paint anon all along
Buy a nicer house.
>>
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>>53344918
There's defo at least 3 MSPaint anons because I know I've made some of that trash and I'm not Skerples, I think.
>>
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>>53344945
Oh. Buy a nicer house.
>>
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>>53344918
>Skerples was MS Paint anon all along

Lies and slander. I just post images more or less at random.

>>53344845
Still useful, thanks!
>>
>>53345000
>house
lol

Also, you've summoned me. Give me a class request, that I might return whence I came.
>>
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>>53344945
>I'm not Skerples, I think.

At this point I'm not even sure. But I'm pretty sure I've never created any mspaint classes.

They don't even fit in the system I use.
>>
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>>53345002
And the supplementary package that was released with the hotfix.
>>
>>53345028
https://www.youtube.com/watch?v=xwhU_ZIDqsM
>>
>>53335420
If you use a jump drive type system, you skip over the fact that space itself is really boring, and can make whatever rules you like about what systems can be jumped between. I normally see it portrayed as a graph, which I'd treat like a hex crawl (the only difference being that the number of ways out of your "hex" isn't always six).

Your wilderness, then, is the fact that many systems are uninhabited and sometimes there's giant space bugs. Or maybe whatever you use for fuel is easily located but invariably underground so you need to land frequently.
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>>53345087
fuck, again with the lemon demon stuff

okay, it's extra fucky this time.
>>
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Need some help populating these here hexes, /osrg/.

Mostly, I need helpful guidelines for coming up with location encounters that provide both gameable & varied content.
>>
>>53345328
>53x34
Put on dot on the party's hex.
>>
>>53345398
Running a West Marches game, the party is operating from White Moor, the site the deep road terminates from the east-west, but I've had parties make their way to the shifting wastes over the peaks of sorrow.

A lot of my hex locations have been placed between fort White Moor and adventure locations (usually mega-dungeons) so I didn't have to populate massive amounts of hexes beforehand. They're just getting kind of same-y.

I have a lot of puzzles & difficult encounter sites with considerable rewards, also fantastic & bizarre landmark. But again, I'd like help with other perspectives.
>>
>>53345461
What's the difference between a West Marches game and a regular hexcrawl? Is it just the rotating players, or is there more to it?
>>
>>53345480
Rotating players, player scheduled and player driven adventures usually decided upon out of game.
. http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/
>>
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In Skyward Sword, the final dungeon (Sky Keep) has a layout that you can manipulate through sliding block puzzles.

This seems like a neat idea that would probably jive with the OSR, has anyone done something like it?
>>
>>53347483
Blocks of Quox, in Fight On! #6, sounds pretty much exactly that.

It's a fun adventure with a cute twist in the end. I ran it for a friend of mine once and we had a good time. Go check it out.
>>
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Never did get an answer for this
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I am the anon in the last thread who got a bunch of AD&D and AD&D 2E books for next to nothing. I told an anon that I'd post a full shot of my haul, so here it is.

The softcovers are all basically as new. The hardcovers range from damaged covers (esp the edges) with great interiors to great covers with great interiors. Nothing is missing pages, marked up, or damaged internally.

Anyway I was excited at my luck and I hope that nice anon sees this. OSR is always the best thread on /tg/.
>>
>>53347856
the Knight of the Living Dead thing I thought was a module but it's actually a really beefy illustrated CYOA book with inventory management, basically. I'd never heard of Catacombs books even back in the day so I guess that's why it was not on my radar.
>>
>>53347483
Been playing the first Zelda (second quest for the very first time, drawing maps & taking notes) with my best bud. There's a lot of ideas from that game that could translate very easily/effectively to tabletop.
>>
>>53347900
There was, IIRC, a dungeon in Oracle of Ages called Moonlit Grotto which was composed of multiple levels all full of empty space. About two-thirds of the way through you destroy a central pillar and the building collapses, with the floors slotting into each other's empty spots

I've been thinking about how to include that in a dungeon for a while. I don't know what the appropriate aesthetic would be, though.
>>
>>53348011
Like any video game, Zelda isn't really an exception to this, but there are a lot of progress bottlenecks that can't really be cleverly circumvented, which may be fairly limiting to a TTRPG. But I think a degree of this is admissible in a dungeon environment, I still love this idea of "Jaquaying" the dungeon as a superior method of design with puzzle elements that are more self-contained and not necessary for completely exploring the dungeon.

(Always super relevant/interesting link)

http://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon
>>
What spells would you add to a starting spell list for MUs? Which are the most essential?
>>
>>53347856
Holy shit, where did you get those? Craigslist? Used book store? I'm jealous. Especially the 2E books. The only one I would add to that would be the Elf Handbook because muh Archer class kit.
>>
How large of a dungeon can be explored in a single 4-hour session?

I'm switching from 3.5 to something where combats go really damn fast and I don't have a good sense of what can be accomplished with the time freed up.
>>
>>53348595
That depends entirely on how quickly your players make decisions.
Combat may be faster, but investigation and discussion take up the free time.

>>53348064
What's on your list so far?
>>
>>53348595
My last play session with some people new to OSR had 5 rooms lasting an entire session. A lot of time you can speed that up with explicitly empty rooms, as well as asking players what their decisions are when they start dabbling.
>>
>>53348645
>What's on your list so far?
Magic Missile
Curse Enemy
Transport Loot
Magic Guide

I know I had more but I can't remember them now. What spells should I be using? Would prefer more balanced spells.
>>
>>53348974
how much work are you willing to do because i recently heard about people doing some effort and porting the DCC magic system over altogether for a lot more varied, costly, interesting magic experience... spells and all.

maybe someone already has the stat porting available somewhere, idk, but it was an intriguing idea to me.
>>
>>53348974
[Hold Portal] (or [Wizard Lock], if you're generous) or [Protection From Evil]
[Nystul's Magic Aura]
[Forget] or [Darkness]
[Know Direction]

Write at least 3 sentences of fluff for each spell.
>>
Trying to make a dungeon out of a Wizard's tower, so lots of vertical floors that are quite small, but having trouble not making it linear as fuck. Anyone got ideas? I'm thinking teleporters, maybe?
>>
>>53348961
Thanks. That's actually fewer than I expected. How long of a session?
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>>53349148
Levers that rearrange the floors.

For the wizard's convenience, of course.
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>>53349168
>>53348595

For new players, I'd say 4hrs is enough to do about 5-6 rooms, including 1 major combat.

The combats go fast, but the exploration is denser and richer.

This dungeon took my group of 5 about 2hrs to clear, but there was some prep work first. It took these guys (2 players) an entire session to clear the first few rooms. http://throneofsalt.blogspot.ca/2017/05/play-report-tomb-of-serpent-kings.html
>>
>>53348974 >>53349078
>Magic Missile
A thin stew made of fish, vegetables, prawns, coconut milk and four kinds of rice.
Recipe feeds 12, but only the first scoop from a ceramic laddle is magic.
Anoints 3d4 objects which thrown, dropped, or otherwise projected, will strike unswervingly true.

