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/osr/ - Old School Revival General

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Welcome to the Old School Revival/Renaissance General!

>Trove:
http://pastebin.com/QWyBuJxd
>Online Tools:
http://pastebin.com/KKeE3etp
>Blogosphere:
http://pastebin.com/ZwUBVq8L

Previous thread: >>55003792

What is something in the OSR community that everyone else seems to like, but you think is overrated?
>>
>>55027838
>What is something in the OSR community that everyone else seems to like, but you think is overrated?
Race as class.
>>
>>55027683
>Could you summarize what you like about WoHF for me?

It's wild and untamed, with no great kingdoms or secret societies or incredibly high-level PCs to boss you around. You can truly be your own lord and master and go wherever you like.

It's also pretty wacky and contains some neat scifi stuff.

I could tell more but it's pretty late.
>>
>>55027874
Sounds cool mate, thanks.
>>
At what level (if any) would you guys consider it OK for a paladin to begin being his own source of power? Like would it make sense for a paladin to eventually become a god himself?
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>>55027954
Beyond 20.
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>>55027982
How would you justify such an occurrence?
>>
>>55027954
Probably endgame level, but it depends on the setting I guess.
>>
>>55027954
God never
Saint? 10ish, which is also the typical 'retirement' time for characters
>>
>>55027954

The best type of 'paladin' is a standard fighter who fights for justice without any magic or supernatural powers.
>>
>>55027838
>What is something in the OSR community that everyone else seems to like, but you think is overrated?

Classes

I'd love to run a game where everyone started out as just a dood with a knife in a dungeon, developing based on what they found like someone playing a blind deprived dark souls run. Or Brogue.
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>>55027838
>What is something in the OSR community that everyone else seems to like, but you think is overrated?
Collaborative, play-driven homebrews customized to the tastes of the GM and players, then posted online for everyone to enjoy, adapt, or critique. That's the worst.What a waste of time.
JK, I love you guys
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>be autistic NEET
>too dumb to work
>too stupid to apply for autismbux
>decide your life is so pathetic you want to roleplay as another person in another world
>no money to buy a system that people actually play
>decide it would be much cheaper to buy a bootleg "clone" of a 40 year old system complete with stock art
>stave off ADD long enough to read through the mess of a book
>it's shit
>decide it wasn't that much money so it wouldn't be the end of the world to buy a different bootleg game
>it arrives
>it's shit as well, go figure
>try again
>it's fucking shit
>somehow your stupid autistic mind is too dumb to see the pattern
>keep buying these dumb fucking bootleg games with your parents' money
>eventually you've spent enough money that you could have just bought 5E or Pathfinder or any other reputable system that people actually play and isn't made by some other autistic NEET
>brain finally catches up to the real world and you finally realize your stupidity
>immediately descend into denial
>hop on /osrg/ to find other autistic retarded NEETs
>it's perfect
>it's a circlejerk filled with "people" like yourself, all convincing themselves that the good games are actually bad, and your bootleg versions of them are superior and that you didn't all just waste your parents' money
>go to bed at 2pm
>fall asleep as a tear rolls down your cheek, not because you're smart enough to realize how pathetic your life is but because the core of your biology is screaming at you for being such a waste of space tendies-munching NEET piece of shit
i wish i never bought these dumb games with my parents' money... i am such a piece of shit. anyone know any good OSR games to immerse myself in to get rid of these feels?
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>55028153
Dungeon World.
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>>55028153
I just play 5e and influence my game with OSR concepts. It's easier to find groups and my IRL friends all prefer to play something with a more active community.
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>>55028230
Sshh.
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>>55027838
>What is something in the OSR community that everyone else seems to like, but you think is overrated?
Retroclones. Beyond the ones that exist solely as legal loopholes to publish content compatible with older editions of D&D, I just can't get on board the hype train so many of them have built around them. Many of them are good games in their own right but they're not D&D anymore to me, and a big part of what I find interesting about OSR is the way it interacts directly with real, extant products from the past.
>>
So I played 5e recently, and while I still like Old school D&D more, I really liked how different classes had widely different bonuses and fun mechanical abilities.

Any ideas on how to implement those in B/X or any retro clone?
>>
Would it be considered imbalanced if I had cleric able to cast at level 1 but put limits to what they can do? Wizards get a big selection of spells to use anyway.
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>>55028272
For the millionth time, YES it would be imbalanced. But feel free to keep asking until you get the answer you want so you can justify your decision.
>>
Has anyone else read The Nightmares Underneath? It's an overly wordy beast of a book, but it's got a lot of interesting stuff to steal, my favorite being that dungeons are nightmares, a combination of human pain and extradimensional evil fuckery. And if someone dies in a dungeon, it creates a new level based on their insecurities and shattered dreams.
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>>55028272
Not even slightly. "Unbalanced" isn't really an issue in OSR games, most of time. You have to really, really work at it.
>>55028269
The GLOG has a bunch of mechanics that each class gets that are 5E-like, in a way, but with an OSR twist, and with less complexity and strangeness.
>>55027954
Done through play, not through level.

Level 1, or 20, depending on what happens.
>>
>>55027838
>What is something in the OSR community that everyone else seems to like, but you think is overrated?
Expanded combat systems.
Taking inspiration from video games.
Thief skills.
Old-school saves.
>>
>>55028060

>a game where everyone started out as just a dood with a knife in a dungeon, developing based on what they found

PDF related may help.
>>
>>55028269
Make a new class which gets them. Just figure out what hit die, attack bonus/attack matrix, equipment/stat restrictions and level advancement from the base classes you're gonna use, to make it easier.

GLOG's templates are a good example, even if they don't really immediately translate to other OSR stuff, it's there conceptually. Particularly the "wizard schools". It's easy as shit to slap something together.

There was also the 50 classes pdf mspaint anon did, and the class pyramid one he posted 2 threads back
>>
>>55028330
Never heard of it, but that does sound like the sort of stuff to give a look.

Is it in the trove?
>>
>>55027860
>Race as class.
I think race-as-class is still controversial, though maybe a little less so here on /tg/ than other places. For my part, I used to think it was dumb, but as I've grown older, I've begun to appreciate the idea, if not always the implementation. It's still a mixed bag though. It has some advantages and some disadvantages when compared to race and class. Personally, I like how the Basic elf is essentially a fighter / magic-user, but I think that the dwarf and halfling are a bit dull, being fighters with a bit of extra stuff.
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>>55028343
>>55028302
Alternatively... maybe some people would think it was unbalanced. Who knew?

That level of minor mechanical tweak never struck me as a vital one. Systems do these things very differently; some have no clerics, some have clerics who cast all the time, or never, or via taxes. And since those all seem to work out in play... I can't be bothered.
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>>55027838
Gonzo/postmodernist stuff.
Thieves.
Halflings.
Thief skills.
Pic related.
Probably other stuff.
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>>55028391
Yeh, I'm familiar with the funnel, but it's a dead end for me because I want scavenging to go on for a long time, not just as a tone-setting meatgrinder session 1
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>>55028440
>Halflings.
>Gonzo/postmodernist stuff.
>Thief skills.
You get to agree with Skerples again, congratulations. I hear it causes confusing feelings.
>>
>>55028472

Well, then you just need to figure out how to extend the funnel.
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>>55028399
Don't think so, but there's a free legal artless PDF version available.

http://www.drivethrurpg.com/product/196352/The-Nightmares-Underneath-Free-Edition
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>>55028486
It is a bit weird, I have to say.

