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/osrg/

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Thread replies: 329
Thread images: 78

What's the best kind of dungeon structure?

>Prior: >>54189119
Trove: http://pastebin.com/QWyBuJxd
Game finder?: https://discord.gg/qaku8y9
Blogosphere: http://pastebin.com/ZwUBVq8L
In-Browser Tools: http://pastebin.com/KKeE3etp
>>
>>54237566
>What's the best kind of dungeon structure?
Stonehell kind. Megadungeon with many entrances and exits, yet a single area fitting to a couple pages.
>>
>>54237566
>What's the best kind of dungeon structure?
I love the sort of dungeon that used to be one thing and has now been taken over / repurposed as another.

I'm sketching out a dungeon right now that used to be a secluded magical insane asylum until the prisoners broke loose and took over. Probably gonna have some spooky caves with psychedelic slugs or something running underneath it, but I still need a few more ideas to flesh the place out.
>>
>>54237566
I like the kind with a one-way entrance. Get chucked into a hole that opens to caverns and try to find your way out.
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>>54237699
Yes! I love these.

What are some interesting, different ways to do them? 'Cause my players started joking that all of my dungeons involve really long falls...
>>
What is your favorite skill system? do you even use one at all?
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>>54237780
DCC's skills and ACKS's proficiencies both have their good points. I also like 2e's weapon mastery.
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>>54237742
Have it seem like a regular entrance, but then have an earthquake occur at some point and crush it. You can get really creative and have it change the structure of the dungeon if you're willing to go that far.
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>>54237684
>dungeon that used to be one thing and has now been taken over / repurposed as another
This. I enjoy the layers of mixed up stuff that can build up, have some explanation but also allow for seemingly random encounters. How To Host A Dungeon really got me into thinking like that.

The asylum could have a bazar run by delusional weirdos with barely comprehensible barter systems and semi-functional oddities.

>>54237742
Its more of a hex crawl thing, but the boat can sink, leaving them washed up on the shore.
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>>54237566
Listen, whoever makes these OPs: Stop putting nothing but the general /name/ and a retarded title in the subject line. It doesn't take much effort Old School Revival General, and is more useful than a dumb "Edition" quip.
>>
>>54237742
>>54237742
Portal, cave in, heavy door that opens diagonally, avalanche, sleeping nasties wake up, nasties move in, very aggressive builders, confusing repetitive entrance and a trap that's likely to wreck their map, they enter blindfold, they sleep in the inn and wake up in the dungeon, the dungeon is really a shitty analogy.
>>
Is there something like a JRPG OSR?

i know there is Retro Phaze but is there any other?
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>>54237913
Also don't acknowledge stupid copypastas.
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>>54237927
Yeah it's called "Refluffed Holmes or B/X"
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>>54237566
>What's the best kind of dungeon structure?
One that isn't hell to describe to the players, but still more interesting than rectangular rooms and corridors.
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>>54237780

I've been wondering about something similar to this.

I hear that OSR games like to use occasional random skill checks, but only for some instances. Like doing weird shit you normally wouldn't do or couldn't narrate, like play music to calm a giant beast or something. Then the referee just makes up a number, like say 20% chance or rolling a 4 or less on a d20, and tell the players to roll it?

If this was more standardized in some way, would it make sense and be cool to give Rogues bonuses or abilities related to it instead of giving them specific Rogue/Thief skills? Like whenever the player wants to do something skillful, requiring a bit of coordination or luck, the Rogue can roll a bonus die with his main one. Perhaps using a roll under method, the Rogue can use a d12, d10, d8, etc. going down with level to Focus himself into having a higher chance to do tough skills, giving him a good skillful character power?

The added bonus of this is that players like Fighters and Magic Users can still attempt to do skillful stuff, like pick locks or whatever, but Rogues have the best chance to do it. Any thoughts?
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>>54237927
Final Fantasy (and to a lesser extent, Final Fantasy 2) was an attempt to riff AD&D.
The other big root for JRPGs was Wizardry, which was a fairly good riff of Basic/Expert.

No idea were Dragon Warrior comes from though. Somewhere else, probably.
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>>54238119
You could just do the better of 2 rolls or something like that.
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>>54237991
>>54238138
I know those games come from dnd but are the games the other way around?
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>>54238119
Skill checks as possibility of failure (for me at least) is implied in an osr system. You don't have to roll dice to cut the throat of a sleeping guard, but you'd have to roll dice to hit him in combat because there is more complexity or it that than slitting his throats and a chance of failure due to that complexity. The way you describe a referee deciding on a number need for success is one way to arbitrate that process, others have rules and rulings in codified systems like how LotFP has a Xin6 chance of using the tinker skill to open a locked door. I personally wouldn't limit such things to rogues/thieves because as a referee I like to have any character try to do weird things and if I only gave thieves a bonus then others would be less inclined to do that. (The system I use only gives thieves a bonus to pick locks, but there are like 21 classes total) I'm generally against other numeric bonuses because due to the thief being best at it that activity it discentivizes other characters doing it. Like a wizard is still able to use a sword to hit an enemy but a fighter is going to be so much better at it that a player using a wizard character is incentivized to let the fighter character do it. The more specialized you make each class the more you render the need for players to have a series of specialists in order to accomplish a task. Conversely, if every character class is compentent at most things then players don't need to worry about their "role" in terms of mechanics for party composition, this lets your players run things like a party of 6 wizards. Which as a referee would much prefer than having to limit characters to having to have a "thief", "magic-user", "fighter", and "healing-dude" in each party.
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>>54238428
What system do you use?
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>>54238196
None that I now of. I've seen a few (non-OSR) brews of dubious quality floating around.

If you're trying to capture the experience of a JRPG, then the experience JRPGs try to capture isn't bad bad starting point.
>>
>>54238119
>would it make sense and be cool to give Rogues bonuses or abilities related to it
Isn't that implicit in the xp tables?
The target number is based on gut feeling, and you tend to be lax with what you expect higher level characters to do.
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>>54238480
My hack of G.L.O.G. a mainly roll under OSR rule set.
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>>54237742
something causes the players to just plain get lost in the dungeon
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>>54237780
I just prefer to pick the most relevant ability and roll under.
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>>54238807
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>>54237566
>What's the best kind of dungeon structure?
Geomorphs.

At the end of each full day, every geomorph - except the one the party is currently located on - is replaced with something else. They'll have their full set of monsters, treasure, and traps.
>>
So i want to be a little more flexible with my players characters as if they want a ninja i think the best option would be to use a thief with some spell levels, any idea on how to do that?
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>>54239277
What's wrong with making them fighting-men will relevant gear (caltrops, black eggs, various gunpowders, etc.)? That's basically what they were, anyways.
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>>54239328
in this times a ninja is a wizard with agility
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>>54239366
Not going to lie, that's less interesting than actual ninja.
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Race and class is better
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A friendly reminder to ignore bait.
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>>54239417
Depends on the setting.
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>>54239277
I dunno but you might find something in here useful.
>>
Why must you hurt mspaint anon's feelings so
He just wanted to very unsubtly shill his blog
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>>54239277
There was a game where you could create your own class by picking parts of the warrior wizard and thef, dont remember its name
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>>54239766
His art was actually good.
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>>54237566
I can't make my fucking PCs leave this fucking castle alone. They've spent 130k gold on it so far and they keep trying to turn DCC into ACKS and won't even play ACKS. I actually reduced the entire thing to ruins with a massive giant attack and they were like "Oh man this must have something really valuable in the catacombs if a giant army wanted it." And rebuilt it. Dragons blow up towers and they have them rebuilt. They've been doing this so long they're on their third set of PCs, with around 19 level 10 pcs that just sort of wander the fuck around being walking demigods. I have this entire world built and all they want to do is hang out in this castle and "investigate the mysteries." I made the fucking mistake of having one of them, after 10 sessions of digging into the god damn ground, actually find a hidden chamber with a shitty +1 sword and now they've got armies of craftsmen in there, tunneling, holing out and making a small subterranean city. Had them bump into a dwarven thaig or whatever and get invaded, ruining all of their progress. Fuck it, we got lots of gold let's build it all again but this time with more shit. I can't fucking handle this anymore. My players. Will not. Leave. This castle.
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>>54240001

as the original author of this copypasta can you people please explain to me why it's shown up in two threads? It's not funny or clever, it's basically just baitpasta
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>>54240001
Where the hell are you getting 130 karat gold.
Doesn't it overflow after 127?
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>>54240020
Because it was very effective bait, and obtained many replies.

It's not about echoing the pasta.
It's about the transcendent ideal it once attained.
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>>54240082

....cleve?
>>
Would anyone happen to have a link to the OSR pyromancer class that was posted a while back?
>>
>spelljammer crashes into the ground in front of PCs
>wow, that was weird. Now let's go stop that evil baron!
>"there's a dying man crawling out of the wreckag-"
>HOLY SHIT LETS RUN BACK AND KILL THAT EVIL BARON REALLY QUICK

How do I even react to this as a DM?
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>>54240143
Rookie mistake. Have that evil baron crawl out instead.
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>>54240105
http://gloomtrain.blogspot.com.es/2016/03/pyromancer-class.html
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>>54240379
Righteous. Thank you.
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>>54240027
>130 karat gold
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>>54239766
I just want him to make up his damn mind.
>I made a blog
>I'm only going to tell you about it once
>Whoops, deleted it
>ive updated my blog.jpg

>>54240143
>another spelljammer swoops down and carpet-fireballs the jammer and party
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>>54240520
>>ive updated my blog.jpg
He's going to feel wronged when he comes on.
>>
is blood & treasure any good
>>
>>54240520
>>54240535
I posted a comment on his first post that was essentially the same thing everything had told him about his magic system. Then he finally responded back rather than asking the same questions in a series of threads and ignoring comments. I think the blog will help him out by keeping him accountable.
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>>54240535
>>54240535
Well, he shouldn't have half-assed both his shilling and his attempt at a general to be quite honest familia.

t. blogger who shills every once in a while

>>54240762
I was going to link to him on my blog but he seems so flaky now I'm not even sure about it anymore.
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>>54240834
I'm gonna guess your Skerpels and just ask here instead of writing more comments on your blog. What are the wilderness exploration/travels rules like in terms of distance traveled and wilderness encounters? The standard chance of a wilderness encounter is either 1in6 of a day or a hex, so are there just assholes from every village who want to harass you/ impede your travels?
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>>54240973
He's been asking *us* about hex crawling, so he's probably still trying to straighten that out.
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>>54240973
>only shills "every once in a while"
>Skerples
These two things can't both be true.
>>
>>54240520
>>54240834

New blog here. I have not posted my art or shill ed my blog since that first post. I did say 'fuck blogger' because through formatting I thought I lost my stuff and was about to call it quits, but then I realized there are backup systems. Sorry about the confusion, but I really dislike talking about it on here. I'd rather just produce content on here and add it to the blog later as backup or in case anyone missed it. I repeat; it was not me who started that general thread with the mspaint art. I did not post any of my images again past the first link.

Also you can call me Chucklefuck, I like that name and think it's cute. But I'd rather remain anonymous from now on and just take requests and make tables like I've been doing for the past few years, ok?
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>>54240973
>I'm gonna guess your Skerpels
I am not he, but I shall answer anyway.

>distance traveled
I tend toward 6 mile hexes with "count as" modifiers for terrain difficulties. I haven't had a chance to run a hexcrawl though.

>wilderness encounters
1-in-10 chance for the day cycle, 1-in-6 chance for the night cycle in normal situations. Roll 1d12 if you want a specific hour.

>>54241049
Ah, don't sweat it. Your stuff is interesting. It just seemed like you were giving off some mixed signals.
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>>54240001

Hmmm you got me to respond.