>Curse Enemy
I can't think of anything good. (that could be completed within a minute)

>Transport Loot
Caster pisses in a cup of vinegar.
Anything placed into your cup can be removed from another pre-arranged cup of piss and vinegar.
Lasts until either cup is emptied or diluted (including evaporation and piss removed on objects).

>Magic Guide
I have no idea what this is.

>Wizard Lock
A purple door that weighs as half as much as you do.
If mounted to a doorframe, will only open or close for you.
Loses its magic if dropped on the ground.

>Protection From Evil
Grave the name of John Playford, Master of the Dance across a surface.
John Playford's name can only be stepped over through a dance of the caster's choice.
The letters dance away after 2 turns, unless the caster dances in their stead.

>Nystul's Magic Aura
Make a crayon out beeswax and two spooky components, which draws the appearance of some spell onto an object.
Recipes can be researched in 2 weeks from a sample of magic and 1d12 x 1d20 gp.
The caster begins with eight recipes for crayons.

>Forget
Tie a string around someone's finger.
Snap your fingers.
Have someone else remove the string.

>Know Direction
The day you teacher took you to magnetic north is a day you'll never forget.
You're still looking at (and towards!) it, when you close your eyes.
Some asshat built an inn there, just to piss off lesser wizards.


>>53349148
>
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>>53349672
>Magic Guide
>I have no idea what this is.

Tiny imp appears on your shoulder and tells you what kind of spells are being cast just /slightly/ too late to do anything about it. It'll scream "fireball" and dive for cover just as your eyebrows start to crisp.

>Wizard Lock
Summons a prismatic hairdo.

>The day you teacher took you to magnetic north is a day you'll never forget.

Trade you. My teacher took me to True Magnetic South. I have to drug myself to sleep. The things I've seen, beyond those cold, black mountains...
>>
>>53345480
West Marches doesn't use hexes, it uses a topographic vector map rendered at some kind of true scale. It does the rotating players and rotating schedule thing. It emphasizes a gamist, simulationist play-style with a hands-off, non-improvisational referee style made possible by a fairly heavy rules book. The game is significantly driven by mechanical progression rewards. It's very difficult to go more than a couple weeks away from your home base, and you return to the home base frequently as you lack other safe areas to recover.

The more of these you don't follow, the more you're playing a regular sandbox or hexcrawl type game instead of West Marches.
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>>53349672
>The day you teacher took you to magnetic north is a day you'll never forget.

Speaking of that, what other creatures, spells, spirits, and effects could we build using magnetic fields?

Also, what the hell generates your setting's planet's magnetic field, if it has one? Boring geology will be disregarded.
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is there a PDF of Rappan Athuk around? for the price of admission i'd like to poke around and see what's inside that red cover.

>>53350489
compasses are pseudo-holy instruments attuned to the god of travel and mercantilism; "North" isn't a magnetic concept at all, it's a state of worldly order put in place by a divine being.
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>>53350761
>compasses are pseudo-holy instruments attuned to the god of travel and mercantilism; "North" isn't a magnetic concept at all, it's a state of worldly order put in place by a divine being.

Can you sink a ship by converting the crew to communism or starting a slave revolt? Conversely, can you track a godling of mercantilism with a compass (and loot their gold and silver body)?
>>
>>53350801
it's more attuned to the will or concept of a direction as laid down by the god of travel, not attuned to the god himself.

the crew joke is clever but i'm afraid not. communal ownership and reward isn't an unforeseen concept in the nonsense-quasi-medieval world.
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>>53350831
>not attuned to the god himself.

Well that seems silly. Why have a fortress-temple if your compasses don't lead to it?

>not. communal ownership and reward isn't an unforeseen concept in the nonsense-quasi-medieval world.

Neither is St. Elmo's Fire (or regular fire), and both will fuck with your compass in the real world.
>>
>>53350761
>is there a PDF of Rappan Athuk around?
It's in the trove under OSR games, Swords & Wizardry, Adventures and Settings, and then Frog God games.

It's pretty good.
>>
I've seen people mention a single spell level for magic. How do Wizards advance in power if all spells are balanced for low levels? Can they stack spells and double the effects? Just research stronger spells?
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>>53351038
>I've seen people mention a single spell level for magic. How do Wizards advance in power if all spells are balanced for low levels? Can they stack spells and double the effects? Just research stronger spells?

http://goblinpunch.blogspot.ca/2016/09/the-glog-wizards.html

As you level up, you get more Magic Dice. Spells are based on the [sum] and the number of [dice] invested. A fireball does [sum] damage in a 20' radius. So at level 1, that's 1d6. At level 4, 4d6. Only goes up to 4 (or maybe 5 with items/conditions/burning a scroll).

Helps keep Wizards balanced, makes writing and distributing spells easier, and is pretty fun too. You get a set number of Magic Dice per day, but they return to your pool on a 1, 2, or 3 when you use them. On a 4,5,or 6 they're gone for the day.
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>players want me to do a ss13 setting
What do I use?
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>>53351099
Paranoia.
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>>53351099
>>53351145

>What do I use?
What the fuck does this have to do with OSR?
>>
>>53351163
Who knows, but I only wasted a single post on this drivel, and then you went and burned an image post, and now I'm forced to reply to you.
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>>53351180
Doesn't make it any better, anon.

>>53349148
Just draw 3 or 4 linear dungeons but arrange them in 3D, twisting them together like knotted ropes. Then add a few bridges. That'll do it.
>>
>>53351219
>Doesn't make it any better, anon.
If that's how you feel, then you'd just report and hide rather than reply. What could your end goal be if you're giving morons attention AND wasting posts on nonproductive replies?
>>
>>53351099
Just do a one-off.
Set the aftermath of a round as the dungeon.
I've done it before. Worked fine.
>>
>>53350489
>Magnetohydrodynamics
>Boring geology
Did you know the Sun's magnetic poles flip more than 10,000 times as often as the Earth's?
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>>53351408
That makes sense. The sun's economy is much more volatile.
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>>53351038
Spell potency might scale with level.
Spell risks might scale back with level.
More spells per day.
More spells known.
>Just research stronger spells?
That's pretty much the opposite of the point.

http://www.necropraxis.com/2013/09/22/spells-without-levels/
Here's 46 example spells across 8 of some guy's blog posts.
Just keep clicking to the next post at the bottom right.
>>
Which biomes and terrains would you like to have more dungeons/adventures made for?
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>>53345533
Thanks for posting that link. I've heard of West Marches games but I didn't actually know what one was.
>>
Which books (TSR or otherwise) have the best rules for fear?
>>
>>53352495
Cities.

Urban dungeon crawlers, in the dark alleys of a really bad neighborhood.