On the plus side, I offset it by mentioning pic related.
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>>55028631
>On the plus side, I offset it by mentioning pic related.
Using a mis-saved gif that I posted.
But it's all good friend, it's all good.
>>55028630
Ooh, good find! Didn't know about that.
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>>55028502
More specifically, I have to figure out how to make scavenging for arms, armor, and arcane shit exciting and meaningful and not an exercise in picking through whatever jank I the GM have magnanimously decided to sprinkle through the world as I fap furiously to my classless equipment railroad which is in fact even MORE restrictive and no-brainer than a class system
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>>55028440
To be honest, I very rarely see any praise of halflings.
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>>55028472
>>55028502
I think a pseudo-point buy system to get class features would work best to simulate the thing Brogue has going with enchantment scrolls and potions of strength. So everyone starts like, essentially, a magic-user who can't use magic, who level fairly quickly and can "upgrade" their mechanical bits and pieces step-by-step like hit dice or attack bonus, from worst to best. These would still increase with level normally.

Magic would likewise be handled entirely by magical devices, maybe something like that skill to read scrolls from Rogue's March. Using magic by yourself could be left to NPCs, but this would require clarification up-front so the players don't get salty about it.
>>
>>55028486
>>55028440
>Gonzo/postmodernist stuff

Honestly I don't understand what's the point of playing a fantasy setting that isn't at least a little bit gonzo? I feel like anyone who says that they're not into weird postmodernist stuff haven't played the Maze of the Blue Medusa module - you CANNOT go back to generic Tolkien stuff after that
>>
>>55028671
Other things I like about The NIghtmares Underneath

-The way the did Law/Good/Chaos/Evil both for PCs and NPC organizations which grow as money is pumped into them, and I normally hate alignments.

-weird interplays of narrative and mechanical stuff- like, if you get lost, you can reveal a DARK SECRET that you were here before and did something distasteful and shameful to get un-lost. And this brings a nightmare incursion down on you if you're near one.

-A setting that is simultaneously pretty flavorful and completely blank and open to interpretation. Less of 'This is how it is' and more 'here's some stuff to tickle your brain.'

-What I don't Like
It's like 333 pages long and honestly not all that more complex than the GLOG or BFRPG. Guy doesn't know the meaning of brevity and loves his own words a little too much I reckon.
>>
>>55028763
Maze of the Blue Medusa isn't gonzo, it's just weird. Gonzo, as I understand, is basically what you fashion into necklaces to keep Skerples and his history textbooks away at night. Stuff like white plume mountain, which is intended to be fun without putting much thought into it.

The average D&D setting also has extremely little to do with Tolkien other than demihuman races, not least because Gygax hated Tolkien and preferred pulpier, more action-oriented fantasy
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>>55028709
Does anyone here have anything good to say about halflings? I'm not a real fan of any of the D&D races but halflings always seemed really extraneous and out-of-place to me in every single setting.

>You're like a short sneaky human with bad infravision
Just yuk
Like, I'd rather have child soldiers than halflings.
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>>55028923
Halflings are small. They've got no reach or strength of arm, are always kicked around by bigger people, like children. Weak and useless.

Therefore, they're underdogs. And by that note, they always have my favor.

And of all the small normal races, they're probably the best: all the gnomes and kender and shit are even worse.
>>
>>55028923
>>55028997
I mean, kid heroes are good too. But they grow up eventually, thus losing the underdog status.
>>
>>55028923
Dwarves are also of questionable value since they're literally just fighters with better saves and infravision. The only demihuman race I see having significant gameplay value is the elf since you're always gonna get the "DUDE I WANNA BE A FIGHTER WHO ALSO KNOWS MAGIC LMAO" guy, but everything other than that is disposable at best. They've just stuck around very long because no one cared to remove them, and eventually, people began to expect and like them, so now there's no point in fighting against the current
>>
>>55028997
No argument re:gnomes and so on, I had actually forgotten they were an option because even in my bad old 3.x days I deleted them from existence

But I feel like the players in OSR are underdogs by default, and halflings aren't mechanically all THAT weak and useless so while I agree with your idea in spirit, in practice, meh.

But maybe that can be solved with different mechanics. Hmmm.

brb making a GLOG halfling class with this in mind.
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>>55028671
I just google image searched for "garbage fire" and didn't think about it too hard. But thanks for the better version!

>>55028709
>>55028923
It's not so much that people say good things about them as I rarely see any criticism of them. Like, people will say all the time that they use the normal 7 classes or whatever. Which includes halflings. So I kind of assumed people liked them.

I've never really felt that they fit into non-Tolkienian fantasy, honestly. Like they don't really fit a good niche for me.
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>>55028997

Why not kobolds for the same effect?
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>>55028017
>Saint? 10ish, which is also the typical 'retirement' time for characters
Nice. I like the way you think
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>>55029279
Kobolds are my single favorite race, because they combine the underdog effect with the fish-out-of-water slowly redeemed monster race: they go out there, no one likes them, they don't like anyone, they have no idea what to do, but slowly they become heroes and earn their place in the world.

They're not really a part of the traditional six or seven character races, though, so I didn't count them for the purpose of this conversation.
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>>55028923
I mean they do have some pretty sick saves, so there's that.
I have no problem with them in the world, in fact I rather like the cultural place that halflings occupy in most D&D settings. But in the BECMI paradigm they, along with dwarves, are not mechanically exciting.
>>
>>55028923
>Does anyone here have anything good to say about halflings?
As I mentioned earlier, I think the actual race-as-class execution of halflings and dwarves is a bit boring, but conceptually, I think they're fine. I like the idea of demihuman classes essentially being multiclasses. Elves are already fighter/magic-users, and halflings make a good fit for fighter/thieves. Honestly, I like the idea of halflings as jacks of all trades. Like, thieves are very good at specific skills. They're specialized. Halflings, on the other hand, are fairly good at just about everything. But regardless of whether you do them as straight-up fighter/thieves, or more as fighter/jacks, their size tends to make them a bit more interesting than they might otherwise be, shifting their weapons down one size, and often affecting how they interact with the setting they're in.
>>
I'm new to this but I think it's kind of weird that you can just roll 1 or 2 hit points and die in any attack that hits you at first level- it must be a typo.

Don't you add your constitution score or some other number to your health? That surely can't be right that in all these old games your character can just die in 1 hit like that.
>>
>>55029354
It's not as bad as it looks: you'll also have only about 50% chance of being hit in the first place, and even that's only if you're stupid enough to wander off in front of the 6-8hp meatshields.
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>>55029354
>Don't you add your constitution score or some other number to your health?
Nope. You roll your hit dice and add your constitution modifier, if any, to the result. It's a fairly common house rule to automatically give people the maximum roll for hit points at 1st level though. Personally, I think the extreme ramping of hit points (where a 9th level character has literally 9 times as many hit points as a 1st level character) is a bit over-the-top, but that's how it's done. You can, of course, do something like in the picture here, reducing the progression of hit points and making 1st level characters significantly more durable, but if you do that, you really need to mess around with damage spells as well, or shit will get out of whack.
>>
Six cockatrice corpses and seven eggs. How much could they fetch on the black market?
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>>55028707
I feel like to make it any more than an exercise in GM-wank that you'd have to incorporate some pretty hardcore gear porn rules. Weapon and armor degradation, quality levels and all that razzamatazz.

I get the appeal though, my best friend is really into games like Terraria and Dark Souls precisely because of how much gear can affect your build and playstyle, and he got me into them using that as the pitch. But I think you'd almost be better off building a game from the ground-up to do it, or at the very least you'd need to heavily rework the entire equipment section of whatever game you're playing.