Good job you get a Copypasta/10.
>>
How do you actually carry a 10' pole around a dungeon?
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Rolled 4 (1d4)

>>54241193
>mixed signals
That's cause it's two people.

I set upon you a pack of rabid angels!
https://en.wikipedia.org/wiki/Wikipedia


>>54241629
This is exactly the sort of question you leave to hirelings.
>>
I know the OSR community loves their random tables. Has anyone made a random weapon traits table, something like "the swords grip is made from x, it has x type guard and the blade is forged from x material with x designs, when swung it does x minor magical effect" I know Dragon Magazine did something similar with scrolls and staves but they were fairly limited.
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>>54241834
>This is exactly the sort of question you leave to hirelings.
Touché!

Sort-of-related: what do people feel is a sensible rate to charge for hirelings?

This occurred to me recently because I was playing in another DM's Pathfinder game, trying my best to approach it with OSR ingenuity, but he wanted to charge us 10-30 gp per day per hireling (when selling all of our loot only narrowly netted us 500 gp by the end).
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Mimics. Mimics everywhere.
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>>54242003
Anyone dumb enough to go down a murderhole should be paid in shares.
How many depends on their chances of successfully staging a coup.
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>>54242417
How much is a hireling's fair share?
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>>54241968

That sounds awesome though. Should it be uses for any weapon, split up among blades, grips, guards, poles (for pole arms and spears) and magic effects? Or make a random table for each type of weapon?
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>>54241968
Courtney c did with some magic weapon tables - http://hackslashmaster.blogspot.com/2011/05/on-magic-weapon-table-part-i.html
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>>54242457
>how much
>it depends
>how much
Posts statlines.
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>>54242333
>Cio in rogue garb
HNGGG
>>
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So I think that only me and Skerples use the GLOG system, but in case anyone else did here are 8 race as classes/foreigner as classes.

Wanna scream about how great you are and ignore magic because you're drunk?
http://melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-18-sons-of.html

Wanna be made of muscles and make caffeine powder?
http://melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-28-gyre.html

Wanna be a freaky eel-person who worships an eel god?
http://melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-38-hallamite.html

Wanna be an asshole wizard clad in jewelry and punch people in the dick?
http://melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-48-sorcerers.html

Wanna eat people and roll to not eat your fellow party?
http://melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-58-knights-of.html

Wanna play as medusa?
http://melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-68-ophidians.html

Wanna play as a secret agent who can dispel other magic?
http://melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-78-knights-of.html

Wanna play as princess peach mermaid version?
http://melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-bonus-ningen.html
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>>54242680
<span style="background-color: #fff9ee; color: #222222;">What's with all the</span>
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>>54237566
I liked op's pic so I found a bigger version.

I'm thinking its a magical helmet that sees through illusions, gives you semi-regular dayterrors of your own death (save vs paralysis or become entranced by a demise of your future), and gives you an extra d6(hd roll's worth?) rounds of action after you would normally die. You can't be resurrected under any circumstances and one of your eyes grows into the helmet.
>>
>>54240143
>How do I even react to this as a DM?
With a shrug?

If you run a decent sandbox instead of a plot-centric game, your job is just to throw out hooks and run with whatever the players react to. They're engaged in the baron thing? Great, run that. Figure out where the spelljammer thing would go on its own (I recommend them eventually hearing about some other adventuring party scoring loot or whatever from the wreckage, as well as a lot of speculation from sages about where the flying ship came from), and then the players can go "oh yeah we saw that, we were there but busy" and still feel engaged in it.

On the other hand, if you were trying to force a shift to playing Spelljammer: stop trying to force it. Your players clearly aren't interested.
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>>54243700
The 14 eyes remind me of Cú Chulainn.
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>>54243818
He just has a lot of pupils per eye, not a lot of eyes. And "pupil" there is probably the scribes mistranslating/misunderstanding what was supposed to be "iris".
>>
I guess I don't get it. Isn't OSR material basically repackaged 1st and 2nd ed DnD stuff? There's a lot of it, and I'm not sure how to distinguish one from the next. I suppose I don't understand the point, or more appropriately, the driving factors behind the revival. What's so special about the retroclones, or Castles and Crusades, or Lamentations of the Flame Princess? Please enlighten me.
>>
>>54243840
>a lot
7 per, so 14 total.
>not a lot of eyes
Didn't say it was the same. I said it reminded me.

>And "pupil" there is probably the scribes mistranslating/misunderstanding what was supposed to be "iris".
Like, concentrically? Less inclined to believe that. Seeing /everything/ is part of the hero archetype.
>>
>>54243818
I was looking at the helmet crest and thinking more Argus Panoptes, but greek stuff is where my nerding drifts anyway.

Cú Chulainn sounds dope though.
>kill attack dog, get job
>so amp'd turns self inside out and makes wall of corpses
>>
I love running DCC but a friend is asking me how to design a small sandbox - 10 square miles. I so far told him:
>one village tops, maybe too see village of homlett for inspiration(sent him pdf)
- night and day encounter tables - inude one super gonzo monster
- tie as many areas and dungeons together. Monsters have a key to a tower, tower has a x that leads to a y
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>>54243883
>I guess I don't get it.
Radically different playstyle. Epic Fantasy didn't catch on until TSR was dying.

>Isn't OSR material basically repackaged 1st and 2nd ed DnD stuff?
For the most part, yes.
>There's a lot of it, and I'm not sure how to distinguish one from the next.
You don't need to. It's all either compatible or close enough to immediately brew a patch.
>I suppose I don't understand the point, or more appropriately, the driving factors behind the revival.
Sometimes you just want to solving solution-less puzzles. As a murder-hobo. In a cave.
>What's so special about the retroclones, or Castles and Crusades, or Lamentations of the Flame Princess?
The original retroclones were made to dodge licensing royalties, not to be played.
For some magical reason, people bought the systems anyways.
Others noticed, glued their houserules to their old rule booklets, and parted fools from their money.
>Please enlighten me.
Whenever anyone asked him about Zen, the great master Gutei would quietly raise one finger into the air.
>>
>>54243883
I think for a lot of people, a return to B/X and 1st ed are a response to various complaints about 3.pf. They're generally simpler, more improvisational, faster, easy to house rule and there's already a lot of material to crib from.

There were some old guys who just kept playing AD&D though.

The various new rulesets tend to focus on someone's streamlining and/or house rules that are good/appealing enough to gather an audience. Things like dominions, firearms, inventory, magic, whatever, are all a bit different game-to-game so can suit preferences, but are also similar enough that its easy to use the material if you like it with minimal fuss. There are other rule sets that are largely for avoiding copyright problems when people wanted to keep making AD&D adventures.

There's probably enough of it to break into waves like ska or feminism if you were so inclined. 1st being osric, labyrinth lord, stuff that's only barely different. 2nd for things like ACKS and LotFP that are noteably different but still very classic, 3rd for things that get pretty different with the form like Beyond The Wall and DCC, and 4th for stuff that's far enough from baseline that its almost not there like Into The Odd and The Black Hack. That's a really rough breakdown and I'm sure I missed some stuff and people can argue about the waves if they want. Different blogs will fit into different waves, sometimes varying by post.

There's a decent screenshot from here that gets into how /osr/ is a specific subsect of the rest of it, what other people are up to, etc.
>>
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>>54244077
>Emancipation Blade
>1d4, light
>Once per hand, a player may free at least 2 knuckles from their index finger in exchange for gaining 1 Wis and 1 Int. Take damage and hold shit awkwardly forever.
>If someone questions the missing digit and the player is unable to come up with a sufficiently zen answer they lose the bonuses until they inflict finger zen on another.
>>
>>54243883
There are a few target demographics for the OSR:
>the demi-grogs who want new rules to cannibalize for their games (true grogs are anathema to that)
>the people who want to write new material for older editions (and often make slightly weirder/more unique stuff)
>the people who want to cash in in the OSR wave (the guys who make the million Keep on The Borderlands/Tomb of Horrors clones)
>the people who hate WOTC D&D but can't convince their group to play something that isn't D&D
>the weird storytellers/hipsters who think that the OSR is a bout """art""" or some shit (LoTFP goes here)
>>
>>54244398
LotFP actually goes on 3.
>>
>>54240082
>the transcendent ideal it once attained

under illefarn post
>>
>>54244398
>the weird storytellers/hipsters who think that the OSR is a bout """art""" or some shit (LoTFP goes here)

>implying there is even a single thing wrong with the weird gonzo hipster games that actually create new and interesting games
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>>54237742
Once they're all through, the doorway stands up and legs it.
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>>54242457

If 0-level they get a half share. So half of whatever one PC would get if all treasure were divided evenly.

If leveled, they get a full share. That's my ruling.
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>>54245548
I bet your PCs all get even shares.
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>>54245548

I let them decide how they want to split things, but generally, yes, they split all coin value loot evenly. If there's a magic item and it would clearly benefit a particular member they'll just let that member have it, no fuss. If several of them want it, they'll try to negotiate a deal, and this usually comes down to "I'll take this, but next item we come across that we both want, you have dibs." Or if that doesn't satisfy they'll big for it with treasure. In the most extreme case they'll just dice for it and then the loser gets the next item they want.

There really haven't been many fights about loot in my games because all my players are friends and understand that even if they want that really cool sword, sometimes it's better in the hands of the guy watching their back.

Also, for the record, they rarely ever hire hirelings unless they are going back to a location to haul out treasure. Though one hireling (a linkboy) became a regular party member after a PC died and the player took him over.
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>>54243883
>I'm not sure how to distinguish one from the next.

Retroclone rulesets tend to be written for a combination of reasons. As two examples for these I'll use Adventurer Conqueror King System (ACKS) and Lamentations of the Flame Princess (LoTFP), both "second generation" rulesets based on Basic/Expert D&D (the Tom Moldvay edition)

Reason #1) Add/change rules or sub-systems to focus the game on a specific aspect of the D&D experience.

ACKS is very much focused on the classic D&D power curve where a dungeon crawling Adventurer gains wealth and XP to become a wilderness-traveling Conqueror and then eventually sets up his own stronghold and becomes a King (or other class-appropriate domain ruler). The book is full of (mostly GM-side) tools to help enable these sorts of campaigns - advice, tables, and parameters for a sandbox hexcrawl, for example; as well as explicit rules about when and how PCs can build strongholds.

LoTFP is much more focused on grim and gritty adventures rather than the castle building end-game. It's arguable whether this can be made to work in a D&D, but LoTFP attempts to cut the power by messing with XP progression and shifting the gold=XP rule into a silver=XP standard (and changes up currency ratios as well)

(cont'd)
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>>54245842
Reason #2) to re-state an older game in more modern or more coherent language or to get around copyright/licensing issues.

Both ACKS and LoTFP publish a number of supplemental products, obviously focused on the types of games the rulesets are aiming at.

ACKS products tend to be tools for stocking and building a sandbox hexcrawl (ex. "Lairs and Encounters", a book full of monster lair encounters that can be used to stock a hexcrawl), while LoTFP focuses a lot more on it's ideal of "Weird Fantasy" in it's very strange and out-there dungeon modules.

These companies could write products for D&D of course, but then would see a lot of their income siphoned off by licensing fees to Wizards of the Coast. Independent publishing is often attractive to a lot of these creators because there's just a lot less hassle.

Reason #3) simplify/streamline/standardize procedures and tables - sometimes for clarity or sometimes to de-emphasize focus on an element of the game

One aspect where you see this in LoTFP and ACKS is how they change up all non-combat checks that involve linear probability.

In Moldvay Basic/Expert D&D, some checks were done with a single 6-sided die (like surprise), while other checks involved percentile dice (thief skills, for example).