I've been working on one of those myself, but it's kind of a slow project. Mostly because I'm shit on maps to begin with and with a town map it'd come to look even shittier.
>>
>>53345328
The arrangement of mountains makes me think it's the remnant of a bloody great impact crater. so stick something otherworldly in the middle maybe. Probably buried by now.
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So what's everybody's opinion of way D&D does hit dice, with a 7th level character having 7 times as many hit points as a 1st level character? Do you like the way this affects combat, with higher level characters able to weather many more blows than lower level ones? Or do you think it's unfortunate hit point bloat that devalues a weapon hit when you're dealing with high-level characters, and risks drawing things out too much? Implementing a significant change to hit points might mean that you'd have rework a lot of the math in the game, but if you had a team of skilled people ready to do that for you, what kind of changes would you make to the way hit points work, if any?
>>
>>53353506
I think it's good. Unless you're a fighter with really good luck in your hit dice rolls, you're not -that- tough even by seventh level, but it's still a good way to show how much more experienced you are, better at your job, than some newbie.
>>
>>53343445
1: Empty. Signs of old spoor and habitation. Secret door is a wall given away by a draft passing through a few cracks in the brickwork.

2-4: 5d20 Trolls led by 2d3 Troll-lords and 1 Splugorth. Assign as seems appropriate.. Secret door leads to a RIFTS game, much to everyone's horror.
>>
>>53353506
I like hit points. I also like insanely crunch pseudorealistic systems, but for D&D, hit points are the way to go.

What do they represent? The number of hits you can take before going down.
>>
>>53353506

Hit dice are interesting because they can mean a million different things based on the rules and fluff.

Personally I like to do a slightly more strict 1 hit dice = 1 damage dice sort of thing. Since almost all weapons are d6, I made all hit dice d6, including monster hit dice, so it was closer to 1 hit per die. The idea of having numbers though is for a little wiggle room, so sometimes an orc will take an extra hit or get killed sooner then normal.
>>
>>53353817
I agree with the idea of one hit die = one damage die. It's elegant in that it's super easy to explain it to someone at the table. "The monsters you're going to encounter here are probably going to be able to take two good hits from you guys, so keep that in mind".
>>
>>53349148
There was an elevator in the Tower of the Stargazer. It also had floors split in two, so you could only access one side one way, and the other side from a different hidden way.
>>
>>53350489
Its stability is maintained by ignorance. The skin of reality is paper-thin and prodding at it too hard risks its rupture. There's a prominent order within the widely dominant religion who understands this, obliquely. Every piece of this information they have on the subject is understood only dogmatically and questioning it explicitly verboten.

They're about as effective as you'd think. Not so hot on the five guys in robes prison-shanking someone in a bathhouse (although that does happen) so much as stirring up sentiments of 'those who play with iron needles are devil worshippers!' in the fine tradition of working laws into belief systems for enforcement (eg. don't eat pigs, they're full of human-communicable diseases). Ironically the biggest risk cases come from within their own organisation.
>>
bumping my question
>>53352789
>>
I was looking at the GLOG, as some anons have been talking about recently, but could not find any divine class (clerics, paladins...), am I missing somethings? Are there classes outside Guts pdf and the Wizard?

And it would be a lot better if all the rules were compiled in just one pdf by the way.
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>>53352789
Maybe Red Sonja
Ravenloft's are kinda clunky.
>>
>>53356052
Arnold K. didn't write a cleric, but the Order of the White Hand vaguely reminds me of Clerics
http://goblinpunch.blogspot.com/2013/12/sister-witches-and-monastic-wizards.html

Skerples *did* write a Cleric, even asked the thread for spell suggestions
https://coinsandscrolls.blogspot.com/2017/04/osr-cleric-spells.html

If you don't like either of those, it's a simple enough matter to write your own.
>>
>>53335584
>>53335622
That's a great system and a neat implementation, well done.

Any chance of a desert one?
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>>53356764
I don't really know what weather's like in a desert, but these are easy enough to make.
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>>53356764
>Any chance of a desert one?

Sure. When I post a fair number, I'll do Winter, Desert, Magic Storm, and Warfare.

>>53356052
>>53356425
I also use a slight variant on Arnold's Paladins.

His: http://goblinpunch.blogspot.ca/2016/06/god-throat-paladins.html

Also his: http://goblinpunch.blogspot.ca/2017/03/paladins-of-blue-kite.html

Both are neat as heck.

And I am working on compiling (my version) of the rules into one PDF. One day I'll post it. One day...
>>
>>53357143
>I don't really know what weather's like in a desert

That's exactly why I didn't do it myself, but this seems nicely varied and gameable. I like the idea of a "funnel" into a potentially days-long dust storm, especially since there's an obvious tell after two days of breeze. I think I might throw in an extra dust storm hex right of the other two there, just so it's a little more risky.

Thanks a bunch!
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>>53351099
Stars Without Number! It has a simple skill system, and has a lot of material for randomly generating things.

although I'd recommend a non-osr system. I prefer Mini6 because its generic, very simple, easily expanded on if necessary, and its swingy mechanics open the door to a lot of silly outcomes. That is my experience with SS13 in a nutshell. Otherwise maybe BESM?
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>>53357468
Mathmatically, any of the 6 "corners" of a hex circle are where the weather is likely to stick. The day-long dust storm could easily be months long, if you're unlucky. That's fine! But the circles are prettier and introduce more things for the players to predict and act on, IMO.
>>
>>53357468
>I like the idea of a "funnel" into a potentially days-long dust storm,
At the risk of making the maps "too busy," one-way-walls would go a long way to controlling the expected direction.
I doubt I'd use it for something like weather, but I'd definitely consider using it for >>53335667.
>>
>>53357500
>At the risk of making the maps "too busy," one-way-walls would go a long way to controlling the expected direction.

Or just make the edges/corners "calm". That helps a lot. This map:
>>53335584
is designed to produce nasty weather most of the time.
>>
>>53357486
>>53357500
Good points, I took the blank hexes as re-rolls since this isn't the full hex shape of the other two maps with specific dead ends.

Using specific shapes like this would be a great way to create extreme but unlikely weather (or sudden terrain shifts as per >>53335667).

Now I want a lot more of these, there's so much potential. You could run a whole campaign this way by adding dungeons and other points of interest.
>>
>>53350921
The idea of a God's home fort in the world at some extreme point of the compass is intriguing
>>
>>53350963
You're the best, thanks. I have a compulsion to buy giant heavy hardcovers if they're even tangentially related to rpgs or dming and this one has been in my thoughts for awhile.
>>
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Created this mid-level lair using a small map I made and populated with some creative suggestions posted earlier in this thread and the LL rulebook. Plop it down in your hex crawl or whatever.
>>
>>53360260
Neat, thanks!
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Does anything besides Whitehack have this?
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The latest session of Tomb of the Serpent Kings just wrapped up.

Spackles the Illusionist decided to see if he could learn a spell from a wand by shooting himself in the head with it. Somehow, that worked.

He then mutated the spell using a potion of dubious quality obtained from an ancient snake-man lich-wizard.