My favorite game ever, a Japanese dungeon crawler called Meikyuu Kingdom, is very much this sort of game, but it's also very much not OSR. Almost every item and weapon fills a unique mechanical niche, all treasure is random (you can buy things but there are heavy limits on what, when, and how much), and it's very build-oriented in that sense; the game is all about combos and synergy, and making the most out of what you have. I think it would be a lot harder to make that sort of play as meaningful in an OSR context, but for what it's worth I do think it's an idea worth exploring.
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who killed goblin punch?
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>>55029581
It was me

Melancholies and Mirth-guy made a GLOG hack and then I made a hack of that hack that is d6 based and you just roll damage vs damage reduction with max damage bypassing DR
And also you can take class templates in any order rather than ABCD encouraging freeform multiclassing

arnold died soon after
>>
>>55029718
[ goblins sawing lumber for a dungeon noises]
>>
What are some good monster manuals to use with BFRPG (other than the actual BFRPG one)?
>>
>>55029581
What's going on with Goblin Punch anyway? The blog's still up at least.
>>
>>55029859
He hasn't posted anything on his Google + either, (but who does). I don't donate to him but I dont think his pateron has been updated either. maybe is kill?
>>
>>55029581
He died from cringe when he saw how everyone started using his group-specific rules in their own games.
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>>55029822
...All of them? easy conversion is kinda the point of OSR games, innit?
>>
>>55030178
Yeah I'm aware, but I'm asking for recommendations. Like what should be my first buy? The AD&D monster manual? 2nd ED monster manual? An OSR one maybe? It'll be my first so I want it to be comprehensive.
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No discord link. Hmm.
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>>55029075
Little Person [1/2]
Each template of Little gives you-
-1 HP
-1 Encumbrance Slot
-1 Damage dealt
-1 Move (but only for running speed, agility is unaffected)
Also, d8 weapons probably take 2 hands, and d10 weapons are just too big to wield.

A- Beneath Notice
B- Mostly Harmless
C- Pity Luck
D- Willing Meatshields

Beneath Notice- If you're trying to hide from something bigger than you and have a reasonable hiding spot, it won't find you*. This applies to magic crap as well- if Dark Beige Wizard Sauronemon tries to scry for you in his crystal ball, so long as you're trying to be stealthy and not rampaging around in combat or a party, he shouldn't be able to find you.
*But I'm trying to encourage a certain kind of gameplay, so. If you've attacked someone when you had the option to sneak by or otherwise avoid them, you lose this protection against them. So sure, go ahead and backstab wildly, but once you're stained with blood, well, whatever you've offended will be coming to get you and you are no longer Beneath Notice. Maybe you should have just taken a thief level.

Mostly Harmless- You get +1 to reaction checks for each level of Little Person when attempting to appear harmless, sympathetic, innocuous, etc. People let their guard down around you and don't expect you to be some sort of psycho killer or uber wizard (pretty much the only options for characters) and are more prone to treating you nice. In combat, you'll usually be the last choice of target (unless you just shanked someone in the junk) and even stuff like maneating alien squidmonsters from beyond whose first action against Gruff McStuff would be to eat his face will probably ignore you so long as you don't bother them or interfere with their plans and don't linger about TOO long.
Again, this sort of protection vanishes once you break the 'truce.'
>>
>>55030259
Pity Luck
Whenever something notably bad happens to you (like getting smacked for max damage or having your in-laws show up to visit), you get a Fate Point. You're not actually playing Fate but that's okay, you're playing a janky frankenstein homebrew. You can only have 1 Fate Point at a time, and it's technically called Pity Luck because copyright, just in case. Spend it to tweak a roll by +1 or -1, or do narrative Fate Point stuff, like declaring the window has curtains to hide behind or you remind the cultist of his dead daughter whose death turned him to dark rituals of resurrection in the first place or something.

Willing Meatshields
Retainers, pet dogs, sympathetic NPCs, etc can sacrifice themselves for you like a sundering shield+the ability to move you a few feet out of harms way, so long as they've grown to have even a little fondness for you. Other players can do this too if they wish. If you become a ruthless murderhobo exploiting the nurturing instincts of others for the sake of mechanical benefits you lose this level and have to take something else, you little monster. This is for good little children/hobbits/goblins who make connections with the world and learn the value of friendship, not munchkins.

Though come to think of it, it could be funny to go that route. Howzabout there can be a 'Manipulative Psychopath' class that has a nasty version of this ability so you can continue your NPC sundering with fake smiles and a cold heart. But that's for later.
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>>55030199
>buy
Oh. Oh no.

That's entirely the wrong way to go about this.
Even a quick google search for the "AD&D Monster Manual" will get you a free PDF!
>>
>>55030199
The 1st edition AD&D Monster Manual is what I've always considered the gold standard, but that may partially be due to when I got into the hobby.
>>
Question for all you old farts out there that have compiled pdfs of stuff you made, or whatever.

I have a... well, an encyclopedia of sorts for my game world. Its all in 1 pdf, and its really unwieldy coming in at 250 or so pages. I have it broken down into sections, but now I feel it needs split into two books, and im not sure what to put in what book. Not counting the forward that I wrote or the introduction, the sections are:

People
>this includes major races and languages
Calendar and Major Holidays
>obvious stuff
Brief History
>brief, theres an expansion in an appendix, below
Geography
>mountains and rivers and shit!
Political Divisions
>nations and descriptions
>also includes major monastic and knightly orders, mercenary charters etc
Modern Viewpoints
>This chapter asks a list of questions that are answered by a person from a specific geographic region. Things like Who are You? I am Pavel no Mara, Khan of the Belsharev Tribe etc etc.
>Theres a ton of em. Really sets the tone of who feels what about this and that.
Religion
>split into pantheons for races and all that fun stuff
>descriptions are short, there is zero crunch
Then come the appendices. These are easier to break up as they go with chapters already presented
Listing of Dieties by Pantheon
A full history appendix
An detailed history of the world war that just finished wrecking shit

I know this probably isnt the best place to ask, but /wbg/ is dead atm....
How would you split it, or organize it?
>>
>>55030296
Have one book be filled with the stuff you think you'd need during the actual game. Have the other book be filled with everything else.
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>>55030277
I don't want a PDF. I want a physical book.
>>55030281
Thanks I'll check it out.
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>>55029822
>>55030281
The actual mechanics are a super-crunchy abomination, but if you're just looking for fluff, the Hacklopedia of Beasts has some great detail to it (though it can be a bit edgy at times).
>>
>>55030296
Since it seems mostly based on worldbuilding and not in game rules or material you want your players to read, I don't really think you need to split it. You could extrapolate a couple of tables for random rolls for NPCs or factions and such, but for the actual document of facts I don't see a need to separate it.
>>
>>55030380
Holy shit that's a lot of fluff. I'll check it out, thanks man.
>>
>>55030355
Thats a thought for the players copy for sure. Im going to go with that for now and keep fiddling with the main book.

>>55030410
Thats pretty much where I'm at, and ill whip out the above for the new folks coming to the group. We play 1e with some stuff from 2e thrown in like proficiencies (and we've been doing ability checks since like 83 or so) so theres not even tables in it to random anything, that all comes from the DMs guide or just pulled out of my ass ... i usually go with the ass option.
>>
>>55030456
>Thats a thought for the players copy for sure.
You don't have stuff in there that you personally would find useful to have around during play?
>>
>>55030296
I don't know that there's an obvious way to break up those sections. It really depends on the particulars of the material. Political Divisions goes with Geography, and it makes sense to have the Brief History in there too, as well as People. The more esoteric/ personal / philosophical / psychological stuff can go in the second book: shit like Modern Viewpoints and Religion, probably with most of the appendix stuff (though the history appendix should probably go in the book with Brief History). Calendar and Major Holidays would probably go in the second book, unless that book was looking a bit too long, in which case it would work fine in the first.