Lamentations simplifies almost all of these linear probability checks into a d6 roll (including the Thief, which gets renamed to the Specialist and has all skills expressed as a d6 check).

ACKS on the other hand keeps the d6 for surprise and initiative, but converts nearly every other check into a d20 roll, including percentile thief skills (so a 1-in-6 check would become an 18+)
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>>54237566
where can i find more are like OP's?
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>>54245884
>>54243883
The real "attraction" here is that both ACKS and LoTFP still share a lot of commonality with B/X. This means for a given campaign I could use:

-TSR's back catalogue of B/X modules (which is a pretty hefty list)
-ACKS castle building and domain rules
-LoTFP's module series

and so on and so forth. Even if I'm using a different retroclone entirely, so long as it's somewhere in the B/X family most rulesets have enough commonality that I can mix-and-match content with a little conversion (although honestly this can be annoying in LoTFP because you need to account for it's weird currency ratios)

What's more, most of these games share a similar "ethos" - that is, they're games based around "getting gold out of a very deadly and dangerous dungeon", which means that even with wide gaps in the rules you can easily adapt most of the underlying content and aesthetic.
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>>54245917
Artist's name is visible in the image...
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Any OSR crafting skills?
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>>54243939
>Like, concentrically?
Yes. Color bands, basically.

>Less inclined to believe that. Seeing /everything/ is part of the hero archetype.
But that's wrong, it's never mentioned in the context of him seeing well. His multiple "pupils" are only brought up as something that makes him beautiful to women.
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>>54242680

I thought GLOG was Race And Class, not Race As Class?
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>>54247744
GLOG "is" like four pages. Skerples' implementation of GLOG is Race And Class, but there's no reason for MaM guy to do it the same way, especially since anyone using the GLOG framework pretty much has to write/infer-from-D&D 90% of his game.
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Anybody got any lists of interesting dungeon entrances? I always found that after I passed a dozen or so I found myself really re-using stuff like cave entrances or random holes in the ground leading to stairs.
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>>54248020
I haven't got a ready-made list, although I seem to recall Fifty [X] guy doing one that was something like that. Maybe I'm just thinking of the Fifty Lost Cities one. Anyway, my favorites are the open grave (or mausoleum if you want to prioritize logic over pure spookliness) which leads into catacombs, the old well with a narrow door halfway down, the old empty barrel whose end opens in the wine cellars of the abbey or inn, the incongruously ordinary-looking door in the middle of the sewers, and Castle Greyhawk's dry cistern with the crawlable drain into the Black Reservoir. I seem to recall the comic Dungeon having some clever ones as well.
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>>54240001
This pasta better be in every thread from now on.
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>>54248020
I just found this the other day. Its a big table of entrances.
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I'm coming up with a hex crawl in like a nightmare-rainforest/marsh and I need some good ideas for some plants to encounter and then avoid, not sentient not killer, just nasty plants. For instance, a tree with soggy black leaves that when disturbed float down and land on any unsuspected creatures below sticking to the skin and when peeled off reveal a leaf shaped sore on the skin underneath. Oh and the less supernatural the better, thanks in advance.
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Rolled 28 (1d100)

>>54249035
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>>54249472
The classic would be a corpse-plant, I guess: stinking of death to such an extent that it nauseates anyone who smells it for at least an hour (to be meaningful in hexcrawls it probably has to be more, in fact), as well as increasing the odds of attracting predators if the plant is touched so the smell rubs off on a party member.

You could also have spiked fruits or thorn bushes which lower movement speed even below "dense jungle" if stepped on; apparently edible plants that cause nausea, vomiting, or paralysis if ingested; plants that act as symbiotic home for parasites or disease-causing insects, so that the careless can end up wracked with horrible jungle fevers; flowers whose pollen causes hallucination if inhaled...
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>>54249472

1. Large fragrant zebra-striped orchid that smells like a fruity confection. Non-poisonous and can count as a ration for the day. Eating it or even coming near it to harvest it requires a save or become confused and walk in meandering circles for a full day, unaware that you are doing so.

2. Blue flowering vines that release a pollen which causes those that get near them to lose the ability to speak for 1d12 hours when failing a save.

3. A white fruit that increases the night vision of the one that uses it (double line of sight by torch/candlelight) but makes daylight unbearable (-4 to everything).

4. Spur-nettle seeds that are naturally magnetized and stick to metal armor and making it impossible to wear comfortably without taking 1 HP damage every turn as they work their way into cervices. Waste an hour picking them all off of your armor.

5. Red dandelion-like parachute seeds that burrow into exposed skin (superficial or maybe 1 damage). If characters ignore them/don't cut them out there is a 1-in-6 chance that the seed will grow a tiny bansai tree from their head/neck/shoulder/whatever. This does nothing, but now your character looks kind've stupid. (Some druids might like this and do it purposefully)
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>>54249472
look up Giant Hogweed, the Suicide Tree, the Blister Bush, and Manchineel on Wikipedia, all are very nasty plants to encounter
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>>54238428

> You don't have to roll dice to cut the throat of a sleeping guard

You don't have to roll a dice to cut the throat of a sleeping guard in Pathfinder either. You just autohit and autocrit. The guard then gets a save if the damage doesn't kill him and if he fails it he dies.

This means that slitting the throat of a sleeping guard is usually easy but you also have mechanics to see what happens if you try to slit a sleeping giants throat, or a sleeping dragon, which is simpler than GM fiat for every possible permutation of slit creatures throat sleeping .
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>>54250022

Why would a sleeping guard even get a save to see if the damage kills him?

It seems like the only save should be to see if the guard wakes up before his throat is slit.

Getting your throat slit tends to be a definitive "you're fucked" scenario, which is why important people at risk of having their throats slit tended to have lots of bodyguards surrounding them.
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>>54250094
The autocrit autohit attack does damage. IF this damage isn't enough to kill him he gets a save. IF he fails the save he dies.

The guard after all might be a sleeping , drunk, level 10, half-giant, barbarian of which the rogues tiny little knife isn't enough to kill him.
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>>54250140
You'd think it wouldn't make a difference whether it was done with a dagger or a short sword, though, yet it does.
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>>54244077
>>54244097
>>54244398
>>54245842

Thanks for the great responses. The whole thing makes a lot more sense, now, with different explanations. Thanks also for being straightforward and not condescending with your responses.

My current understanding, then, of the differences between most B/X clones and OSR games, is: 1) Presentation and editing. 2) Tone and "narrative focus" as aided by the rules. 3) Minor rules changes similar to house rules, to aid the tone or streamline the game or whatever. )) Otherwise, most OSR games are very similar and can be played with a certain degree of compatibility with their counterparts, and modules written for their counterparts.
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>>54250202
Considering a sword is more effective at being able to cut and slice than a dagger which is mostly just effective for stabbing I'd rather have my throat cut by a dagger than a short sword in terms of the small chance I'd survive.
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>>54250022
>You just autohit and autocrit. The guard then gets a save if the damage doesn't kill him and if he fails it he dies.
But that's stupid, what's that save supposed to represent? He gets his throat slit, but he's just so hard he can take it? Shit like that really hones in on the weak points of abstract HP and make shit maximally awkward.

And besides, what's the point of all that calculating and rolling if he's just going to die anyway? Especially if he's some rando guard, he just isn't worth the time.
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>>54250224
>Otherwise, most OSR games are very similar and can be played with a certain degree of compatibility with their counterparts, and modules written for their counterparts.
Correct. In fact, I'd say a HIGH degree of compatibility, and add that that's kind of the point, part of what makes the OSR a cohesive entity. You can take a LotFP module and run it in AD&D, ACKS or B/X with minimal adjustments.
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>>54250600
Fine. Not that guy, but here's a new procedure.

Check your max damage on a crit, versus their current up.
(If it's greater) Save to die after one round, die immediately on a fail.
(If it's less) Save for normal damage, die immediately on a fail.
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>>54250327
>I'd rather have my throat cut by a dagger than a short sword in terms of the small chance I'd survive.
Well, then you're just unclear on the mechanics. At extreme close range a dagger is strictly more dangerous than a short sword simply because of being more manageable and thus able to do more damage more precisely.
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>>54250656
Still a worse procedure than "the guard is asleep and helpless, so you kill him with ease".

Why are you so invested in keeping this non-name rando alive, anyway? Why does he NEED that chance? What's the fucking POINT?
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>>54250713
Little bit of both. The smaller blade is more nimble, but the bigger blade has a bigger edge, so it has more opportunity to do damage due to the size.
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>>54250600
>He gets his throat slit, but he's just so hard he can take it?

Yes. Most level 1 guards will just die from the damage. However some guards in the system might be stronger than others , if they're a higher level or something like an Ogre. Likewise the character might be particularly weak themselves. Hence the roll.

Unless you're playing in a game that doesn't have any level system or anything beyond regular humans in it your method fails to take into account relative power levels.

Would an encounter with a dragon in your game really go.

>Your level 1 thief sneaks up to the sleeping dragon
>I slit it's throat
>Congratulations it's dead and you get it's treasure .
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>>54251224

This conversation was about a "guard" not a dragon or an ogre. Here's your (You)
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>>54251311
>Ogres can't guard things
>All guards can only be level 1 humans
>The only thing. you'd ever come across something sleeping in game is a level 1 human guard.
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>>54251110
>the bigger blade has a bigger edge, so it has more opportunity to do damage due to the size.
Wha...no. What? No. That's not how it works, *at all*. HEMA y'self up, son.
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>>54251224
Strong? Weak? What kind of insane musculature would protect you against a knife to the throat? Bulls are much stronger than men and look how easy it is to slice steak.

Same way, it's impossible to imagine a person physically too weak to cut a throat, but not too weak to go adventuring. That's like... "struck down and bedbound by muscular palsy" level. A three-year-old could cut a man's throat if you could convince him to do it.
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>>54251572
Some quality shitposting you got going on.

Some high level guards or monsters can get a save representing their instincts, toughness or luck. Some random guys can die outright. Some things, like dragons, aren't even worth trying that shit over because you won't kill it, you'll anger it and you'll be fucked. Depends on the setting, but all of the above can be resolved in a few seconds.

If you don't game with assholes, the issue of whether a particular throat-slitting invokes a save is a non-issue. That's why people migrate to OSR in the first place.
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>>54239777
bumping for interest
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>>54240001
This is becoming the new Katana meme. Lulz
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>>54239417
That's why I run BFRPG.
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>>54251823
Eh I don't like to play at the whims of GM fiat. It's much easier to make decisions and therefore actually be able to roleplay when I know how my actions will occur mechanically and therefore the consequences of them.
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>>54251823
>Some high level guards or monsters can get a save representing their instincts, toughness or luck.
Honestly, this. If you want the guard or whatever to have a chance, give him a save or roll against Wis or something to wake up *before the murderer comes in range*. Nice little way to boost Thieves, as well; it's only fair to disallow the roll if the Thief succeeds at his Move Silently check, after all.
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>>54252071

>It's much easier to make decisions and therefore actually be able to roleplay when I know how my actions will occur mechanically and therefore the consequences of them.

You're fucking dense.
The mechanics everyone literally told you were: If you sneak up on the sleeping guard, you automatically slit his throat.

There is nothing ambiguous about the consequences of that or how to roleplay it. People are literally telling you that if they were a GM it would be a trivial thing for you to accomplish.
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>>54252071
Well get this: a lot of those decisions can be discussed. Which also takes a few seconds. Most of the rulings I'm not sure about, I discuss with the party. Keeps everyone engaged and nobody feels fucked over because everybody is interested in the fair outcome.