The spell that resulted, the first time he cast it, was Elongated Bouncing Octarine Light, and it:

1. Made Franklin better at swimming (water elementals love him now)
2. Set 14 goblins on fire
3. Set the Paladin on fire
4. Set Antonia on fire, by extension, but also mutated her to produce pheromones (+2 Charisma)
5. Gave Spackles 4 extra eyes and 4 extra mouths (he's his own tabernacle choir now)
6. Killed Thomas by turning his troll-blood healed leg into an actual troll, which burst out and hopped away.

The party respectfully looted Thomas' corpse after fleeing in disarray.

Octarine light is bad news.
>>
>>53361346
>Spackles the Illusionist decided to see if he could learn a spell from a wand by shooting himself in the head with it.
Even with my pre-formed frame of reference towards magic, you've said "ferrets" enough times that I would have tried that too.
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>>53361462
>Even with my pre-formed frame of reference towards magic, you've said "ferrets" enough times that I would have tried that too.

Like I said, it worked just fine. /He/ didn't know it would though.

But it didn't exactly help the party, long-term...
>>
>>53361546
>But it didn't exactly help the party, long-term...
Was the spell a one-off use? Even so,
• that one guy learned to swim good
• freaky fetishy fish can better roll to seduce
• two people are less likely to panic if set on fire
• the more helpful Wizard has all-around vision
• the less helpful Wizard isn't around
>>
>>53361346
Did Thomas's lamb make it out okay or did the troll get them?
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>>53361674

Ah, no, in the short, term that's fine.

But in the long term, he's a) going to use this spell a lot and b) going to chuck it into unexplored rooms and bits of the chasm, pissing off /everyone/ and c) probably open a portal to the Mirror Realms by accident.

Short term (randomly rolled) gain, long term disaster.

>the less helpful Wizard isn't around

I'd object to that. Spackles is a randomized disaster. This is literally the only thing he's ever done that wasn't actively dangerous or self-servingly stupid. Thomas killed an owlbear, dissolved some doors, found loot, learned spells, and was a good team player.

He's also going to haunt the /fuck/ out of the party until they pay off his Wizard Student Loans.
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>>53361748
>Did Thomas's lamb make it out okay or did the troll get them?

Fuzzy the Sheep was seized by the College of Elderstone as a hostage. Ironically, this means he survived not only the disaster in the dungeon, but he's also likely to survive the party using him as a mount, bait, potion testing, and other proposed ideas.

Fuzzy is safe.
>>
>>53361779
Pretty sure you can avoid inheriting debt by straight up refusing inheritance.
Did nicking his boots count?
>>
>>53361840
I imagine them presenting it to the party as "Your friend left an inheritance. It's a shame nobody stepped up to claim it"
"uh, uh, We want it"
"Oh ok, sign here. Good, good. Ok, his inheritance is debt"
"..."
>>
>>53361840
>Pretty sure you can avoid inheriting dead by straight up refusing inheritance.
>Did nicking his boots count?

Wizard Student Loans are non-dischargeable in death. Thomas can't enter heaven unless a) he finds a loophole or b) his loans are paid.

The party doesn't owe anything, but he's going to haunt them (or try to) until they decide paying off the loans is better than dealing with a pissed off toad wizard ghost.
>>
>>53361346
What system are you using? Is Tomb of the Serpant King something you made? I couldn't find it googlin'.
>>
>>53360844
>d20 page
>single digits take less space than double digits
:(
>>
what is the name of that 5e retroclone conversion? It was more of a general system conversion than trying to emulate something like sword & sorcery.
>>
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>>53361937
>What system are you using? Is Tomb of the Serpant King something you made? I couldn't find it googlin'.

So I don't want to judge, but there might be a reason you can't find the Tomb of the "Serpant" Kings...

https://coinsandscrolls.blogspot.ca/search/label/Tomb%20of%20the%20Serpent%20Kings

Anyway, it's all good. It's my own dungeon, designed for new players and/or new GMs, and it's using Arnold K's homebrew GLOG system with a few tweaks.
>>
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>>53361876
Well, that's a bit less interesting than having to offload his haunted clothes.
Not like I'm in any position to complain about someone else's campaign.

Will Thomas' player be rolling a new dude?
On a semi-related note, is Thomas' ghost a PC or an NPC?
>>
>>53337580
How should I change this table so that the occurrence of barren star systems is much smaller?
>>
>>53362889
Make it so instead of rolling 1d20 and 9-19 being barren, you roll 1d10 and 9 is barren.

Or a d12 and have 9-11 be barren if you don't want it THAT barren.

Was that enough spoonfeeding
>>
>>53362932

Yes, thank you.
>>
>>53360844
Oh, hey! I've done something like that before! Just point to a random part of the page and get a result. I guess it goes to show that anything you come up with has probably been done before -- or independently, at least, given how recent Whitehack is. It's great for when you don't want your players to know you're rolling. Though >>53361956 does have a point. The numbers really should occupy the same amount of space, whether they're single or double digit.
>>
>>53361346
>Elongated Bouncing Octarine Light
This makes me wonder, is there a B/X class that emulates DCC's Mercurial Magic? I would be very interested if someone took a crack at this.
>>
>>53363874
>Just point to a random part of the page and get a result.
http://questingblog.com/wheres-waldo-die-drop-compendium/

>I guess it goes to show that anything you come up with has probably been done before
It's absolutely disgusting how many people are just reinventing Judge's Guild content.
Save yourself the time; read through all of it.
>>
>Judge's
>>
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>>53362456
>Will Thomas' player be rolling a new dude?

Oh yeah, already rolled up a Level 1 Summoner. Should be good.

>On a semi-related note, is Thomas' ghost a PC or an NPC?

NPC, definitely.
>>
>>53361346
Thanks for the update. I just got into Tomb of the Serpent Kings last week, and I'm loving the tale. It's really good. Plus it introduced me to GLOG which is a pretty interesting little system. It intrigues me greatly. Right now I'm trying to compare and contrast it and LotFP. Its tough because they're both so good.
>>
>>53365945
Thanks! Makes me happy to hear that. If you've got any questions, let me know.

The GLOG needs a lot of work to make it into a "out of the box" game. It doesn't have a price list. It doesn't have a combined set of careers and preferences. But building the rules to the point where you can actually use them is a really great way to learn the rules, inside and out.
>>
>>53366161
Thanks, I will!

It definitely does, but I think things like prices can vary so much that with a little planning you can gauge what something "should" cost. But a list would definitely be nice.

Building the rules does sound pretty fun. When I first got into DnD I homebrewed everything basically. It was a great time, and something about GLOG gets my thoughts flowing. Like for example, what if Clerics spells are actually little pieces of their gods? And as a result they will only sleep in holy tomes and relics of the gods, instead of in regular spell books? Or maybe they nest in Temples as their lairs so the only way someone can become a cleric is to visit a temple and have the pieces of a god pick you as their vessel?
>>
>>53366295
>Like for example, what if Clerics spells are actually little pieces of their gods? And as a result they will only sleep in holy tomes and relics of the gods, instead of in regular spell books? Or maybe they nest in Temples as their lairs so the only way someone can become a cleric is to visit a temple and have the pieces of a god pick you as their vessel?