But that's just me spit-balling based on limited info.
>>
>>55030427
Fair warning: humanoids get more space than other monsters, so don't expect every description to be quite that detailed.
>>
>>55030563
Alright thanks man. Cheers
>>
Does anyone here have the hardback version of BFRPG? Is the paper better quality than the paperback version on Amazon?
>>
>>55030499
Honestly, its all fluff. Its 250 pages of my refinements to a setting that I think got f-ed in the a when things went off the rails with D&D in the mid 90ies: Greyhawk
>boooooooo, i know
I remember when the Ghawk wars came out and we had already done that with our epic level characters back in the day. We did, I have to admit, adopt it a good bit of it when we rebooted the campaign about 15 years or so ago.
>we were crazy monty haul campaign kids that carved out massive domains that were laughable at best.
There's some differences, and definitely its somewhat detail lacking on purpose. We don't want another FR situation where every single blade of grass has a mary sue ridden backstory. We use the non-marked ghmaps stuff and have our own boundaries and stuff like that.
>pic related is the brandiest new pc map that im doing up with my 2nd grader level photoshop skills

>>55030521
I appreciate the feedback. I think that I'm just going to keep it in one giant volume and write separate campaign level sourcebook type shit from now on. I think once I get it into a giant binder itll look good on a shelf.
>>
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>>55031528
>pic related ... im tired
>>
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Ok folks, here's my "Steal the Pope" heist module, version 0.2. It's nowhere near done, but there are now:
-fancy maps
-fancy art (hastily tossed in there)
-NPCs galore

And a general structure to the document that I like so far.

I still have to finish the room descriptions, make a few edits, and finish the Escape section (plus Complications tables, Pope Debauchery tables, etc.) And then write a bit on how I designed the module in general, so you can do it too (stealing from last thread)

Thoughts?
>>
Is there a basis for stating peasants and commoners? I've never GMd before, should I just make them level 1 characters with no gear?
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>>55031634
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>>55031837
>Is there a basis for stating peasants and commoners? I've never GMd before, should I just make them level 1 characters with no gear?
8 Int, 10 in all other stats, 1d6 HP (or 1), a weapon that deals 1d4 damage, low morale, and a good deal of folk wisdom. They might be country rubes, but they ain't /stupid./ Some of them have been to war.
https://coinsandscrolls.blogspot.ca/2017/07/horrible-peasant-npc-generator.html
>>
>>55031897
Thanks!
>>
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>>55031850
>>
>>55031915
NP. Also, I love describing peasants by smell. Get the players to make all sorts of faces.

These might be useful too:
https://coinsandscrolls.blogspot.ca/2017/07/osr-1d100-peasant-grievances.html
http://melancholiesandmirth.blogspot.ca/2017/06/50-reasons-why-peasants-are-revolting.html
https://coinsandscrolls.blogspot.ca/2017/07/osr-poem-of-peasant-grievances.html
http://elfmaidsandoctopi.blogspot.ca/2017/02/d100-terrible-letter-from-home.html
http://elfmaidsandoctopi.blogspot.ca/2017/02/d100-horrible-prison-convicts.html
>>
>>55031980
Damn thanks man this is great! A real treasure trove of sorts.
>>
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>>55031992
It's handy to have lots of bookmarks.

Anyway, if you want to return the favour, read >>55031634
and tell me where and how I fucked up.
>>
>>55032024
I've haven't even played a game yet, man. I'm just gathering knowledge in these threads for when I do. I wouldn't know where to start. It looks well formatted and put together, and I like how the NPC section is very descriptive; would be great for setting the stage. The map, as simple as it is, looks functional enough. The rumor table looks like a good resource in general.
>>
>>55029718
Hey man, good to know that after he liked my blog post about the eel-cultists he realized that his time was up. Any chance I can see the hack you made of my hack? Also I hate that you're encouraging multi-classing USING MY HACK but super interesting which classes you're using to have it happen because I have like 18 and I doubt you're using that many
>>55030259
Was this inspired at all by http://udan-adan.blogspot.com/2016/01/new-class-noncombatant.html ? Because I made a class for a mermaid princess which reads alot like your write up on little people. Also the idea of -1HP per template is a really cool idea and now I want to experiment with negative template effects.
>>55030296
For what purpose? Is this to inform yourself or other Referees in running a game in your setting or is it for players to know what any character may know? I think the Modern Viewpoints section is really cool btw.
>>55031554
:( no hexes You do you man but I think if you;re writing source books from these 250 pages you're gonna need hexes
>>55031634
OH SHIT! I like the idea of selling schemes to the players. Also I would take out the outermost squares on the maps on 19-21. I would also make those maps much larger so that a greater amount of detail can be seen. I'm a big fan of how you have loot written out as a consequence of time and the number of PC's. Can I playtest this as is?
>>
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>>55031897
>>55031980
>>
>>55028763
>generic Tolkien stuff after that
I hate it because it makes people say stupid shit like this.
>>
>>55032265
Please don't respond to such shitty bait.
>>
>>55030014
>implying he actually used them in his games or even played at all for that matter

Looking through his stuff was the worst example of "shit someone thinks from their armchair"
>>
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>>55032073
Thanks!
>>55032146
>OH SHIT! I like the idea of selling schemes to the players.
I like it too. It's a good one... if they get stuck. The schemes are not guaranteed to work though.

>Also I would take out the outermost squares on the maps on 19-21.
Map Anon will be adjusting things, but the real building has similar dead spaces.

Medieval architecture, anon. Not even once.

>1. I would also make those maps much larger so that a greater amount of detail can be seen.
Yeah, our very own Map Anon is redrawing these all pretty-like. These are my placeholders. Final versions will be glorious.

>I'm a big fan of how you have loot written out as a consequence of time and the number of PC's. Can I playtest this as is?
Oh sure, but it's only half done. You'll probably want the timetable at least and finalized room descriptions with NPCs listed.
>>
>>55032517
I mean I'm already gonna be running a public game Sunday in exchange for beer and I doubt you'll have the time table done by then, and I doubt that I can harass you to make it before then. I'll just wing it and hope for the best? My other option is to run to Fungal Growths on Prison Walls or a real LotFP module. The dungeon I posted in the other thread which has no "loops" and honestly was just a proof of concept
>>
>>55031634
First impressions.
Typo in the intro/assumptions about how gold works.
>for you five several friends
List of things non-thieves can do is great for this and to get new players thinking laterally about their character.
The bubbles around the prologue are wonky/uneven. Maybe even unnecessary.
Wants and Morality are very useful lenses.
Not excited about being able to buy common magic items but that's not a big deal/easy to mod.
50 rumors seems like a lot.
Increased risk over time for observing the exterior so players have to balance casing the joint vs arousing suspicion would be cool.
The Black Endoguard are dope/come up a lot so it feels like there should be at least something on them specifically. An npc or art?
>>
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>>55032146
Sure, my hack is currently a fucking atrocious halfbaked stew of of stolen stuff in with no formatting cleanup but here it is. 14 (i think) classes, of which like 2-3 are actually original.If a player showed the initiative to dig up a glog class from elsewhere on the internet I'd probably let it fly too.

The reason I'm strongly encouraging multiclassing is that it gives people a certain identity at level 1 depending on if they're the A,B,C, or D and frankly I hate abilities being gated 'behind' levels.

I'm pretty permissive with player ADD when it comes to characters- if Jerry wants to be an Acrobat and then a Wizard and then a Fighter, I'd rather he be an abominable multiclass with respec options than retire his character if Jerryonimo is already established and beloved.