Not to mention I don't obscure the outcome before a player takes an action. So it's not something that happens after the roll.
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>>54252194

Well I guess in those games the most optimal strategy would be to max out sneak and wait to slit everything's throat in their sleep, maybe with a wizard with sleep to force the matter. Dragons, demigods, ogres, trolls , frost giants , all die instantly and without question to the little dagger in the night.
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>>54252071

My group feels this way as well. We like to play in an OSR-esque style but we prefer rulesets more fleshed out than the B/X clones.
We use Mythras Classic Fantasy for dungeon crawls mostly.
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>>54237780
I haven't really decided yet, but I'm leaning towards something like NWPs. I'll probably modify the list to only include things that aren't generally useful while dungeoncrawling, though, because I assume characters are competent. It's always bothered me about Type III+ games that your average character is incompetent in most things in the dungeon, and you have to choose between being marginally competent in a few things or having skills that are mostly flavour. Like if I want my fighter to be a blacksmith, well, that means I can't swim any more. I don't like that. Particularly with how few points certain classes get. At the same time I don't want every character to be a blacksmith, an herbalist, a siege engineer, a ship captain, an astrologer, a locksmith, and a veterinarian all in one.
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>>54252322
>maybe with a wizard with sleep to force the matter
Just for the record, in several editions of D&D it's made explicit in the rules for the sleep spell that any affected creatures that are brained, have their throats cut or similar die automatically.
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>>54252322

Player (You): Since the dragon is asleep, I try to sneak up and slit his throat
GM (Me): You'll know that won't work and will probably just wake the dragon.

Let me know if that was too ambiguous for you to understand the consequences.
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>>54252565

I suppose arbitrary narrative freeform and fiat games can be fun, in a kids in the playground kind of way.

I'll continue your example for fun.

'I walk as softly as air itself so the dragon doesn't hear me'.
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>>54252322
Really? Is it really necessary to go full putting words in Anon's mouth? Nobody ever said shit about dragons and so on, on the contrary everyone explicitly said they would not apply it to dragons and other large monsters.

(The troll is even more ridiculous, since it would regenerate that shit anyway, so in that particular case it's much more reasonable to treat it as straight HP damage, maybe with a backstab bonus)
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>>54252722

You find yourself transported to a different general, more in line with your desired game type:

>>54247042
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>>54252722
Oh, you're just a troll. Disregard my last post then: >>54252767

I don't like to assume trolling in these threads because they're generally too nice, but I won't act dumb when I see it, either.
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>>54250751
I'm fine with handwaving a guards death.
But it's a reasonable ruling if they try it on a giant or dragon.

But sure, I'll give it another go. Just for you.
X-in-6 chance of killing them, on a fail you do your roll in damage.
v. Giants: X = Level - 2 (max 6), ½ Level for MUs & Clerics
v. Dragons: X = Level - 4 (max 5), ½ Level for MUs, Thieves, & Clerics
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>>54252805
I'm sorry. You're right I shouldn't be trolling it up on the osr general it's such a cosy thread and everyone is usually super friendly. I actually love osr style games. I get carried away sometimes on account of how hollow my life is unfortunately.

I'll show myself out.
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Thanks guys excellent ideas.

>>54249645
As hex crawls go, the hexes are not very big so time-scales are reduced, the whole crawls is on a time limit so small increments of time increase the tension towards the end.

Great suggestions by the way, hadn't even thought of hallucinogens or even stink-plants, will be incorporated.

>>54249874
A wonderful list. The magnetised spines are inspired and exactly the thing I'm looking for. Thank you. The vines as well, not being able to speak is pretty scary, especially for magic-users or when ambushed.

>>54249966
You were right to suggest searching on wikipedia, I search through google, those are some image results I don't want to see again. I like that you know of these plants though.

Oh, and The Suicide Tree has certainly got me thinking.
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>>54251311 c >>54250022
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>>54237566
Basic Red needs to be removed from the blog list. He deleted everything but 1 (ONE) shillpost for Zak
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>>54242003
Ok, so you can have as many henchmen as 4 +/- your charisma bonus.
Hirelings (either 0 level humans as torchbearers, porters, etc.) get payed a basic wage (probably something like 1 gp per day normally).

You might possibly be able to lure someone into the dungeon with you for a flat fee instead of a share, but be prepare to pay it upfront and be prepared for you henchmen to through an internal (turning traitorous) or external (claiming you duped them) shitfit later if it turns out they would have more money by taking shares.

On the other hand, the usual way of luring poor mooks into the dungeon with you is to take them on as on of your henchmen. This requires you negotiating with them and agreeing on shares. As they are not part of the party leadership, it only makes sense that they shouldn't expect a full share, and the typical amount is probably around 1/3 share. Offering better or worse terms, good initial equipment or a signing bonus can help with negotiations and/or increase their initial loyalty.

Be prepared for henchmen to test morale/loyalty if you force them to take on risks you're not willing to take on yourself.


As an aside, I like to use these rules for low level henchmen (http://rottenpulp.blogspot.com.au/2013/03/cowardice-treachery-ineptitude-insanity.html)
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>>54239777
>>54251958
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>>54239277
You can do it like pic related. Classes as templates (WR&M, Barebones Fantasy, GLOG) work too.

In my game a rogue can get one 1st level ability of any class, the only form of limited multiclassing available. But then again, I devised some pretty specific classes catering to our needs.
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>>54243700
As the OP, I'm glad my pic inspired you. That interpretation is rad, and totally stolen for my game.
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This is gonna sound really random, but after getting into OSR stuff and reading about dungeons and game design and all that, I started to think of other things that are actually really similar.

And you know what I found? Counter-Terrorism. Military or Law Enforcement officers going into hideouts and buildings is extremely similar to dungeon crawling. You got enemies, traps, NPCs you don't want to fight (hostages), limited resources (flashbangs, breaching charges, ammo), a reason to get in and out quickly, and so on.

You can even insert classes if you wanted; The Pointman who has heavy armor and a shotgun for close range. The sniper that provides fire support. The demolitions guy who is disarms bombs. The lucky rookie.

Any thoughts or ideas on this? You could also keep it mostly realistic (but action movie "realistic") or go for cyberpunk or more supernatural elements.
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>>54254761
You're right that it's similar. That's why SWAT 4 is one of the most OSR videogames ever made too.
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>>54254761
Yep, agreed. That type of tactical insertion also has strong game-theme similarities to heist capers, another very OSR thing. A useful example is Shadowrun, which thrives on both of those types of scenario, and is probably the most OSR-like game that doesn't share the rules. It basically cribs the whole structure of D&D and transposes it to cyberpunk -- even with the elves, orcs and wizards intact.
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>>54254761
I've tried to run an OSR game set in a modern (198X) setting (with the PC's working for a PMC) and I don't think it went well. The players had a nice time, but I thought it was a shit show in
terms of mechanics. I think a large portion of it was the difference in technology levels. like torches vs flash lights, lack of traps inside hideouts, and guns shooting multiple rounds at a range over 100 meters. I do think that having hostages to rescue/be penalized for not saving them would mechanically incentive the players to be as conservative as they would be when entering a dungeon rather than wielding AK-47's akimbo shirtless.

That being said, I ran a game of S.T.A.L.K.E.R. and that went amazingly well with reskinned LotFP.
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>>54255526
>I think a large portion of it was the difference in technology levels. like torches vs flash lights, lack of traps inside hideouts, and guns shooting multiple rounds at a range over 100 meters.
I agree with you about all of this, and I think it's good reason to run games set in cramped areas like office buildings, places with many doors and limited lines of sight (which ultimately and not coincidentally emulates the dungeon environment best), and emphasize the time element of resource management over light, food and other things. More "you have to save the Japanese delegation/find and defuse the bomb/kill all the burglars/whatever and you have THIS MUCH time" and less "oops the flashlight ran out", which would just be a sign of un-adventurerlike amateurishness and piss off the players.
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>>54255768
Die Hard confirmed for canonically OSR film.
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>>54255822
Die Hard is pretty clearly OSR. There are like less than 10 bad guys and they're all lethal as fuck. Details like not wearing shoes matters a lot. Wandering baddies. Problems are solved in creative ways.
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>>54255822
I was actually considering mentioning Die Hard as an obvious solo OSR session in the post. Everything about it including the fact that there are several traps, the helicopter just getting fucked immediately, the need for creative problem solving as going in guns blazing will lead to shit city, is entirely within the OSR style.
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>>54255926
>Wandering baddies.
Oh yeah, good point. John meeting Hans is clearly a disastrous wandering monster roll.
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>>54237699
>I like the kind with a one-way entrance. Get chucked into a hole that opens to caverns and try to find your way out.

This is great but it massacres in experienced players. If the only way out is through, they tend to pick fights and lose badly. I underestimated the importance of "the village a day's ride away" in dungeon design.

>>54240973
>I'm gonna guess your Skerpels
You have chosen... poorly.

>so are there just assholes from every village who want to harass you/ impede your travels?
In general, yes. Civilized areas are full of assholes and their stupid, pointless, hopelessly hilarious problems. It's why I wrote my brand new Table of Peasant Grievances: https://coinsandscrolls.blogspot.ca/2017/07/osr-1d100-peasant-grievances.html

(Shill shill shill your blog
gently down the thread
merrily merrily shill along
this thread is fucking dead)

>>54241015
I am a quantum blogposter. The level of shilling appears to be high until it is observed.

>>54241049
>and make tables like I've been doing for the past few years, ok?
Ok by me. Your tables are pretty decent, I think.

>>54241629
Unscrews into 10 1' poles.

>>54242680
All of these are excellent, but the eel-guys hold a special place in my heart.

>>54244077
>Please enlighten me.
>Whenever anyone asked him about Zen, the great master Gutei would quietly raise one finger into the air.
Top kek
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>>54254886
Nowhere near as close as the games you've been mentioning, but how does /osrg/ feel about SS13?
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>>54254761
>>54254886
I don't play many video games these days but I keep getting clickbaited into "why X is a good game" or "Y reasons modern game design sucks" type videos, and they often raise a similar point to what you're describing.

Enemies who act in a general, but (artificially) intelligent way. Multiple solutions to a problem. Different goals that can be approached from any direction (the original Deus Ex is a good example of this).

Hell, Skerples' starter dungeon seems inspired by that one video explaining why the first Super Mario Bros level is good.

I like that we're coming back around to good game design that relies on player skill and want, rather than waymarks that tell you where to go, or "if the PCs don't pass a DC 20 Geography check, an NPC in town tells them where to go."
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>>54254761
Shadowrun is essentially this.
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>>54238428
>Conversely, if every character class is compentent at most things then players don't need to worry about their "role" in terms of mechanics for party composition, this lets your players run things like a party of 6 wizards.

...Which is exactly why I said Rogues should get a BONUS to the action, not the only ones who can do the action.

Obviously nobody is saying that characters should have to roll to climb out of a small ditch, load up a lantern with oil or climb a rope. Adventuring characters are assumed to be capable at all those things. The problem comes with doing the high fantasy adventurous stuff. Fighters are good at fighting big ass monsters and living. Wizards cast spells and magic, but then you have that entire part of the genre all about sneaking, thieving, feats of wit and skill. Other classes get bonuses to these skills, so Rogues should get bonuses to their niche as well.

Personally I think giving target numbers as per ruling is fine, but it has to be a common enough thing so that Rogue characters can actually strut their stuff and use those bonuses, even though everyone can if they want to.
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>>54257567
>if the PCs don't pass a DC 20 Geography check,
*If the PCs don't pass a DC 20 Knowledge (Geography) check, they make eye contact in silence for the rest of the session. (4 hours?)
>>
>>54257807
It keeps coming up in excerpts from Dungeon Magazine on tenfootpole.org, and I have no idea what the writers were going for.