I think that's a great idea. Combine that with http://whatwouldconando.blogspot.ca/2016/02/an-infinity-of-gods.html for an excellent system.
>>
about two months I got halfway through making a custom class for B/X, but the second it came to adding some sort of interesting or even adequate mechanic I hit a block.

Here it is if someone wants to do something with the idea i guess
>>
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>>53366433
Take it in a http://gloomtrain.blogspot.com/2015/03/cult-class.html direction.
Whenever you level, you answer a Find Familiar and subvert (or possibly just wow) them with your superior intellect.
Also make the MUs gradually advance, of course.
>>
Anybody got any tables for weird, possibly cursed magic items?

Just decided I was going to have a strange mid-dungeon merchant who hocks questionable wares at the players, I was gonna think of some myself, but I also kind of want to have enough to be able to roll randomly on a chart.
>>
>>53366758
https://www.youtube.com/watch?v=adi9Ijhvn1Y
>>
>>53366839
It's even funnier because "The Nightmare Dimension" is an actual dimension in my setting.
>>
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>>53366894
>>
>>53367011
I was actually debating on whether not to change it to "The Nightmare Zone" since I also have "The Chaos Dimension".
>>
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>>53366758
I've got a couple sitting around. Going to end up doing 1d100 minor cursed items here in a bit.

>Odd treasures
http://www.occultesque.com/2017/03/1d100-odd-treasures.html
>Magical Trinkets
http://www.occultesque.com/2017/05/1d100-magical-trinkets.html
>Weird stuff sold in a magical flea market
http://www.occultesque.com/2017/04/the-endless-steps-1d100-stores-1d100.html
>>
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>>53367218
But... why?

Why so many planes and dimensions? Are they coming up in play a lot?
>>
>>53367447
>miss_the_important_picture_looking_at_the_big_picture.ucode
>>
>>53367447
I felt like making some ridiculous sounding dimensions mostly. They're not fleshed out, don't worry, I'm putting most of my effort into making dungeons. They more just came about as a result of the Intent of my setting.
>>
>>53367543
Fair enough. That can be fun too. Always nice to have an explanation handy for the latest thing that was summoned or whatever.

>>53367500
See, was that so hard?
>>
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>>53367562
>>53367543
I have a boner for minimal numbers of planes. Like, when you get too many planes then whenever the party gets involved with extraplanar stuff, it's always a new dimension.

When there's only like, 4 other planes TOTAL then you can really work in the 'recurring enemy' thing, or let the players tread familiar ground.
>>
>>53361859
Not when it's the Wizard Student Loan companies donating to the law-makers.
>>
>>53361346
My players all love roguelikes, and I'm sure they'd have a blast with a TPK caused by their own stupidity or by something like a mutated Octarine Light.
>>
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>>53367847
It was a damn close thing. They luckily had a place to retreat that was out of the light.

>>53367776
Wizard Student Loans can be decreased by military service. The government is in no position to want to lessen a loan's power and brutality.
>>
Would you allow your players to cast a spell from a scroll without them knowing what the spell is?
>>
>>53367945
Are you telling me the army is full of ghosts?

>>53368071
Of course.
>>
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>>53368071
Absolutely. It'd be weird though. In my system, it only takes an hour to transfer a spell from a scroll to your brain. You can then cast it and the spell returns to your bound spellbook in the morning. Burning scroll gives you more power, sure, but unless you're like "Oh shit, this spell might save us, I'm going to cast it right now and hope for the best", you can always ID spells by casting them.

Assuming you survive the casting, that is.
>>
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>>53368098
>Are you telling me the army is full of ghosts?

Nope. The usual procedure is:

1. Graduate
2. Realize your debts are impossible to pay
3. Immediately meet a recruiter who tells you your debts will be cancelled if you fight in the army
4. Fight in the army. Live or die, your Wizard Student Loans are (mostly) gone.

But if you /don't/ want to be a battle wizard, you can
3. Try desperately for the rest of your wizarding life to pay off your debts, and succeed only by finding ludicrous magical treasure, selling land, or other profitable deeds.

Finally, you could

3. Do graduate studies and cancel your debt. Casualty rates are high, and you have to be brilliant to get in.

So it's really your call.
>>
>>53351145
This
>>
>>53340067
How will the snake save their lives when level 10 assassin comes after their asses?
>>
Do you fellows know of any good guides for making beginner's layouts?
>>
My party is headed to a big city with a boatload of cash.

What are the best, craziest, wildest carousing mishap tables you know of?
>>
>>53368132
>But if you /don't/ want to be a battle wizard, you can
mate a logistics wizard would be far more valuable to an army, almost as good as a logistics cleric or druid.
>>
Spent some time reading a few articles from Gary Gygax out of Dragon. He sounds insufferable. Am I the only one who thinks this?
>>
>>53373262
>Am I the only one

Not at all. Plenty of corroboration lying around that Gygax was an insufferable weenie.
>>
>>53373262
No, we like Arneson here.

And AD&D was a mistake, Basic master race
>>
>>53373262
Gygax was often a dick, often an idiot, often wrong, and often insufferable.

Basically you can safely ignore anything between 1975 and, like, the mid-2000s when he was chatting to people on forums.
>>
>>53373340
(basic is still cool though despite being post-75 (because it's not him))
>>
>>53373336
>No, we like Arneson here.
I agree, but don't forget: Arneson was less sufferable than Gygax.
He only easier to tolerate because he said less.
>And AD&D was a mistake,
I prefer Bx, but this is patently false.

>>53373356
Master Set, the best addition from BECMI, was Gygax.
>>
>>53373262
Gygax is sometimes good and sometimes bad. He was especially bad at the time where he was scared of competing RPGs.
>>
>>53373283
>>53373336
>>53373340
That's a relief

>>53373557
This certainly explains the two articles I came across where he goes full autist over people implementing house rules and the like. To his credit, he acknowledges that he can't force people to do it the "right way", but you get the feeling that he would if he could.

Is this the RPGA's fault? Or is it just their attempt to keep a stronger hold on the market?
>>
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>>53373557
Which is hilarious.
There was a time where he actively encouraged, not just houseruling but, straight up designing new systems.
>>
>>53373932
Did Gygax complete a post-secondary education? His writing is unnecessarily verbose, it comes across as a little insecure.
>>
>>53373932
I think this has a lot to do with his role in TSR. By 1989 (the date of copyright on that book) Gygax was 5 years gone. It seems like he wanted to cement the company's place during his time in the company by lashing out at competitors like SPI, when Richard Burg suggested in his review of the PHB that it wasn't much more than B/X with extra stuff.
>>
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>>53374077
He was a high school droppout.

BUT! he owned a really good thesaurus.
Rest in peace: portal, broadsword, psionic, et al.
>>
>>53374382
>high school droppout.