I definitely read
>http://udan-adan.blogspot.com/2016/01/new-class-noncombatant.html
sometime in the past, but now that I've seen it in the present I'm going to steal stuff from it consciously and tweak the Little Person a bit more.
>>
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>>55032686
>typo in the first 3 sentences

w-work in progress! Work in progress!
>>
>>55032610
>I doubt you'll have the time table done by then
It's nearly done now. I just don't want to make promises.
>>55032650
>Typo in the intro/assumptions about how gold works.
Good catch
>List of things non-thieves can do is great for this and to get new players thinking laterally about their character.
Thanks!
>The bubbles around the prologue are wonky/uneven. Maybe even unnecessary.
Yeah, those are just there to remind the guy who puts together the Fancy PDFs to box them. They're placeholder boxes.
>Wants and Morality are very useful lenses.
Yeah, for a module like this, listing AC and HD seemed silly.
>Not excited about being able to buy common magic items but that's not a big deal/easy to mod.
I debated this for a bit, but I figured that any heist ludicrous enough to involve a common magic item (potion of healing, potion of spider climb, potion of transparency, ring of seeing around corners, warming stones, etc) is worth encouraging.
Rare shit like bags of holding just makes a heist trivial.
>50 rumors seems like a lot.
It's not like the PCs need to know all of them to succeed. They aren't pieces of the puzzle. They are hooks for a plan to hang on. All you need is one sturdy hook.
>Increased risk over time for observing the exterior so players have to balance casing the joint vs arousing suspicion would be cool.
I figure that can stay in the Execution section. Plenty risky as-is.
>The Black Endoguard are dope/come up a lot so it feels like there should be at least something on them specifically. An npc or art?
Art and stats soon!
>>
>>55032610
>>55032744
If I don't get it done in time, make a d20 table like this, listing all major NPCs plus some servants plus guards.

1. Cardinal Zorn
2. Cardinal Gomstead
...
10. 1d4 servants ervant (cleaning)
...
20. Archpriest

And then roll on it 1d4 times (or 1d4-2 times at night) for each room the PCs enter. It takes out the fun of scouting and learning a person's routine, but it works as a band-aid fix.
>>
>>55032744
>All you need is one sturdy hook.
Yeah, that was more what I meant. 50 is a lot to put together that I'm not sure what 30 wouldn't do? I'm not against 50, its just a lot and stuck out. They seem fun to make though.
>>
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>>55032838
>50 is a lot to put together that I'm not sure what 30 wouldn't do?
Fill up one page.
>>
>>55032854
checks out
>>
>>55032686
For me this is beautiful, especially because the way my blog got formatted at the start. I love how all of the text has different fonts and I can see parts of my original formatting badly mangled in there and which version of my hack was used for it. I really like your tiers of templates and "wacky" templates.
>>Vint-Savoth Forester aka I fucking love bloodborne
Fucking 10/10 title
Also the occultist class you've hacked from me is a hack of two Gloomtrain classes and 1 GLOG class.

>>55032797
Dope, I figured it would be the result of some wandering monster roll to fill the rooms. Anything you want me to analyze as I playtest?
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>>55032951
>Anything you want me to analyze as I playtest?
If the PCs come up with a plan that can't be handled at all by the Planning section. Something that seems obvious and should have been covered but wasn't.

Buying a flying machine isn't obvious. Climbing the walls is (and is covered). Renting a boat isn't covered but wouldn't be useful to cover specifically.

Basically, if you look for a paragraph, and it isn't there, and you go "why the fuck isn't this in here?" I should know about it. :D

Otherwise... good luck to your PCs.
>>
>>55031634
>When I hear the word "Thule", I think of a barbaric land on the roof of the world, not Fantasy Rome. Other than that, the names are great.
>What's the purpose of Ruth the Cleaner in the module? She seems like she could just be another nameless servant.
>Father Osmund is described as having a beard, but his portrait is clean-shaven.
>Henry of Bonk and Louis are mixed up on the portraits page. I also think Gomstead and Zorn are mixed up, but I'm not sure.
>The Library and Relic Hall are a good opportunity to throw a weird grimoire or magical relic into the mix.
>Perhaps there should be a thief/assassin/diplomat NPC in the I Know A Guy section who can sell the PCs a scheme.
>The Annie Taylor Exit seems too dangerous. I would imagine old Thomas I would drown or die from the impact. Or is that the point?

Side note: I like your appearance descriptions so much I was disappointed when I saw the NPCs have portraits. That crisp, evocative writing is terrific.
>>
If you could only use one book for each of these categories for the rest of your gaming career, which would it be?
>Rulebook:
>Monster Manual:
>Spellbook:
>One extra module of your choice:
>>
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>>55033859
>>What's the purpose of Ruth the Cleaner in the module? She seems like she could just be another nameless servant.
She's sleeping with Cardinal Gomstead (I edited things a bit) and she's going to be everywhere.

I considered editing her out, but I decided to keep her as an agent of pure chaos. Plus, I can't edit her out now that the art is done. She's going to dominate the first Complications table.
>Father Osmund is described as having a beard, but his portrait is clean-shaven.
I've got to double check the labels. Easy to fix though.
>The Library and Relic Hall are a good opportunity to throw a weird grimoire or magical relic into the mix.
Good point.
>Perhaps there should be a thief/assassin/diplomat NPC in the I Know A Guy section who can sell the PCs a scheme.
Possibly! But I figure that's so unlikely that they might as well be a Very Rare Item and not worth covering. It's not like thieves, assassins, and dubious diplomats are easy to track down - in fact, trying to do it in a hurry makes them harder to find.
>The Annie Taylor Exit seems too dangerous. I would imagine old Thomas I would drown or die from the impact. Or is that the point?
Not all schemes are good ones. But it worked for Annie Taylor!
>Side note: I like your appearance descriptions so much I was disappointed when I saw the NPCs have portraits. That crisp, evocative writing is terrific.
The art is pretty good too. Ah well.
>>
>>55032951
Glad you enjoyed the frankenaesthetic. Before I actually inflict it on roll20 randos (currently running a great but slightly stale BFRPG text campaign) I definitely want to clean it up more and split it into clear sections- the very short 'what all players need to know' and then the incredibly bloated class and random backgrounds and spells section that players only need to read parts of.

Your hack is good but it's YOUR hack- I'd play the hell out of it as a player any day, but for GMing I want my own custom-fitted hack. Which I guess you get, since you looked at the GLOG and were like 'Yes... but not quite.'

>>55031634
This is really cool mang

Too many modules are just 'caves, goblins, a fungus and one good idea that the author erroneously believed elevated the place to more than a linear goblin crawl and a fungus'

>>55032995
>Something that seems obvious and should have been covered but wasn't.

These seem more like desperate plan Bs, but what about brute force attempts to yoink the archpriest as he leaves? Not 'fighting off the guards' but something like lurking in the moat or something and lassoing him into the water, then running distraction with disguises, mobs of thugs, etc while you swim away to a horse on the shore? Or getting him in the covered walk way via ramming through it on two sides with stagecoaches or something to get entrance and then escaping with a third? Though rumor has it he never really goes there so maybe scratch that one.
Anyway.
They're not plans *I* would try, but I think getting some details on what exactly the presumed hordes of endoguards and angry townsfolk would do in case of blatant violence might be good to know.
>>
Thinking of making a combined PDF of BFRPG with all the additional classes and monsters. Has it been done before?
>>
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>>55033995
>These seem more like desperate plan Bs, but what about brute force attempts to yoink the archpriest as he leaves? Not 'fighting off the guards' but something like lurking in the moat or something and lassoing him into the water, then running distraction with disguises, mobs of thugs, etc while you swim away to a horse on the shore? Or getting him in the covered walk way via ramming through it on two sides with stagecoaches or something to get entrance and then escaping with a third? Though rumor has it he never really goes there so maybe scratch that one.
The Escape and Black Endoguard section is going to go into detail why that's a bad idea. After the 48 hours are up, the Black Endoguard kill 1d6 PCs per round if they try to get close to the Archpriest. He's moving in a military convoy under heavy, practically intimate, guard.
>>
>>55033952
One more thing: who's Brother Richard?
>>
>>55033915
>>Rulebook:
If it counts then Veins of the Earth, you'd need LotFP original rules (I guess?) but I wouldn't run LotFP without the additional rules in Veins.
>>Monster Manual:
Technically not a Monster Manual but "THE RANDOM ESOTERIC CREATURE GENERATOR" because it has enough things to steal and use to make my own creatures.
>>Spellbook:
I'd print out Skerples' post on 100 OSR spells and use that as a book.
>>One extra module of your choice:
Another copy of Veins of the Earth

>>55033995
>> I'd play the hell out of it as a player any day
Stop, you're gonna make my heart grow three sizes. But real shit, if I ever do run a campaign online I will try to hit you up. or if you're ever in Louisville Kentucky Honestly, my biggest issue was that the GLOG had nothing for hexploration or wilderness travel. Also I read some really cool ideas here I wanted to implement like filling up inventory slots with cold or fatigue.