>The door can only be broken with a DC 25 Strength check, or they can't continue the adventure I wrote. It can't be opened with thieves' tools. It's immune to knock spells. There are no other entrances. Then someone else solves the problem, so the group can continue the adventure I wrote.
>>
>>54258064
>I have no idea what the writers were going for.
"We have to meet the quota for skill checks/Pretend that our skill system isn't ass"
>>
http://tenfootpole.org/ironspike/?p=3710

>It’s not an OSR teaching dungeon. It’s a SKERPLES-designed teaching dungeon, teaching you how to play Skerples dungeons.

SKERPLES BTFO
HOW WILL HE EVER RECOVER
>>
>>54258370
Sick burns aside, a good review. Totally agree that the stuff is cool, the lack of mechanically-useful information (grids, stats) is not.

I still don't get these Pretty Girl sections though. I have no idea what these numbers mean and the tables mess with my mobile browser.
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>>54257787
>>
>>54251958
>>54253440
I was talking about beyond the wall but that works with the description too
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>>54258370
Oi! Skerps the Skerper! You really would be well serevd to inlcude statlines. You've got what, 9 sorts of monster in the dungeon?
>Skeleton, Mummy Fragment (as Crawling Claw+), Stone Cobra Guardian, Skeleton jelly (as Skeleton+), Fungus Goblin (as Goblin), Snake-Man (petrified), Succubus, Basilisk, Xiximanter (as Lich)
You could easily fit that several times on one page. Say... several times in different systems?
And I bet you could get art by Scarp Princess if you sent them a message. You were willing (if unable) to request comissions from that map guy, right?
>>
>people keep thinking I'm Skeples

What a disturbing turn of events.
>>
Namefags were a mistake.
>>
>>54258786
If the map guy is the guy in these threads who made a Dyson-style map, he's sorely what the dungeon needs.

>>54259085
Skerples isn't really a namefag but he's very recognizable and I wish he'd back off a bit. Every thread for the past few months has been significantly about him or his content. /osrg/ isn't ruined forever, but the occasional break would be nice (remember when these threads died before 300 posts?)
>>
>>54259640
>remember when these threads died before 300 posts?)
He's also the guy who keeps bumping the thread at page 10 by saying it's dead.
>>
>>54259640
>remember when these threads died before 300 posts?
It's *because* I remember it that I'm fine with him. If we would have wasted half the thread anyway, why shouldn't he fill that half up with content? And notably also, the threads are about his stuff to a great extent because he *makes stuff*. He consistently puts shit out, so there's shit to discuss. I'm about 85% sure he won't stab you if you also start putting out content in the threads, though.
>>
>>54259729
You can't waste the thread. We can always make a new one. It costs us nothing.

But you can degrade the thread. Drag things down.
Throw mud at it, and you'll splash the pretty parts.
>>
>>54259689
It actually isn't, I do this
>>
>>54259729
I like what he makes, I just don't like that it dominates these threads now.

I'd rather be pointed to cool content that other people are making. There are plenty of blogs and self-published books out there, but not much is being said about them.

It's hard not to sound bitter, I just wish we could slow down a bit. Things were a bit more comfy two years ago when weeks would go by between threads, not a 24/7 thread and a Discord. More time to think and reflect is always a good thing.
>>
>>54240834
A lot of things miff me about that spell, most of all the name.

Really ought to provide travel of some sort.
Why does it go to 8 if 1 is a 4th level spell?
It's super picky about only hitting the whole party, but the explanation would work for picking people off the front or back.
Wouldn't this be really boring to the people in groups of 6+ who don't get caught in the spell?
Is Hellwalk I of /any/ use besides catching a breather mid-fight?
"I don't recommend it as an ordinary spell a magic-user can learn."
Why the hell is the write-up so long?
>>
>>54258370
>SKERPLES BTFO
>HOW WILL HE EVER RECOVER

>Skerp - "First, thanks for reviewing this! I really appreciate the notes."

Well enough, I'd say.
>>
For a fantasy setting set in the Industrial Revolution where guns are starting to get more commonplace, but still has prevalent usage of swords, shields, axes, etc., should fire arm proficiency and marksmanship be exclusive to a Ranger class? Or should Fighters have an access to firearms as well?
>>
>>54260781
Do you have any idea how much easier it is to use a gun passably than it is to passably use anything else you just listed? Guns take way less training.
>>
>>54260781
>>54260835
Rangers and Fighters are proficient with all guns.
Thieves are proficient with small guns/pistols.
Rangers get an automatic pass on gun upkeep and maintenance including dislodging a jam.
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>>54258370
>HOW WILL HE EVER RECOVER
Uh...

Look, I'm not saying that the tenfootpole guy is wrong, but I'm not sure he has good data on what makes a "skerples" dungeon. I'm not anyone does. This is the first dungeon I've written up. I think I can more clearly explain the difference between lessons that are general (check for traps) and this-specific-dungeon based (look for secret passages behind statues). Stuff being behind statues is not a "skerples" feature, it's a "tomb of the serpent kings" feature.

Some of my other (unpublished) stuff has different "lessons", like "watch out for steam" or "fairies usually follow blood."

>>54258478
>he lack of mechanically-useful information (grids, stats)
Grids I've fixed thanks to shy-anon's AMAZING map. Stats, I am not going to fix, but I am going to include a page at the very start for GM prep that goes "here is what you need to do. Find stats for these monsters in your system's Monster Manual. Decide how treasure needs to be adjusted, etc." That bit... should have been its own section from the start, to be honest.

>>54258478
>I still don't get these Pretty Girl sections though
I'm not entirely sure either, but it's not terribly unhelpful, in a way. At least it shows how the module is being evaluated.

>>54258786
>. Say... several times in different systems?
I'm barely proficient in the one system I've chosen to use.

Also, if I have to write them all out again... what the hell you buy a Monster Manual for? Really?

And yeah, I bet Scrap Princess would totally do art if I asked. It's just a running joke at this point.

>>54259049
I am so, so sorry.

>>54259085
>. Every thread for the past few months has been significantly about him or his content.

Look, I was away traveling for ~36 hours? And you guys kept on talking about me while I was gone. I write a lot of stuff. I post it here when it answer questions. And then sometimes, drama ensues and is blasted into oblivion by the janitors.

>>54259826
Good on you.
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>>54260278
Yeah, I don't get people who get mad at reviews like this. Sure, I don't think he understood some stuff... but that's also on me. I didn't explain things clearly. And the review is still valid in any case.

I also threw this dungeon together /while running it/ and made the PDF in ~2hrs, so it's not like I can complain.

>>54259840
>I just don't like that it dominates these threads now.
Again, if you do the math... I really don't post that much. You guys are making bogeymen out of other posters or ranting about me (not my content, me), while I'm gone. So maybe... don't do that?

>There are plenty of blogs and self-published books out there, but not much is being said about them.
Very true. I'd love to hear more about them. Why are you unable to lead by example?

>More time to think and reflect is always a good thing.
Ah, but does is /tg/ the venue for calm, considered, long-term contemplation of a topic? A churn-based anonymous imageboard frequented by degenerated, ironic nazis, actual nazis, russian bots, nerds, kids, and outcasts? Probably not.
>>
>>54260835
I always figured that trained Fighters would be keener with melee weapons, since guns, while almost common in some places, other places might not be as technologically advanced yet and exporting guns and ammo there might be expensive.
>>
>>54255926
>Die Hard is pretty clearly OSR. There are like less than 10 bad guys and they're all lethal as fuck. Details like not wearing shoes matters a lot. Wandering baddies. Problems are solved in creative ways.
Well holy shit, that's a good point.
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>>54261231
>>54261317

It's like talking to a brick wall. You just made two entire posts to respond to every single person who was talking about you. Do you not understand how this is namefagging? Do you not see how you're steering discussion towards yourself by doing this?

Please have a little self awareness.
>>
>>54260781
While we're talking about guns, I have questions. I'm looking at LotFP's firearm rules and I think I like them, but was wondering if anyone has alternative systems they like? I'm potentially into 'fire once per combat' to avoid getting overly fiddly, but it also seems like if I extend round back to 10 seconds it should just take 2-3 of those? Could even add a 'firearms' skill and have the roll-under be loading in 3? This is the overly fiddly shit I was worried about though. Anyway, long way of asking has anyone tried this, variations on this, etc?

Side note, reading up on the english civil war and looking at England Uptrun'd. Has anyone run it? It seems like it has a decent amount of interesting hooks for a sandbox. I'm less into the tables though.
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>>54261512
So let me get this straight. I made 2 posts to respond to the.... 6 posts talking about me? Bear in mind that they weren't responding to anything I'd posted in this thread.

And yet, somehow... my response is the problem? What exactly do you want me to do? You guys want to talk about me, fine. Let's talk. You guys don't want to talk about me? Fantastic! Even better. Leave me out of it, but talk about my stuff if it interests you, because I'm still going to post content where it's relevant, link to new stuff, and answer questions if I can.

If that's an issue... I'm not really sure your standards of behavior are useful for anyone creating content regularly. I have a lot of awareness. I just don't really give a halfpenny fuck about your puritan views.

Back to useful shit...
>>54260781
>firearm proficiency and marksmanship

What do you mean by that? "Can use a gun at all?" "Can use a gun precisely?" " Can use a gun rapidly, in the chaos of battle?" Anyway, >>54260930's feat-like system is pretty good, I think.

Also, "a group of PCs with a cannon" has to be one of my favorite unused OSR group concepts.
>>
I had a sudden urge to write up a table.

d8 Knightly Encounters

1. Knight and retainers (around eight, mostly camp followers worthless in fight) returning victorious from tourney. In ebullient mood; will likely invite party to share his camp in exchange for hearing his stories of the tourney and making appreciative noises at the right moments. Good food and company.

2. Robber baron, lone knight and 2d4 shabby men-at-arms collecting exorbitant tolls. Presents self as legitimate authority; is not. Has no authority to collect tolls. If the toll is refused, will attack if he thinks he can overpower the PCs (superior numbers and/or equipment on his side); otherwise, he will back down. Illegal castle nearby.

3. Toll collector. Lone knight and 2d4 shabby men-at-arms collecting exorbitant tolls. Presents self as legitimate authority; is. If the toll is refused, he will press; if persistently refused, he will almost certainly attack, regardless of the relative power of the two parties. Defeating him will bring the party to the attention of local authorities; best to leave town quickly.

4. Raiding party, victorious: 2d6+6 knights, roughed up (between 1/2 and full health) but triumphant, loaded down with loot and pennants taken from defeated enemies. 1d6-1 prisoners trail behind on spare horses, to be traded for ransom later. Prevented from running with ropes tying them to the horse, and the horse to a leading knight's horse. 25% chance of pursuing a defeated raiding party; in this case, the prisoners will be left with a single minder.

5. Raiding party, defeated. 2d4+4 knights, battered (half health or below) on worn-out horses. Lances shattered and banners lost in the mud. 25% chance of pursuit by a victorious raiding party.

6. Fallen Knight. Liege lord killed on his watch; cast himself out of polite society as self-inflicted punishment for his failing. Sitting forlornly by side of road, lost in thought. Clad in rough sackcloth; armor, weapons packed away.
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>>54261231
>Also, if I have to write them all out again... what the hell you buy a Monster Manual for? Really?
Certainly not to reference in play!

The MCs were terrible products, but they were on to something with the "only use the pages you care about" thing.
>>
>>54261655

7. Hunting party. An animal bursting out of the treeline, followed by a pair of dogs, followed by 1d4 knights. Not in full armor; leather and thick cloth, for protection. Armed with spears, lances, bows. Will almost certainly ignore the PCs, splitting around them and plunging back into the trees. Assuming someone in the party doesn't panic and start shooting.