We can smell our own. I can't say I'm really digging 'Master of the Game' so far.
>>
>>53373336
>>53374469
On a related sidenote, Arneson had a history degree and, while he didn't teach history, he was a university professor in the two decades leading up to his death.
>>
>>53374520
I know this is kind of foolish to invite generalizations, but what are some of the key differences that can be noted about each of their approaches when it comes to game design/DM style?
>>
>>53374658
If Gygax didn't like you, he'd thrown invisible monsters at you.
If Arneson didn't like you, he'd lambast you an NPC.

Gygax implied settings with his mechanics. Kind portable, but not very.
Arneson tied settings into his mechanics. Not portable at all.

Gygax made weird justifications for his mechanics.
Arneson made weird mechanics.

Not exactly sure where Arneson stood on simulationism, but he was less into bloat than Gygax.
He *was* still into bloat, mind you.

The poor organization, poor explanations, and odd terminology in OD&D came from Gygax.
The missing explanations, implied mechanics, and dependence on word-of-mouth came from Arneson.
>>
>>53334613
Any /osrg/ approved video games? I find the gold box games too focused on combat and not particularly rewarding, while most modern CRPGs have stories that are at best intrusive & at worst predictable and trite.
>>
>>53375197
Darkest Dungeon is pretty great, although probably still rather combat-focused to your tastes.

Dungeon Master, too, and the two Legends of Grimrock.
>>
>>53375197
The Wizardry serie comes to mind. The first Legend of Zelda counts too.
>>
>>53375197
Sunless Sea, most Rogue clones (esp. Angband, Caves of Qud, Rogue), Darkest Dungeons, Legend of Grimrock, Soulsborne
And just about any puzzle games. Not the match-3 stuff, actual puzzle games.
>>
>>53375197
Ultima & Warriors of the Eternal Sun for the Genesis.
>>
>>53375239
I like Wizardry for its puzzles, but exploring the same mega-dungeon becomes tedious.

>>53375218
I like Darkest Dungeon for its atmosphere and item management. I'm a weirdo that likes hirelings and managing adventuring party logistics.
>>
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>>53373262
You aren't the only one. I really don't understand the Gygax-worship of dragonsfoot and KnKA

>>53373638
>Is this the RPGA's fault?
No, it was Gygax's fault. He saw how people were taking OD&D and "fixing" it as new semi-standalone games and panicked.
>>
>>53373262
>>53373283
>>53373340
>>53373535
>>53375888
Never meet your idols. Gygax and Arneson should be lauded for their contributions to the hobby, but let's face it, who would've expected them to be less of cuntbags than the average fa/tg/uy?
>>
Kask was the best TSR employee. Fight me.
>>
>>53373340
This. Dude switched from championing his hobby to defending his business and most of his really draconic decrees start to make sense viewed through that lens.
>>
Putting some feelers out for a 10-15 session OSR campaign, for system of choice is there more interest in Lamentations of the Flame Princess (I'll probably tone down the yuck factor, not my style) or some Labyrinth Lord?
>>
>>53373336
>And AD&D was a mistake
AD&D was poorly executed, but I don't think it was inherently a mistake.
>>
>>53373340
>the mid-2000s when he was chatting to people on forums.

This was when I woke up to the fact Gygax wasn't perfect. It was also around the age were I realized I can both like things a person did without liking the person.

Garry was blabbing on about Lawfulness and he had a very law-of the land mindset instead of a moral or cosmic Lawful alignment. Slaves/owning humans and the righteousness of killing people for certain crimes came up a bunch if I recall correctly.
>>
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>>53376296
>>53373932
>>53375888
>>53373262
Very tl;dr but relevant, Gary's clarifications on the subject of True AD&D
>>
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>>53376172
I'd play an LL game but not a LOTFP game. My disdain for Raggi would hamper my enjoyment.
>>
Hey guys, is there a way to make armor more interesting a choice in OSR games? Are there OSR games that make armors more interesting than flat AC/DR that aren't a 20-tables-per-combat slog?
>>
>>53375197
Baldurs gate obviously
>>
>>53373535
>Master Set, the best addition from BECMI, was Gygax.

Misconception. Gygax is credited bcause of the idea, but the true authors are written in smaller print on the preface.
>>
>>53376406
>the memory my AD&D players assraped by the Actaeon
You can mix monsters, too.
>>
>>53376792

My method is a little boring but I've seen it used a couple of times.

Basically, each single piece of armor grants +1 AC. So breastplate, helmet, gauntlets? +3 AC. Each point of armor gives you -1 initiative and -1 to saves. The only problem with this system thus far is I haven't really added in rules for exploration yet and am still working on them, and I like how oldschool DnD's big negative for armor was speed of exploring and encumbrance, so I might make a saving throw roll instead to "get things done before bad stuff happens" as a way to simplify, or just give a bit of slowness per armor.
>>
What the fuck is even happening in the OSR at the moment.
Big-ish names publishing a dick dungeon? LotFP coming out with Vaginas are Magic soon?
Is the community finally completely out of ideas?

http://www.rpgnow.com/product/211929/Peepee-Soaked-Heckhole
>>
>>53378383

Listen. You have an entire subgenre of RPGs getting revived by post modern, mostly liberal hipsters. You have to accept the good with the bad.
>>
>>53378383
Spot the scrap princess entries
" there is a castle that's big enough for standard fantasy miniatures
in the middle of this candied grass room , the top of the castle
stretches into a mirrored version of itself which connects to the
ceiling. Kindly baroque ants live here but they are currently being
besieged by a dragon . The dragon is actually a hoop of dog heads
eating each other and it zooms on what ever surface it feels like
being fast and angry . It hates the ants and is preventing them
from harvesting the delicious candy grass and the magic sparkles on
the ceiling. yeah they are endlessly eating each other so they can
only side bite things but the whole hoop is rotating so it's like a
rotary rasp"
>>
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>>53378383
Raggi and Zak and Co. were the New Frontier. They've become the Old Guard.

The New Frontier, sick of their bullshit, is rising to claim them.
>>
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>>53370946
>Do you fellows know of any good guides for making beginner's layouts?

What do you mean, exactly? I wrote a Learning Dungeon here: https://coinsandscrolls.blogspot.ca/2017/03/osr-learning-dungeon.html

but it doesn't really state, line by line, /why/ I wrote it. Still might be useful.

>>53372883
>mate a logistics wizard would be far more valuable to an army, almost as good as a logistics cleric or druid.

Good point, but this is medieval warfare. You hire peasant archers and don't use them because they might diminish the glory of your knights. You hire Swiss crossbowmen and leave them in reserve. /Battle/ wizards are acceptable and glorious. Logistics wizards, no matter how useful, are neglected.
>>
>>53378585
Oh yeah? What have they done so far?
>>
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>>53379035
Nothing much. People just seem to be kind of sick of the Raggi-isms and the weird gonzo "how the fuck do I use this" of LotFP.