>>55034055
Also I'll send you my notes (like the timeline i'll have to make) for the playtesting.
>>
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>>55034103
>Brother Richard?
Brother Richard is a very special surprise.
Brother Richard is a secret nightmare. He's not in the palace. He's in the White Cathedral.
Brother Richard does the dirty work the Black Endoguard can't do. Brother Richard is a spy, an assassin, an autistic savant of holy death. He's Actual Cannibal Shia Labeouf. He's the Terminator. He's the fuse that's burning down. He might be real, he might be a myth. There are going to be options for what Brother Richard is, ranging from the mundane to the esoteric to the horrifying.
>>
>>55034403
Is he a Turbobear?
>>
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>>55034427
He is a Mono-White Hatebear.
>>
>>55031634

For those people who are using dungeon levels; what level would you say this dungeon is?
>>
I want to include abstract meta items in my OSR game. I love the mechanics of Fallen London and enjoy the way collecting feelings, stories, secrets, and rumours progress plot points and special interactions. Is there any way I could capitalize on that in an RPG setting?
>>
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>>55034651
>For those people who are using dungeon levels; what level would you say this dungeon is?
I have no idea. Level 1?

It's hard, for sure, but not in a way that higher levels fix. The 3 main levers are Money, Time, and Information.

So higher level PCs have an easier time with Money. They also have more ways to get Information, from contacts to spells. Time they can't fix, unless some wizard fuckery is going on.

Anyway, I'd say it really depends on the sharpness of your group, not the level of the PCs. If you've got a group of total noobs, but they love coming up with plans, it'll work. A group of level 30 murderhobos run by combat-driven players who refuse to think beyond the attack roll will die horribly.
>>
>>55034718

You generalize how hard the dungeon, and count the dungeon's "level" as experience points. Like so.

http://basicredrpg.blogspot.com/2017/07/dungeons-xp.html
>>
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>>55034803
Again, I still have no idea, because there are no gauges for this sort of thing. PCs could escape with no loot or enough to level 5x over. They could die in the first room or beat the entire thing in three hours. It's... variable.

But at the end of it, everyone should level at least once and probably seek out retirement options far, far away from Thule.
>>
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>>55033915
This system I just made up called pretend
>>
So how many of you run games that eschew the edgy 'dark fantasy' and 'sword and sorcery' genres and focus more on high fantasy or mythic stuff instead?
>>
>>55034703
Some schools of thought view dungeons as mythological underworlds rather than collections of stone and monsters.

In such a place, finding a Ray of Hope or a key that opens a gate to Rock Bottom could be just as possible as a Wand of Fireballs+1 or whatever. If spells can be reimagined as astral weasels that live in wizard brains, so too could things like secrets be reimagined as monsters, treasure, locations, etc. Just don't go too heavy on this.

A meta item... might be something like a glass bauble that the character has no concept of what it does, but makes the GM reroll treasure once. Or a map that looks like gibberish to characters but the players can look at. A scroll of raise dead that raises ALL of a player's past characters.

I don't think that's the sort of meta you want but I never played Fallen London so.
>>
>>55035030
frankly, 99% of players don't live up to the standards I would require for high fantasy/mythic stuff.
You don't have to have read Fritz Lieber to pull off a fun buddy duo out for riches and babes (with the occasional angsty brooding on your DARK PAST) because that mindset is more in-line with modern sensibilities of people.
But when it comes to understanding the tone of the campaign and maintaining suspension of disbelief and using genre conventions as tools rather than straitjackets... shit son. Most players can barely hold a coherent narrative of 'my murderhobo wants money' together.

Actually let me use a different metaphor.
The base population read the hobbit, likes the hobbit, can emulate the hobbit. Also the LotR movies.
A smaller population read LotR, maybe more than once, and appreciated it.
An incredibly niche crowd read the Silmarillion and liked and understood it for the mythic shit it was up to.
Where was I going with this. Shit, it's late.

IN CONCLUSION
I'm pretentious as fuck and players all suck donkeyballs.

I did run a fairy tale campaign in fate with a bunch of girls once and that was pretty good, though it wasn't really OSR. And I'd have a hard time believing OSR and high fantasy/mythic stuff is compatible unless you're working with different definitions of those words than I am.

fuck this post
>>
>>55035291
my post not your post, to be clear

it's too late night for this shit
>>
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>>55032951
>>55032797
>>55032610
Well here's the timetables. They aren't formatted or anything but they're usable.

Remember, print your own for each PC and for the group (for you to use). Everything costs time. I haven't written the "movement" section but moving through the city between landmarks costs 1hr unless you sprint and risk attracting attention.

Buying stuff costs time. Scouting costs time. The PCs can get access to the map, or bits of it, fairly easily.
>>
>>55035291

As you get to higher level it seems that way.

I mean shit once a fighter gets to many attacks per round and +4 to hit and damage and high initiative and all that nonsense you could easily be a norse demigod. I think the idea of a guy dangling eight axes off his belt, who stares down enemies on the battlefield and splits their skull at range with his thrown axes the moment they blink is pretty mythic fantasy, but it's total doable in D&D.

Also just fluffing hit points as meat points helps. You can go for a swim in lava.
>>
So I actually ran a dungeon for a few of my friends, both of them being D&D DMs and veterans for newer editions.

They both enjoyed the game, but I problem I ran into was they wanted to kill all the enemies they could get their hands on, saying that "they'll just come back or retaliate" against them again if they didn't just leave the dungeon before fighting them and finishing them off, despite me wanting to foster the idea of get in and get out as OSR often is.

I should also mention; this is the FIRST time I played with them, so I have never personally made any of their enemies come back or anything like that.

The question is this; how do I get my players to embrace the idea of avoiding fights, grabbing everything easy and leaving, and generally not trying to 100% clear or kill all the enemies in the dungeon?
>>
>>55035619

Have the noise from fights attract more bad guys over time? (IE wandering monster checks every x rounds of combat) Have the bad guys retreat to their lair where that 6d10 worth of their friends hang out sharpening their knives? Just let 'em lose a PC once or twice and learn that it's not safe?
>>
>>55035619
>how do I get my players to embrace the idea of avoiding fights, grabbing everything easy and leaving, and generally not trying to 100% clear or kill all the enemies in the dungeon?

Well first off, don't think of them as 'enemies' think of them as 'people' and have them behave accordingly. If they don't really want to fight and will talk, that tends to give murder hobos pause.

Make the dungeon 'restock' FAST. I mean, really fucking fast. The players have 1, maybe 2 sessions before their work is undone. Undead are great for this- they tend to have horrible special abilities and are recycled from old undead. If the players start butchering bodies, well, that takes time, is messy and smelly, and doesn't actually stop the vengeful dead from returning, it just makes them return as wraiths or disgusting amalgamate gore-beasts.

Monsters from lower levels moving up and scavenging fungi and carnivores is another easy option. Be sure none have treasure.