8. Ransom exchange. Border between two zones recently or currently at war. A bridge. On one end, 2d6 knights, full armor, bearing a chest full of gold. On the other, the same number of knights +/- d2 (flip a coin twice), accompanying a prisoner. No obvious signs of mistreatment. This is a routine operation but ransom exchanges have been going wrong recently. Everyone is on edge. A wrong move by the PCs might set off a bloodbath.

Thoughts?
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>>54261538
>Has anyone run it? It seems like it has a decent amount of interesting hooks for a sandbox.
I've read it a couple of times. It's pretty usable, but you're going to want to do a lot of adaptation and fiddling to suit your taste. Same with any sandbox, really. Throw in bits from documentaries and old books.

Slightly related to your reloading question, we had (in WFRP, so not too useful) an NPC hireling called Bismarck. He was a lovable cheerful urchin with a tower shield. In battle, he'd march forward, plonk down the shield, and sit there waiting. A PC would hand him a gun, he'd hand the PC another gun, and he'd cheerfully reload while the PC took another shot. All lovable ammo-hirelings are now named Bismarck in his honor.
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>>54261642
>Also, "a group of PCs with a cannon"
They'll never agree on who gets to play the cannon.
>>
>>54261538
Someone a few threads ago recommended to use AD&D's conversion of Boot Hill's firearm rules. That seems to work for me.
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>>54261655
>>54261664
>Thoughts?
Worth stealing wholesale. Nice work. Very evocative, reasonably historically accurate, neither too campy nor too boring. 10/10 would inflict on my party.

>>54261660
>Certainly not to reference in play!
Fair, but then photocopy or cut out the bits you need.

I really should be able to say "It's a goblin. It uses goblin stats," rather than "here are 8 different goblins written for B/X, D&D 2E, D&D 5E with the weird xp/gp hack, Into the Odd, and, just for shits and giggles, GURPs."
>>
Is there a big and comprehensive b/x bestiary somewhere around?
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>>54261702
>They'll never agree on who gets to play the cannon.
Whichever one is a priest and is the first to move in with other priests. https://en.wikipedia.org/wiki/Canon_(priest)

(dohohohoho)
>>
>>54261737
You really shouldn't be able to say that. I bet you all the gold under my mattress that 97% of the thread's patrons (lurkers included) think that skimping prep is THE MAIN POINT of running modules.
On a related sidenote, if anyone names two published modules with no monster stats and drops their P.O. box, then I will mail them a cookie.
>>
>>54261698
Yeah, I usually figure on messing with a decent amount of any given module. Probably going to add more weird shit. Its part of my long con to get them to play Pikeman's Lament+Dragon Rampart with me. If it works out and I end up making conversions I'll see if I can make them look decent enough to post.

>>54261703
Cool, I'll check that out. Thanks.

>>54261664
I like how bleak it is. I can easily take this and convert them to roundheads and cavaliers.
>>
Mazes & Minotaurs looks neat. What does /osr/ think of it?
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>>54261854
>If it works out and I end up making conversions I'll see if I can make them look decent enough to post.
That'd be worth reading.

>>54261809
>I bet you all the gold under my mattress that 97% of the thread's patrons (lurkers included) think that skimping prep is THE MAIN POINT of running modules.
I would not take that bet.

But you can't avoid some prep work. I could write a system-tied thing easily enough... but what to do? Hitch my horse to the LotFP bandwagon and all that entails? Go simple but unremarkable? Is it worth sacrificing the "system-less" tag to save a GM from flipping a few pages (or, god forbid, making up stats on the fly)?

Also, do Fiasco modules count?
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What is /osrg/ working on today?
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>>54261642
Can use a gun precisely, yes. I like to think just because certain guns are prevalent doesn't mean they're better prepaired than traditional fighters. Sort of akin to those scenes from The Last Samurai.
https://youtu.be/QE3yMEfpk6E
https://youtu.be/vs3a6LHnMek
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>>54261889
>Can use a gun precisely, yes.
Ah, then just give one class a bonus to hit with a specially chosen weapon. All classes /can/ use any gun, but Rangers get a +4 with rifles, Fighters get +4 with Pistols, Noblemen also get +4 with pistols but only in duels, etc, etc.

Make the base hit chance low enough that it's not /horrible/ not to have the bonus, but that the bonus is well worth having.
>>
>>54261854
Really should have posted this pic with that post. Last thing before more abstract commentary. When they restored the monarchy, the exhumed cromwell's corpse to give it post-humus execution. That's just begging for necromancy.

>>54261876
While we're talking about modules, I've seen it handled well enough just by saying 'I use X, so that's how the stats are'. Its easy enough to fiddle with. On the other hand, improvising goblins isn't that hard. But its not too hard to write either. And I'm out of hands. Really, just making your assumptions and intentions super explicit in the opening sounds like it would save everyone some trouble.

>>54261880
Making dinner and trying to balance my urges for autistically accurate arquebus load times with functionality/making sure my player's eyes don't glaze over.
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>>54261980
THIS PIC now that I've fucked it up twice.
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>>54261876
>Is it worth sacrificing the "system-less" tag to save a GM from flipping a few pages (or, god forbid, making up stats on the fly)?
Absolutely. Sticking in stats for AD&D, DCC, the GLoG, Into the Odd, and Beyond the Wall should cover almost every case.
You don't have to muck about with all of that, but /at least/ include AD&D or Basic if you want to call it OSR.

>do Fiasco modules count?
I don't know... do dinner party games count?
>>
>>54261876
Hey, while you're not wrong there, maybe consider the blue medusa approach of just giving the basic info like HD and damage dice.
That's enough for any Ref to extrapolate from.
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>>54262015
>I don't know... do dinner party games count?
Yes! Aha! I collect on the bet! Mail me your cookies. P.O. Box 27624, Washington, DC.

>>54262016
That's probably what I'm going to end up doing. Veins of the Earth's method is pretty good too.
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>>54261880
I've been using a new type of of roll, where I roll a d6 until I get a 1, counting the number of rolls needed. The probabilities are a geometric series, so I call it a geometric roll, and I've been using a dI (dee capital eye) for it.

Similarly, rolling a d6 to a 1 or 2 is a dII, and rolling a d6 to a 1, 2, or 3 is a dIII.

Rolling repeatedly is time consuming, so in practice I use a percentile roll and approximate with pic related.

Or use code:

http://osr-general.net/roll.html?dice=dI
http://osr-general.net/roll.html?dice=dII
http://osr-general.net/roll.html?dice=dIII
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>>54262101
Ok... why?

Is there a major tangible benefit to this method? I mean, I get mathwank as much as anyone else, but... this seems a little fringe at best, from a gaming POV.
>>
>>54262101
This will appeal to no one without sensual curves.
>>
>>54262082
If you need edits to the map, some shitty sketches, help with the PDF 2.0 and/or proofing, just lemme know. An extra set of eyes may help.
>>
Another table, inspired by the talk of guns.

d8 Fantasy Firearms

1. 'The Manticore', cursed four-barrel magelock revolver. Thirsts for carnage; aims and fires itself. A supernaturally good shot (always hits, always crits). If all enemies die before its barrels are emptied it turns on friends; if no friends are available it turns on its wielder. Do not store loaded.

2. Giant's cannon. Matchlock, sized for lesser giants or half-giants. Adapted to fire massive armor-piercing spikes. Used by a dragonslayer; metal parts discolored by heat, wooden furniture clearly new. Might not be reliable.

3. Fungal puff-gun. Launches a cloud of spores, which then ignite. More explosive than incendiary, and unsettlingly short-ranged. Usually the blast is just far away enough that the user takes no damage, but it is not a weapon for people who like their eyebrows. Manufacture of ammunition requires Myconid cooperation.

4. Bellows-gun. Unusual contraption of flasks and valves and cogs on a small two-wheeled cart. Used compressed air to launch bullets; capable of both semi- and full-auto. Basically the Giradoni air rifle centuries early. Would transform warfare if it wasn't so expensive and so temperamental (Flip a coin at the beginning of each day to determine if it works. If it doesn't, it takes a trained artificer 1d4 hours to unfuck it. If no artificer is available, random johnnies can try to fix it with 1-in-4 chance to fix it and 1-in-4 chance to ruin it permanently.)

5. Gentlelady's Friend. Small disc which can be concealed in a closed hand, stubby barrel just barely sticking out between the fingers. Launches a small spike covered in hideous poison at high velocity. User takes 1 damage from the case heating up unless gloved.

6. Orcish assault-gun. Pair of shotgun barrels (magelock; nothing else would reliably survive) built into an iron-shod war club. Let loose both barrels at point-blank range, just before the charge hits home.
>>
>>54262238
7. Nobleman's Showpiece: Breechloading single-shot wheellock pistol, using reusable steel cartridges. This actually existed irl as early as the 1500s, so if the players complain about anachronism you can tell them to shut up.

8. Cannon Golem: like an iron spider with a cannon for an abdomen. Sacks of cannonballs, canister, gunpowder hanging off it in defiance of all safe ammo-handling procedure. Ramrods clenched in its many dextrous forelimbs. Reloads twice as fast as a human gun-crew, otherwise stats as golem. Lost. Obeys anyone with the appropriate fancy hat.
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>>54262207
I appreciate the offer, anon. I'll post the V.1999 pdf here later this week for general comments. Extra sets of eyes always help.

If anyone is bored enough to trawl the archives and find all the existing, previously documented errors, I'd also appreciate that, but if not I'll do it myself anyway.

>>54262196
>This will appeal to no one without sensual curves.
>>
>>54262286
This one better have some proper layout and typesetting though :^)
>>
anyone here collect old modules? It's basically why I still OSR, because most newer editions of DnD had pretty garbage modules. I never see a hint of praise for any 4e modules, 3e modules, and waves and waves of criticism for the "campaigns" that 5e is currently getting.

Does /osrg/ have a list of the "best" modules? I've been compiling a list of the "best" DCC modules, but that's a small list.
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>>54262429
There will be an attempt. I'm sure /tg/ will offer copious advice...
>>
>>54262444

What DCC modules are good?
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>>54262101
>>54262145
Here's a one-tailed distribution from Holmes.
>>
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>>54262101
>>54262145
>>54262507
Here's a one-tailed distribution from Monsters & Treasure.
>>
>>54262530
If you roll 00 three ties, is that no languages?
>>
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>>54262538
>If you roll 00 three ties, is that no languages?

>>54262530
>>54262507
Ok, but surely those were just generated by eyeballing them. They're just weighted d100 tables. What does the multiple d6 roll system of >>54262101 actually /do/, vs just eyeballing a "4-in-6" chance or something?
>>
>>54262495

Depends on what you like. Some of the modules are straight dungeon crawls and are lit, but others are weird as fuck. There's not much in hexcrawling right now, and even hexcrawling levels are gridded sometimes.

For zero levels, Sailors is basically the best possible one.
>>
>>54262583
Tell you how long you can expect depletion dice to last? No wait! THERE IS NO CURVe TO LOOK AT!!!!!!!!!!!!!!!!!!!!1!!!!!
>>
>>54262249
>The cannon golem will obey anyone who can answer its geometry questions, showing their work.
>>
>>54261702
where's this image from and how do I make my life all about it?
>>
>>54262583
It's notation for a type of distribution where small numbers are more common than large numbers. Lots of people speak one or two languages. Not many according to Gygax's table speak six or more. Instead of providing a "Language Spoken" table, it would be nice IMO if we could say "make a dIII roll to determine the number of languages spoken".

Not everybody is interested in these types of distributions. But some are. The pics are provided as evidence.