I think Patrick Stuart will probably jump ship in the near future. His stuff is actually gameable and useful content. But a lot of the rest of of the LotFP line feels like Palladium right now. It's held up by fans, not gamers, if that makes sense.
>>
>>53378688
I mean document layout. Thanks anyway though.
>>
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>>53379208
Oh, sorry, no idea then. I'm definitely not an expert on document design.
>>
>>53375197
Icewind Dale I and II are great. they are mainly more mechanics focused than Baldur's Gate.
>>
>>53371512
The one in World of the Lost is pretty fun if short. I mostly use Jeff Rients table or the million variants available.
>>
>>53379107
>His stuff is actually gameable and useful content.
As much as I like Patrick Stuart writing, I'm going to have to disagree.
I can grab any of Raggi's module, skim them, and run them as is.
I'd rather not, but I can do it.

Can't say the same for Patrick Stuart.
The dude hates workable maps, among other problems.

>>53379208
I can't check the Trove atm, but 01 or 02 or something has a off about "TSR Book Design"?
That's actually about doing layouts.
>>
>>53378517
I can't be the only person who's tired of the quirky, overly colloquial writing style that Raggi and his posse use.
>>
>>53379544
>As much as I like Patrick Stuart writing, I'm going to have to disagree.

I agree for Deep Carbon Observatory since it's a bit of a mess and the good ideas are buried (and the maps confusing), but how do you feel about Maze of the Blue Medusa? Along with Stonehell, I think it's one of the best "skim it, run as-is" modules out there.
>>
>>53381103
Not that guy, but as much as I like Maze of the Blue Medusa, there are a LOT of vague descriptions. Sometimes it's more suggestions than gameables.
>>
>>53381103
Am that guy, I attribute MotBM's usability solely to Ken Baumann's layouts and edits.
>>
>>53375197
King's Field, maybe?

I'm going to throw my hat in for Dark Souls. It's nothing BUT combat, really, but its harsh-but-fair system and unintrusive story/world-building carry some OSR vibes forward.
>>
Is there a fun cyberpunk OSR game?
>>
>>53378383
some people are having fun maybe
>>
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>>53381389
LBB
>>
>>53381388
>It's nothing BUT combat
To be fair, a good portion of the game is about avoiding unnecessary fights, conserving resources, and ending fights in unconventional ways.
>>
>>53381389
I've heard that Stars Without Number is a really good sci-fi game, you might be able to hack that system?
>>
>>53381743 see the picture of >>53381488.
Kevin Crawford writes fantastic ref tips and tools.
That aside, SWN is unambiguous reskinned Bx.
>>
>>53381743
>sci-fi game
Sci-fi and fantasy have different cliches, but they're the same genre.
>>
>>53381854
>>53381869
So do these comments mean that SWN shouldn't be hacked for cyberpunk? Ideally I want to use a system out of the box instead of fiddling with making/altering rules.
>>
>>53381971
There's already a SWN based cyberpunk supplement, Polychrome. I just play Cyberpunk 2020 though desu.
>>
So i'm curious, what do other anons play? What games are popular around here? I know i've seen alot of love for the glog lately, and some discussion if not exactly love for LotFP.
>>
>>53382631

As a forever DM, the only game I want to play is my homebrew. I am very "sneaky" about asking questions ITT that allow me to help create my game, though I'm sure it's actually pretty obvious.
>>
>>53379853
Raggi and co.'s style was a pretty big shock for me coming from later editions, and it's primarily what got me hooked on OSR, but once I got past the entry point, gained some experience, and found my own niche, I've kind of noticed what other anons are saying.

Not to say I hate them, I still like a lot of their stuff, I'm just like...moving past them and starting to do my own thang, y'know?
>>
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>>53381971
>Ideally I want to use a system out of the box instead of fiddling with making/altering rules.
SWN "out of the box" is Bx with system agnostic tables in the back.
You can use the tables in the back as a splat for something else, or you can run it straight. But if you run it straight, it's Bx.
>So do these comments mean that SWN shouldn't be hacked for cyberpunk?
No, these comments mean "pick your favorite system."
I don't know about you, but most of this thread has a hardon for Bx. If that *is* your preference, then go for it.
>>
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>>53383007
>Not to say I hate them, I still like a lot of their stuff, I'm just like...moving past them and starting to do my own thang, y'know?

It's important to have material you like, but it's almost as important to know what material you don't like, and why.

It's why listening to podcasts of other games is important if you're a new GM. You might get good ideas, but you'll definitely see things you don't like and disagree with, and those are also important.
>>
>>53382688
Pretty sure you're Skerples.
>>
>>53383007
>and starting to do my own thang, y'know?
You've read the Judges Guild stuff, right?
>>
Are there any good blogs or sources of info for the Sci-fi side of OSR like White Star, and Stars Without Number?

I'm looking to start working on something big and cool for a group of teens who are more into Star Wars/Trek and Mass Effect more so than Fantasy but I still want to hook them into the old school mode of play.
>>
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>>53383277
Sorry friend. I might be a forever DM, but I run more than just my homebrew, and it's not really my homebrew either. My questions aren't sneaky.

>>53379544
>The dude hates workable maps, among other problems.

That's a fair point. DCO is great but it's like a pile of raw lumber, as presented.
>>
>>53383300
Absolutely, I have.

I also read the article posted here the other day about Jaquaying dungeons, which I'm currently trying my hand at on a dungeon I'm working on.
>>
>>53364444
>It's absolutely disgusting how many people are just reinventing Judge's Guild content.

Assuming I'm an idiot, where to I get it, and where do I start?
>>
>>53383411
Trove → 02_Supplements → Judge's Guild

>Assuming I'm an idiot,
There's no shame in not finding it.
It's hard enough to navigate the Trove without TroveGuy slipping in apocryphal apostrophes.
>>
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>>53383449
Oh lord, it's not OCR'd...

But still, looks like good stuff. Any critical documents that you'd say form the Genesis or the Pauline Chapters of the local canon?
>>
>>53383523
Realisticly, you should read all of the pre-d20 system stuff.
If I had to start you somewhere

City State of the Invincible Overlord, I guess?
>>
>>53383562
>Realisticly, you should read all of the pre-d20 system stuff.

Friend, you and I have very different definitions of "realism". Reading this stuff, there's a good reason that the wheel's been reinvented. Nostalgia aside, I'm really struggling to see why the City State of the Invincible Overlord is required reading while the modern equivalent, Against the Wicked City, isn't.
>>
>>53334613
How would you do you do a good post-apocalypse game in the OSR style?

Nothing is nailed down except mutations (because that's what my players love), and those Mad Max berserker freaks that run around with machetes.
>>
>>53384285
Gamma World.
>>
>>53384287

low magic 'gritty like Game of Thrones!' trash.
>>
>>53384285
>>
>>53384362
>i don't like game of thrones, therefore one of the best designed video games of all time is bad
have a long hard look at yourself m8
>>
>>53384312
>>53384375
Interesting. Care to explain your reasoning?

I was imagining it more like STALKER or something.
>>
>>53384423
>I was imagining it more like STALKER or something.
Oh, well if you wanted a SERIOUS PA OSR game, then Gamma World's not a good fit. The most serious variant of GW is probably the Alternity version (5e), and that's not OSR.
>>
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Session 1 of my other game is up. This one has less "supporting info" at the moment. I need to write up the Steam Hill dungeon (another Learning Dungeon, with the same teaching moments as Tomb of the Serpent Kings, but with a horror/sci-fi bent).