Also give really obvious indication of where treasure is. Maps are great for this. If the players don't have a clue they'll just think 'well let's just clear out dungeon level 1' because dungeon level 1 is familiar and they've gotten good results from going there before so why not clear it out eh? They don't have to be good treasure maps, they can be slips of paper that say 'bob I left the loot on depth 2 in the blue room'

Also Ideally you don't give XP for killing or even 'defeating' monsters, making combat an actual obstacle and never a goal. Players will go to absurd and retarded lengths for XP. I've lost track of how many times my characters have died trying to get combat XP because they just don't get that risking a deadly fight for 500XP IS NOT WORTH IT when you have 10,000 character XP at stake or whatever.
>>
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>Find a ruleset that is almost perfect in every way
>The only problem is that they took out a bunch of basic shit in an effort to be """rules light""" but you feel like it waters down the game too much
>Realize I'm going to have to rewrite the PDF again because my Players hate having to reference two sheets even though all I have to do is copy and paste the rules from B/X
Why can I never run the rules as RAW.

Game is Macchiato Monsters in case anyone wonders
>>
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Prototype coming through.
>>
>>55036216
Which rules are missing?
>>
>>55036469
>When you reach maximum rank, you can choose
to go on one last mission. Your new rank is “One
Day from Retirement”
My sides

The mechanics seem fast and fun yet still somewhat tactical, unlike most modern tacticool games. I'd play this for laughs at first but could totally see getting invested in the game.
>>
Did anyone save the posts about clown-based enemies a few threads back?
>>
>>55035291
High Fantasy usually seems to work better with wargames to me desu
>>
>>55034427
>turbobear
keked heartily
>>
>>55037465

Does a DIY wargaming community even exist? Seems kind of a high bar for entry.
>>
>>55035619
How tough were the encounters they faced? I think that avoiding fights should be a strategic decision made by the players as a response to the game world. If the monsters in the dungeon are easily killed, then plowing through them does not sound like a unsound strategy.
>>
>>55037511

The first encounter was against 5 goblin like creatures. They wiped their original party of 2 and killed 2 goblins, and had to come back and fought the remaining 3 goblins at separate wandering monster checks.

I realize making the dungeon only one level with no implied source of new monsters might have caused it, but their dungeon goal was just to retrieve a magic item and, optionally, a missing girl.
>>
Not strictly an OSR question so much as a question about the inspiration for OSR, but...

I'm reading the Elric saga. We know that those who die in the ocean either become servants to Straasha, King of the Sea Elementals, or slaves of Pyaray, one of the Lords of Chaos. The latter fate is at least alluded to as being a particularly cruel one.

What happens to people who die in other ways? What if you die of old age or are decapitated?

Basically, I'm trying to figure out if wielding Stormbringer-- based on what Elric knows about it at the time, that it devours and obliterates souls-- is actually an evil act. It would seem that annihilation is far better than eternal servitude to an alien intelligence at the bottom of the sea, for instance. If the majority of afterlives are this grim, it may be better to have one's soul destroyed, even horribly painfully, so long as it is over in a short amount of time.

Now, it may be that their souls are in agony for all of eternity or something, but if so, there is no indication that Elric knows (and thus is able to make decisions based upon the fact) that this is the case.

Indeed, it seems that much of the point of the character is that he is from a society that essentially encourages him to be selfish and evil, having made himself a slave to a god that wants as much as well, and he is trying not to be anyway.
>>
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What's the simplest possible way you could do OSR while still maintaining its gameplay and general feel?
>>
>>55037614
Why do you want to go so simple? I've read through the GLOG recently and it's like ten pages long and free. It seems simple enough. Though I just don't get why anybody would want to play that over say, B/X, where what extra complexity is there is completely made up for by an exponentially better game.

Like, you can go really simple and "rules light", but I think that if you're not tracking distances, time, and wandering monsters (encumbrance too), you won't get the same sort of gameplay or feel.
>>
So, my wife's been into AD&D since I introduced it to her about 10 years ago. She loves it. She's a great player to have at the table, and not just because she keeps ashtrays clean and always has cookies and stuff she's baked for the session. I have a problem tho:
She actually wants a monty haul campaign. I can get why, she never had one. But it's been years (and I mean since like 88 or so) since ive done one.
Any suggestions? I was thinking of using ToEE as an inspiration: lots of enemies and magic items to be obtained... just have to run it as if I'm retarded.
>side note: I've never had a party make it all the way thru ToEE, it has killed everyone eventually
>>
>>55037714
It should be said that I'm a pretty stingy DM when it comes to giving out magic items and treasure normally, as we usually prefer lower level/ low fantasy stuff
>>
>>55037714
You could try running a high fantasy setting, like ARaPL.
>>
I'm bored at work, anyone need a list made?
>>
>>55038424
Give us some more clown enemies.
>>
>>55038424
>>55038446

Please no, we don't need shitty meme enemies.

Write us up a new class, magic system, or form of XP progression. Write up some spell combination mechanics or item creation rules. Literally anything interesting. Making some new flavor of monsters is not interesting, it's busywork that any DM could do.
>>
>>55038424
Weird coins from foreign kingdoms.
>>
>>55028709
>>55028923
>Does anyone here have anything good to say about halflings?
I like them a lot as long as they're cast as actual comfy Tolkien hobbits instead of some faggoty D&D halflings. None of the TSR/WotC attempts to scrape the serial numbers off of hobbits has worked out at all well.
>>
Since I don't really plan on using Clerics in my game and I enjoy acronyms, how does renaming my stat block to MALICE sound?

Might
Agility
Luck - this functions as wisdom
Intellect
Charisma
Endurance

It might sound a little edgy but its easier to remember and luck could be a fun stat to have.
>>
>>55038963
I always thought luck is a fun stat to have, and it's one reason I rather enjoy DCC. But not many agree with me.
>>
>>55038963
Sounds pretty good. I've replaced wisdom with luck in my game as well (because of being inspired by DCC) but I've kept the original stat names because I find it to be a bit easier when I want to explain my game to players and when I use D&D modules in my campaign world.
>>
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I've been struggling to think of what traps to use for doors so I just wrote a bunch on a table.

Used a dice curve this time so the more 'mundane' traps will happen more often. The really bad shit (for low level parties) is thankfully rare.
>>
Character classes in OSR seem so sparse on abilities/content. Am I missing something?
>>
What's everyone's thoughts on For Gold and Glory?
>>
>>55039084
Yes. Challenges in old-school D&D are often fictional-positioning challenges which do not require dice rolls but instead creative thinking and use of resources, which often culminates in using "freeform play" in order to find solutions. Therefore OSR games tend to not overcomplicate the written rules, especially when it comes to character abilities, since that is not necessarily where the meat of the game lies.
>>
>>55036469
10/10, this actually seems like great fun for a beer and pretzels game that still lets you get tactical.
First take, it seems like forcing you to reload on a miss is punishing with stuff like shotguns. I realise adding a magazine size might over-complicate things, but if I played it I might house rule it to 3 attacks before you reload.
>>
>>55030380
>range on Tellene
>almost nowhere
WTF?
>>
>>55039336

Shotguns should get 2.

One for each barrel.
>>
>>55031634
I still think the adventure should be called "Steal the Pope". I don't see any benefit to genericizing it, especially when the Castel Sant'Angelo is *right there*.
>>
>>55039523
I take that as areas of heavy population rather than the only place they're found. Otherwise, you could never run an adventure, as many other monsters have ranges that are similar in size, but different in location.
>>
>>55036595
It tries to go for the whole One Roll system of Black Hack (It's a hack of White and Black hack together, hence the name) where you roll only once to see if you got hit or if you hit, and it also took out all movement and such and abstracted it. Armor is a little funky as well instead of just having AC. Lel no initiative, etc.