Unfortunately I don't think there is a way to get one of these distributions with a single roll of the dice.
>>
Is there any substantial downside to playing a preserver in dark sun?
>>
Is grey matter rpg any good?
>>
>>54262977

>being this much of a little hippie fag

The world is your fucking oyster, and you...LIMIT YOURSELF? You aren't going to become a sorcerer king with that attitude.
>>
>>54242333
That comic could have been so good had it not devolved into SAD and shitty character focused issues.
>>
More tables!

6d6 Travelling Wizards

>His dress
1. Tall, pointy, wide-brimmed hat and long robe with tall collar. Between collar and hat, you can't make out the wizard's actual face at all.
2. Many, many charms. Icons of a hundred small gods and tutelary spirits. Enough runes to make your teeth hum when you look at him.
3. Identical to normal peasant. Incognito.
4. Thrift shop explosion. Clashing patterns, colors make him nearly painful to look at.
5. Shining coat of hundreds of tiny mirrors, like the scales of a very shiny fish.
6. Supernaturally black cloak, as if draped in liquid midnight.

>His accessory
1. Gnarled staff, fairy-lights playing along the tree-root 'basket' at its top.
2. Small animals in tiny cages, hung by string from his belt-loops.
3. A bodyguard; a flying, living sword. Aggressive and demonstrative; likes to show off. Wizard must occasionally call it to heel.
4. An array of glowing jewelry, of uncertain actual purpose but quite obviously magic and valuable. Bold, to walk these roads with wealth so obviously on display.
5. An obvious spellbook, with armored, waterproof case. Contents laced with traps and curses for the unwary reader.
6. A veil, decorated with eyes in gold thread. Kept pinned up to the hat; only let down over the face when battle looms.

>His travel
1. Flight, without obvious cause or exertion. Total disregard for orientation; appears unruffled as if standing upright on solid ground, even when upside-down a hundred feet in the air.
2. An obviously magical fairy-horse. Actually another wizard, shape-shifted; they take turns riding each other.
3. Walks with incredible speed, each step covering the length of seven normal strides. Magic boots are to blame.
4. Richly decorated horse-drawn cart. Essentially mundane.
5. Some strange or unusual mount; a monster tamed, its will broken by sorcerous might.
6. Uncertain. He just... shows up somehow, when and where he needs to be, and vanishes when nobody is looking.
>>
>>54263378
>His mannerism
1. Suspicious. Questions the party on small details repeatedly, as if hoping to catch them out. Accepts nothing without assurances. Always glancing about nervously. Eager to leave.
2. Disdainful. Believes self to be elevated beyond normal mortals. Will speak to wizards in the party, assumes they are in charge, will totally ignore everyone else.
3. Volatile. In an utterly foul mood because of something. May very well attack anything that annoys him. Like a PC.
4. Distracted. Seems to be having a slightly different conversation than everyone else. Occasionally addresses thin air, reacts as if it responds. Maybe he's genuinely talking to someone, maybe he's just crazy.
5. In a hurry. Will brush off any and all attempts at communication, will scream at the PCs for obstructing him if they insist on interacting with him.
6. Changeable. As the wind. Re-roll on this chart or come up with your own moods mid-conversation at the GMs discretion.

>His powers
1. Mesmerising eyes. Direct eye contact makes the wizard seem incredibly persuasive.
2. Smells lies. He notes each and every untruth, including things the PCs are hiding from each other. May or may not remark upon them. May remember them for later blackmail.
3. Lightning. From his fingertips. Basically whenever he wants it. Not very damaging as lightning goes but paralyzing. Like a taser.
4. Brings things to life temporarily, a minute at most. Swords wriggle out of your grasp, your armor tries to bind and restrain you, rope coils out of your backpack to try and strangle you, dust flies straight into your eyes. Carries a lot of items of this nature.
5. Steps through worlds. Vanishes, pops back up in a few rounds within line-of-sight of his previous location. Cannot quite remember what happens in the intervening time.
6. Form is as smoke, swords and whatnot pass right through with a ripple. He is not quite completely immune but it would take a lot of effort to kill him like that.
>>
>>54263384
>His cause
1. Chasing the perfect site to observe an upcoming astrological conjunction.
2. Searching out rumors of a nearby dungeon in hopes of paying off wizard student loans.
3. Fleeing from a demon whom he accidentally unleashed on the world with specific reason to hate him.
4. Seeking out subject of prophecy in hopes of manipulating fate to his own ends.
5. On a Quest for the God of Knowledge to earn specific bit of obscure but vastly important lore.
6. Searching out band of rootless, violent wanderers for near-suicidal mission to gain ancient artifact in exchange for vast sums of gold. You there! Travellers!

Thoughts?
>>
i'm kind of bored, would anyone in OSRG be interested in some converted old modules to be compatible with DCC?
>>
>>54263229

And you ain't gunna become an Avangion with that attitude.

>>54262977

You are putting in a lot more work than the Defiler. He'll have more immediate power due to his choices.
>>
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>>54262876
Spirit Circle, by Satoshi Mizukami (same guy behind Biscuit Hammer and Sengoku Youko).
It's about a necromancer cannabilizing his future reincarnations to avoid having to grow as a person.
>>
>>54263444
Mizukami's works are superb in general. Good taste, again.
>>
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>>54261917
Also, I've got a conundrum. Guns may be present in my setting, but I want there to be a number of factors that might detract a number of armies and regular persons the like from using it. But some feedback about them would be appreciated.

>Magic: Certain spells such as Shield, Protection from Missles, Wall of Stone, and Wall of Iron would provide magic users sufficiant protection from bullets and the like. I still haven't decided if enchanted items should be allowed in my setting yet, but if they were, clothing, shields, and armours would most likely be enchanted with Protection spells for soldiers and peasantry alike. Ironskin potions and such would be available from alchemists. And while not spell based, a dragon's scale hide would be impenetrable against conventional wesponry sans magic-based ones, and a race of my characters effectively have bullet resistant skin.

>Isolationism: The social fabric of countries obviously changed with the arrival of guns, making the most inexperienced farmhand able to take out the finest of knights, theoretically. The ruling class of some countries may forbid average citizens to possess fire arms and maybe any items relating to their manufacturering and maintenance, with severe draconian punishments implemented if found out, which might detract smuggling efforts from other countries. They might even bar gunsmith companies from operating their in the first place.
>>
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>>54263718
>Cost: Maybe the more backwater countries might not have the technological capabilities to produce the necessary materials for making state of the art firearms. The amount of wood or metal ore from the local area might be insufficient to construct the required parts to outfit a sizable army with rifles. The firearms that are exported there would be at prices too steep for the average worker to settle with, not to mention future cost of maintenance, gunpowder, and ammunition if they accept brass cartridges.

>Skill: Some countries might see the act of war as an art and eschew the use of weaponry deemed unworthy based on their lack of merit and skill from the warrior wielding it.
>>
>>54237566
The kind that's structured based on the designs in zelda games
>>
>>54263718 >>54263734
Just say they need to be made by 9th level MUs and be done with it.
>>
>>54263734

I made guns super lethal, but so unweildy and retarded(and illegal) that the only ones exist need two to operate, and also having one is a death penalty.
>>
>>54262983
It's a collection of modern classes adapted to an OSR context. If you need that, it's fine.
>>
What kind of content would you be interested in seeing for a new OSR blog?
I've been thinking of making some sort of bestiary of slavic mythology inspired monsters and locations, and perhaps some maps here or there, but am not really confident in being able to produce enough interesting material.
>>
Players in my game decided they wanted to all play Kobolds. I'm going to use GLOG as a basis for my game, so I wrote up a kobold race:


>Kobolds are Small creatures which receive a +2 to Defense when being attacked in melee by larger creatures but their small hands and short stature make it so they can only use small weapons in one hand or medium sized weapons two handed
>They are natural skirmishers and may move-attack-move as long as they have movement left but still provoke opportunity attacks as normal.
>Kobolds intuitively understand traps, they start with the Tinkering skill at 6 and if they discover a trap they can attempt to roll the skill to change aspects of the trap without setting it off on themselves.
>When kobolds move as a group for stealth they use the best Stealth score among them rather than the worst.
>If three kobolds work together they can excavate 5 cubic feet of earth in a turn even with their bare claws. With proper tools (pickaxes sledgehammers) they can do this to most stone in an hour making them expert tunnelers.
>Finally, they can see twice as far by light as a human can, doubling the effective lit and dim ranges of all light sources. The downside to this is that they are at -2 to save against any dazzling or dazing light effects and take a -4 to attack, skill rolls and defense when they operate in daylight or conditions mimicking it

I tried to mostly stick to the themes of them being fantasy Viet Cong lizard people who are good at tunneling, skirmishing and using boobytraps. Still, it feels like it's missing something. Thoughts?
>>
>>54264843
>Still, it feels like it's missing something. Thoughts?

Seems pretty good, but it seems you are kind of missing a behavioral tick. Something that makes you *feel* like you are playing kobolds instead of humans with weird bonuses.

Maybe they have to make a save to avoid grabbing jewels or gold even if they know its stupid? Maybe they are cowardly, or have to make a save or obey any command from a dragon?
>>
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>>54237566
>Best dungeon structure
Obligatory image.
>>
>>54264988

My fluff write-up for them has it that they collect gold and jewels compulsively, but unlike typical adventurers they don't really care about money, since they're much more collectivist minded/tribal and will take care of any of their own if they need help. Instead they hoard gold and jewels to try and attract a dragon to worship and serve.

Normal adventurers collect wealth to buy land and strongholds. Kobold adventurers collect wealth to attract a big scary boss for their tribe.
>>
Are Adventurie Writing/How to Game Master Like a Fucking Boss books any good?
>>
Does anybody gives Fighters feats of strength? Are there any systems that handle it well for high levels; up to an including supernatural levels of strength and fortitude?
>>
>>54245842

>no DCC mentioned

man, fuck off
>>
>>54255926
Actually, Die Hard is even MORE OSR once you realize that Gruber's gang are the PCs.

Hitting that dungeon complex hard, going for the big score, don't care about anything but money, tons of elaborate strategy, they've got a guy onboard who's nothing but a safecracker, BUT there's a truly horrible guardian monster in the dungeon they weren't ready for.
>>
>>54244398

>keep on the borderlands clone

so...it's like a module where you have a home base and adventure through caves? What the fuck?
>>
>>54258064
"The rest of the adventure is behind this thing you can't do" design irks me so much. What the fuck is the point of hiding the adventure behind a secret door ffs

>>54260781
Marksmanship maybe can go to rangers, but depending on the period of the industrial revolution somewhere between half and nearly all soldiers used guns so it would be weird if fighters didn't get proficiency.
>>
>>54262495
I don't think he has a list of the best ones but it looks like this guy has your review needs covered http://dcctreasures.blogspot.ca/
>>
>>54262495
>>54265687
Tenfootpole reviews DCC adventures as well.
>>
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>Party doesn't meet in an inn
>Instead they meet in the process of ganging up on a wounded knight
>They go on an adventure motivated entirely by the gold they find promised in the knight's possessions
>Have a bunch of disjointed and poorly connected adventures on the way there
>Run away half the time
>Rest of the time tend to try solve their problems with ridiculous plans and shenanigans, that most of the time fail
>Actions have real consequences
>No one really wins by the end
>Everything is looted
>Everyone has low intelligence and charisma
>The fighter can take on some regular guards, but not a more experienced knight (who's clearly level 9+ with a fort and followers)
>They change their equipment often, indicating realistic lack of durability and things wearing out
>Weather is important, quite literally kills one of them off

This movie just needs a dungeon crawl or two to be a stellar example of OSR gaming. It's a shame it doesn't seem to be very well known outside Italy.
>>
>>54265383