I also need to write up the Blizzard Eel.
>>
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>>53384601
at least post your link when you shill


https://coinsandscrolls.blogspot.com/2017/05/osr-secret-of-steam-hill-session-1-part.html
>>
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>>53384650
I... thought I had?

Damn.
>>
>>53374077
He really liked Jack Vance, who could be flowery as fuck at times. Difference was that Vance could write.
>>
>>53376182
Well, it's heavily based on the OD&D supplements, which were a mistake, so
>>
>>53384287
It's depressing how terrible the thief was, but Thief makes it all worthwhile.

God, that voice acting.
>>
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>>53384442
>The most serious variant of GW is probably the Alternity version (5e)
I'm not very familiar with that one, but 6e (the d20 Modern one) has a reputation for being gritty. I can't speak authoritatively on the subject as my hatred of the rules forced me to stop reading before I was very far into the book.

But I will say that my Gamma World campaigns are probably the grittiest shit I've run (and certainly the only time people have had to eat a party member in order to survive), and they were all old school shit (2e, then 3e). Granted, they eventually got houseruled to the point of being homebrew, but still. Gamma World is very weird, and it's pretty easy to run a goofy, silly campaign, but I always chose to portray the weirdness as bizarre and even disturbing instead. Sure, a possum-man with antlers, a carapace and a third leg sounds funny, but imagine how horrifying it would be if you ever actually met one.

I really like the crazy mutations in Gamma World, and I love the future-apocalypse setting. You get the sort of isolated environment that's perfect for fantasy-style quests, but you can have all imaginable sorts of tech, ranging from sharpened rocks through laser rifles, to weird-ass, mentally-controlled super-tech. With all of this said, I was always more interested in the setting and concepts than the crunch of the system. Not that I think the crunch is awful or anything, but it doesn't blow my socks off, and I'd be just as happy using a different (though competent) system as its basis. There's a Savage Worlds port of Gamma World in the trove, and while I haven't done anything more than glance at it, it seems like it would be a good fit. Of course, Savage Worlds is hardly an old school system.
>>
>>53384787
Hey now! The OD&D supplements weren't *all* bad.
Thanks to them selling so poorly, TSR didn't feel the need to stop Judges Guild from selling supplements.
>>
>>53384601
>One player is a veteran of my games and is wise to most of my tricks
So he knows about your fetishes?
>>
>>53384805
Can someone recommend a module which has a good bandit hideout.
>>
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>>53384973
>So he knows about your fetishes?

No more than you do, anon.
>>
>>53385004
No proper kobold thread at the moment.
¯\_(ツ)_/¯ >>>/trash/9419814

>>53384997
>
>>
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>>53384650
>>53384601
Anyway, here's the Blizzard Eel. https://coinsandscrolls.blogspot.ca/2017/05/osr-boss-fight-blizzard-eel.html

Fights like an assassin, hits like a truck,
>>
>>53384997
>>53385045
Looking for something much more smaller, like a cave hideout or a camp. Thanks either way.
>>
>>53334613
I need a little help on what adventure to run for my new Moldvay group this Sunday. We played for the first time this passed Sunday and I flew by the seat of my pants. It worked, but I'd like to know if there's an adventure one of you all have had a lot of fun with.
>>
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>>53385282
What sort of things are you looking for in adventure?
>>
>>53383355
Honestly that was my first big step into the OSR. The shift from linear dungeon where I was trying to reveal the dungeon's story bit by bit, to the complex adventure where I just have to bake the dungeon's history into the map and trust the players to find it and work it out.
>>
>>53385366
Well they've had a taste of your standard dungeon crawl and got used to how combat works. Now im just looking for something fun. Maybe a little sandboxy if possible
>>
>>53382631
How is the GLOG?
What are the best bits that you'd steal for another game?

I run heavily houseruled LotFP (as do.. most people? I think?) so I'm always on the lookout for new rules and stuff.
>>
>>53385607
>What are the best bits that you'd steal for another game?

I'd steal the magic system outright for any other game. It's elegant, it's quick, and it is super easy to homebrew stuff for.

The classes are also great, but they're baked into the core of the leveling+combat system, so you've got to adopt the whole thing to use them. But they are fantastic.
>>
>>53385677
Only thing I'm iffy on with the classes is that you unlock powers by level, rather than having powers that get slowly better by level.
OSR classes are usually scales not gates.

Magic system's legit though.
>>
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>>53385788
>Only thing I'm iffy on with the classes is that you unlock powers by level, rather than having powers that get slowly better by level.

Eh, it's a sort of "six of one, half dozen of the other" thing. Some powers (like the God Throat Paladin's command ability) get better each level. Sometimes you get new ones. Whatever man. It all works.
>>
>>53385788
Only real way to get the multiclassing to work.
>>
>>53385677
A link to the magic system? Thanks in advance.
>>
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>>53386203
http://goblinpunch.blogspot.ca/2016/09/the-glog-wizards.html

Plus stuff scattered all over his blog, plus stuff I've homebrewed for it.

It's not the most... organized system.
>>
>>53386203
http://goblinpunch.blogspot.com/2016/09/the-glog-wizards.html
>>
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>>53386203
http://goblinpunch.blogspot.co.ca/2016/09/the-glog-wizards.html
Here you go boyo.

>>53386202
Yea that's fair enough, I thought it was clever how 5e did that too.
>>
Speaking of, anyone got good house rule compilations? I know the GLOG, Delta, and Last Gasp.
>>
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>>53386293
>>53386284
Aha! There are at least two other GLOG people out there. Let this forever stand as evidence that Skerples is not alone in shilling for it. There are potentially dozens of us!
>>
>>53386326
Nah I don't actually use it, I've just got an itchy Arnold finger.
>>
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>>53386355
>itchy Arnold finger.
Range: 30' T: creature of [dice] HD or less D: [sum] minutes, if [sum] > 12, permanent
Target must Save or a finger of the caster's choice becomes animated by a dark spirit. The finger will forever try to be "weird rather than good". Most of the time this has no effect, but it makes playing musical instruments nearly impossible, and delicate tasks tricky. The finger is quite intelligent and will bide its time, waiting for an opportune moment to get freaky.
>>
>>53386326
I honestly doubt this thread gets more than a dozen concurrent patrons.
>>
>>53386403
With a effect that mild, it should probably be [sum] months.
>>
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>>53386522
>I honestly doubt this thread gets more than a dozen concurrent patrons.

According to the stats, we're at 72 unique posters in this thread, which is pretty good. It's usually between 50 and 80. I get 10 to 15 unique views within 2hrs of posting a link to a new article. It's a small community, sure, but it's not that small.

>>53386540
Probably, but fuck balance. If you're casting a spell that makes a finger get weird, it's not about balance anymore.
>>
New one.
>>53387293
Thread posts: 327
Thread images: 113


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