Wouldn't it basically just be a ravenloft module at that point?
>>
>>54238119
>>54252390
Nwp is covered in the Rules Cyclopedia as a variant rule.
It more or less puts adds some "official" on paper rules to customize your character as you see fit and add flavor to them.
Along with weapon specializations etc.
It's cool because one of my players made a Rangerish style fighter just adding certain skills. It's all about creativity on their end and what's cool with the DM.
>>54252465
Correct me if I'm wrong but I'm pretty sure the sleep spell doesn't work on creatures over a certain hit dice.
>>54252322
> maybe with a wizard with sleep to force the matter.
Read above
>Dragons
HD too high and with later editions you have
Ridiculously good saving throws.
Immunity to loads of mind altering effects.
And on top of that there's spell resistance.
If you're pwning dragons left and right your DM is playing dragons with 1998 Ultima Online AI.
>demigods
A demigod had all of the above that dragons do. Stat wise a demigod could easily pwn an Ancient dragon by themselves.....in any edition. Even a fully maxed out lair of them. Although that could prove challenging.
>ogres
Meh yeah that would work.
> trolls
regeneration unless they're set on fire/acid. Ever seen what happens to a rogue or wizard when there's one hell of a pissed off troll right on top of them?
>frost giants
Too tough for sleep magic. And a dagger would be like stabbing a human with a thumb tack due to size.
>>
>>54265829
I get the attraction of having rules for things but on the spectrum of "things rules are helpful for" I'm not sure cutting an unconscious person's throat with a knife is at the head of the pack.
>>
>>54257438
I love it, but I get fatigued easily so I don't play it that often.
>>
>mention I want to run a swords and sorcery campaign
>describe the general setting
>someone spergs out at me for hours because it's not the hyperborean age
>tells me fritz lieber isnt swords and sorcery
>TELLS ME HAWKMOON ISNT SWORDS AND SORCERY

fuck sakes man I need a smoke, that was a frustrating hour
>>
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>>54254761
If you wanna get even closer to the "going into a hole in the ground and clearing it out for reasons", do a game based on Tunnel Rats in Vietnam.

>tiny holes and tunnels in the ground
>traps and false wall attack points
>flooded tunnels
>pistols and handweapons
>different rooms in the complexes (kitchens, hospitals, storerooms, command centers)
>>
>>54266777
I feel your pain but on the other hand I am seething with envy over not having anyone with the passion and the autism to engage in this category of shitslinging with
>>
>>54266907

join the discord server and poke the user "nori" with a stick. extremely easy to rile up, actually.
>>
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>>54266972
Oh I can get that in a number of places online, I just wish I had face2face friends with whom I could get this level of autism going.

I had my burnout a few years ago and broke it with a great game about a month ago, but I insisted on the players having to organize the next session, western marshes mailing-list-style, to show they give a shit. One player asked me yesterday "hey when's next game" and I reminded her, and she didn't care enough to organize. "Do you seriously expect us to organize a game night?" Ouch.

Well, I did my part and ran the best damn game I could.
>>
>>54267293
West marches teaches you things, anon. Things you maybe didn't want to know.
>>
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>>54267338
That lesson is one I learned a long while ago, but I needed to really really REALLY make sure.

Perhaps in another life
>>
>>54261980
>urges for autistically accurate arquebus load times
If you're good at loading a musket or other long gun, it takes about a minute. In OD&D (and AD&D? I forget, I've used house rules for everything to do with combat in AD&D for far too long to remember any of the real rules) rounds, you'd get off one volley per round if well trained, one every other round if not.
>>
>>54267701
>>54261980
>>urges for autistically accurate arquebus load times
I actually had an idea for a campaign progressing through history, with guns becoming available in "the lands" only after about 3 or so sessions, then players can discover them on their own, get in on the business at the ground floor. Eventually the endgame would have been buying exotic and highly specialized guns from the east for premium prices.
>>
>>54264843
What is the purpose of differentiating between dim and lit levels of light in an osr game? I know that's also a distinction for Pathfinder/3.5 (which I'm guessing you also got attacks of opportunity/moving so many squares a round of combat from) but when I played that never came into context. I just can't imagine how a referee would use the two categories?

I wrote up a bunch of GLOG race-as-classes and one thing that struck me was to assign a conviction that the race started with. This would serve as a way to mechanically incentivize a player to act a certain way when playing a kobold. I would look for similar ways to contrast kobolds and humans if you're still trying to add something to them.
>>
>>54267989
I don't have it in front of me but I seem to recall some of the reasoning with dim light had to do with making out details, stuff like reading off spell scrolls or whatever.
>>
>>54263393
The tone in these feels a bit off compared to the knights, less evocative? I think the mannerisms and powers are the best, they just work better. Its still useful though.

Its big enough that you could put it in a 2-column pdf.
>>
>>54263402
I'm more interested in vice versa personally. Haven't played dcc or done a rules breakdown. Where does it differ from B/X or AD&D?
>>
>>54238495
what?
>>
>>54264513
I'd read that. Bestiaries are a lot of fun even in themselves.

On output, making sure you play enough and have enough inspirational reading/other media helps. If you don't figure its enough for blogging you can always make a zine sort of thing or a pdf.
>>
So I've been reading through DCC and while I like the 0th-level funnel, I don't like the rest of the system- particularly the XP. I'm a hardline 'GP looted as XP earned' type guy.

Right now I'm running the Barrowmaze Megadungeon for my group. Does anyone have any suggestions for using the 0th-level funnel for Moldvay/ B/X retroclones?
>>
>>54268546
Do it like the book, but change it so that instead of the players rolling for new HP at level 1, their HP doubles if they are fighters, stay the same if they are magic users, and is multiplied by 1.5 if they're a thief or cleric.
>>
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>>54268546
Here's one for BFRPG. There's also N4(?) Treasure Hunt but it's AD&D
>>
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https://rottenpulp.blogspot.com/2012/06/matt-rundles-anti-hammerspace-item.html

Thoughts on this encumbrance system?
>>
>>54269080
I like this one. Seems simple enough to translate into a B/X type system.

I'm thinking maybe roll a d4 for race: on a 1-2 or 1-3 creates a human and on a 4 player then roll a d6:

1-2: Elf
3-4: Dwarf
5-6: Halfling.

I like it.
>>
>>54269208
Looks similar to the LotFP rpg's encumbrance system
>>
>>54269208
>full plate
>longsword
>shield
>only enough bag space for a couple pieces of other stuff including food and water
Nah. I prefer a combination of Justin Alexander's encumbrance by stone and Telecanter's encumbrance sheets. If you go to half-stones for the encumbrance by stone they are pretty similar and it comes with great encumbrance sheets for pack animals and porters.
>>
>>54269224
why not just roll a D6 to begin with
1-3 human
4 dwarf
5 elf
6 halfling?
>>
>>54270350
1d10 is the smallest die with a prime factor of 5.
You're weighting it differently, it's 2,2,2,4.
I'd rather see 3,2,2,5 on a d12.
>>
>>54270498
I know it can be a bit of a hassle to find one, but a d16 is the only die where the mean plus the standard deviation (calculated out to two decimal places) divided by the difference between the maximum and minimum results and raised to the power of pi equals 98% of the value of two over three, and I think that's really the most important thing here.
>>
>>54270308
It's not just one bag though. All of those sections are different packs. I'd say that differently sized carrying tools should have a different amount of slots though.
>>
>>54271188
Yeah, and if you are a moderately-equipped fighter (plate, sword, shield, backup weapon) you get one bag which can hold three items. And that's assuming you aren't being too strict about where things are and allowing you to count your shield and dagger in the same section despite not being in a bag together.
>>
05: [PERSON] plays [GAME]. That proves he’s nothing but a [DESCRIPTOR] [EXPLETIVE]
16: James Maliszewski
20: Holmes Basic
16: Butthurt
20: Fanboy
>>
>>54271404
That's just a number problem, it can easily be modded. The format is the interesting thing here.
>>
Rolled 20 (1d100)

>>54271450
>>
Rolled 6, 100, 74, 63 + 1 = 244 (4d100 + 1)

>>54271710
>[GROUP] are nothing but another elitist clique, a pox on them!

>>54271735
oops
>>
>>54271755
>Daniel Proctor are nothing but another elitist clique, a pox on them!
Damn, and I liked Labyrinth Lord too.
>>
>>54271682
So your real question is "what do people think of having items in bags?" Nothing wrong with that, I suppose, but I can't really say that there have been a lot of times when there's been a situation where I've needed that information.
>>
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>>54242523
HNNNGGGG indeed
>>
Rolled 2 (1d4)

>>54271755
>>
>>54263444
noice, thank you!
>>
>>54271868
I think it's a pretty good visualization for players, and it makes them think more about where they stash their stuff rather than just buy one backpack to stuff things in.
>>
>>54271916
>>54271782
>>54271755
Daniel Proctor and Dave Trampier are nothing but another elitist clique, a pox on them!
>>
Crossposting my game from the Gamefinder thread. I'm running the Bastionland playtest!
>>>54271915
>>
>>54272068
Ha, someone posted the new /osrg/ there as well!

Are we gonna merge with Gamefinder?
>>
>>54272285
>>
>>54268546
Why do we need 0-level funnels when 1st level characters die like flies anyway?
>>
>>54272472
It's better to lose three out of your four 0-level schmucks than your single 1st level guy.
>>
when is the new thread xd
>>
>>54273251 c >>54272264
>>
>>54272472
Because DCC is a reinterpretation of D&D for old people who don't have the same amount of time to play as they used to. Instead of having levels 1-3 be lethal, they created the funnel to have players once again taste that feeling of weakness for a moment before moving on to stronger characters, which most people look forward to.
>>
>>54268546

Get "Sailors on the Starless Sea" from the Trove. I ran it with Moldvay basic and killed half the party with no real changes.
>>
>>54273278

Eh...

Depending on the adventure, DCC can be fucking rough, man. The adventures GG writes are generally a soft touch, for some reason, but I was seeing deaths pretty commonly from levels 1-3. My players are retarded though, and frequently go out of their way to start shit with everyone they see.
>Running converted ravenloft
>FUCK THIS SHIT WE'RE LEAVING
>25 wolves appear and surround you. It seems as if they're trying to prevent you from leaving barovia!
>ALRIGHT BOYS *UNSHEATHS SWORD* LET'S FUCKING DO THIS
>guys you shouldn't that's literally 25 turn an-
>I ATTACK THE NEAREST WOLF etc etc etc
>>
>>54274122
Did they die
>>
>>54274159

Actually they were level 5 so two of them survived. The martials did not and the wizards spiderclimbed to safety and nuked below with various killing spells. The other players had to take barovian hirelings on and hope they lived.

Oddly enough, two did. They constantly act like that little bitch from the magic school bus (at my old realm, we never _____"
>>
>>54274159

I have another player and we basically call him "fuck it jake" because he just attacks whatever.
>running Isle of Dread
>there is a t-rex eating and blocking your path what do
>fuck it, I attack
>combat ensues and he died
>fuck it, my other warrior attacks
I don't even know why he does this shit.
>>
What foraging rules do you use for wilderness adventures?
>>
>>54272512
Then why not four 1st level guys?
>>
>>54263241
>could have been so good
>SAD
What the fuck are you on about? You don't like Killsix? Because there were three panels of Cio being asshurt?
>>
>>54266777
>Leiber isn't Swords & Sorcery
>the man who INVENTED THE TERM isn't Swords' & Sorcery
I'm feeling assrage levels I didn't think were possible.
>>
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We're on page 11.

>>54273251
First person to complain is responsible.
>>
>>54275411
>We're on page 11.
Very last thread on page 11.
Thread posts: 329
Thread images: 78


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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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