Not really a huge fan of the super streamlined combat of Black Hack, tend to play on R20 and such so I can deal with grid shit easily, so I'll probably just have to copy and paste the rules directly from White Hack into MM. (Maybe call it Frappachino Freaks).
>>
>>55039898
I have been playing MM for a long time (in closed then open beta) and the gridless combat never bothered me much. A bigger issue in my view is the absence of rolls for enemies : PCs with high attack stats tend to succeed at all their combat rolls, resulting in no damage received whatsoever.
>>
>>55033915
>Rulebook:
Rules Cyclopedia
>Monster Manual:
AD&D1E Monster Manual
>Spellbook:
I honestly don't think I need one. Let's say those Beyond the Black Gate posts about the Cursed Tome of Mar-Karakor. Those are cool. Or of I could get away with classifying the whole thing as a spellbook, Carcosa.
>One extra module of your choice:
One-volume LBB reprint
>>
>>55039682
>Otherwise, you could never run an adventure, as many other monsters have ranges that are similar in size, but different in location.
Agreed, that's what baffled me.
>>
>>55039982
Yeah that was exactly my fear with the One Roll system. Hence why I'm going to add AC back in. Grids is just more to my taste and because I play online, in person I would probably stick with the abstracted movement (or lift FATE's zones)

White Hack has most of those rules still right within in it so all I have to do though is pour a bit more creamer into it (Plus I'm a bigger fan of the 'Roll Under High' rules) and hopefully the rules won't even break 40 pages.
>>
>>55035523
But where is the Archpriest?
>>
>>55040422
Bottom left column.
>>
>>55037506
>Does a DIY wargaming community even exist?

Yes, not every game is WH40k autism.
>>
>>55037592
>Basically, I'm trying to figure out if wielding Stormbringer-- based on what Elric knows about it at the time, that it devours and obliterates souls-- is actually an evil act.

Well, I'd say it is. It feeds Stormbringer, making it stronger. What you may not have read yet is that Stormbringer is a prison for a powerful demonic entity There's also some hinted stuff about it's eventual end. If it ever gets strong enough, the thing inside WILL escape and may even bring about the end of everything.
>>
>>55037809
>ARaPL

¿que?
>>
>>55039084
OSR games rely on player skill more than a character's abilities. So long as it doesn't intrude on another class's gimmick, most PCs are free to try anything.
>>
>>55041117
A Red and Pleasant Land.
>>
>>55038963
What would be the point in renaming the stats?
>>
>>55041313
Because SIWDCC sounds stupid and means nothing.
>>
>>55041319
Why does it need to sound like a word? Why not just say "stats"?
>>
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>>55038963
>h-hey guys t-thanks for coming...
>Yeah we had nothing better to do.
>i m-made some more ch-changes to the h-homebrew
>Oh, great. What did you fuck up this time?
>i-i changed all the n-names of the stats to sound like m-m-m-malice so it sounds d-dark and c-c-c-cool
>Yeah that's real great, kid. How's about we just call them by their real names so we don't have to memorize this dumb, edgy, pointless change?
>ok s-sorry
>>
>>55038577
>1d8 Strange Currencies
1. Large pieces of amber, carved into faceted gemstones and strung on long necklaces. Some of them have things stuck inside them- feathers, insects, scraps of cloth, thin coils of precious metals- which affect their value in unclear ways.

2. Immense, intricately-carved, and immovable stone columns. Value is determined by their size and the technical excellence of their carving. They are traded using tokens of ownership, miniatures of the columns themselves.

3. Whalebone medallions, perpetually slightly damp and salty. They smell of brine. They slowly degrade when exposed to sunlight, and are kept in a sealed leather bag.

4. Paper... money? What nonsense is this?

5. Triangular mosaic-coins of the elves. Each has a simple pattern on its face, which can be combined with other coins to form abstract mosaics. This is how they are stored; you can judge an elf's wealth by how much of his house is covered in money.

6. Mimic coins. They live long, eat little, breed slowly but steadily, and defend themselves from thieves viciously. When traded, their current owner must spend a few minutes introducing them to the new one before they will allow themselves to change hands.

7. Dream-coins, the currency of ghosts, tulpas, and egregores. They are not quite real; they vanish when you're not focused on them, and reappear when you think about them again.

8. Jade eyes with varying numbers of pupils, ovoid and unblinking. A close examination reveals none of the tool-marks expected of something wrought by human hands.
>>
>>55041339

>this guy doesn't even FASERIP
>>
>>55041720
Great, thanks anon!
>>
If a paladin is sort of a mixture of fighter and cleric, what would a druid and fighter mix be?
>>
>>55042045
Ranger?
>>
>>55042057
But they don't get druid magic, do they? I was thinking along the lines of a pagan viking magic dude but I've never heard of such a class.
>>
>>55042068
To my knowledge, the only time rangers haven't used druid magic is OD&D, because they were introduced before the druid. By 1e they are using druid spells.

>I was thinking along the lines of a pagan viking magic dude but I've never heard of such a class.

Berserker? The actual Norse berserkers had a magical element.
>>
>>55042148
Cool thanks man.
>>
In what book are the OD&D wands detailed? I need them for inspiration.
>>
>>55041092
Does Arioch not know about the end of everything bit? If he did, you'd think he would also try to resist instead of leading Elric to find it.

Also, what about the Lords of Law? Is this part of that whole balance thing? i.e., will the sword grow weaker again in a time when Law is at the advantage?
>>
Using Magic Jar, can a magic-user become immortal without the use of Longevity? Magic Jar seems like a way easier way to become immortal as long as you find a suitable body, and theoretically you could even "upgrade" your body to a better one.
>>
>>55042209

It's not really explicitly stated. My guess is that the Lords of Law were the ones who bound Stormbringer and Mournblade in the first place, way back at the dawn of everything.
Arioch may see it as getting a powerful ally back into the fight, and a way to maybe end the whole balance thing so they can start over with Chaos in charge forever.
>>
Are there restrictions for magic items in ACKs? I thought all classes could use them regardless if they had arcane abilities.
>>
>>55042384
Well, damn.

I still don't know that I agree with Deities and Demigods in calling Elric chaotic evil. At least not in the way that alignment is used once two-axis alignment is introduced, where it's more about personal morality than affiliation with cosmic forces (otherwise anyone with a LG deity is LG regardless of personal behavior).

He consistently struggles against the control of his master and repeatedly inconveniences himself to do good things for others (like helping Vassliss when he could have easily slain his partner, let Saxif take her, and been given an easy road home).
>>
>>55042384
>It's not really explicitly stated. My guess is that the Lords of Law were the ones who bound Stormbringer and Mournblade in the first place, way back at the dawn of everything.
Guys who forged the swords were the Nihrain. Sepiriz's order and used the base material from the Dragon Sword.
>>55042209
No. It actually gets stronger. It will be as powerful as it needs to be to bring the balance back to its rightful position.
In Phoenix in Obsidian it's powerful enough to restart the sun and the universe as a whole through a bizarre ritual.
>>
>>55042525
You seem pretty knowledgeable about the Eternal Champions stuff. Once I finish the Elric stories, what Moorcock do you recommend next?
>>
>>55042490

Yeah, I wouldn't call him chaotic evil either.

>>55042525

>the Nihrain

Ah, I must have missed some stories. I read a ton of Elric stuff a while back, but there's so much of it, you know?
>>
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>>55042576
>I read a ton of Elric stuff a while back, but there's so much of it, you know?
There's five decades worth of material. It's understandable.
>>55042561
Depends on what you're into. War Hound and the World's Pain/Von Bek is really good but if you want more traditional Sword and Sorcery , you go for Corum.
Buuutt.....Erekose is the shit.
>>
>>55038963
>Luck functions as Wisdom
>Random happenings function as your ability to logically apply your intelligence to a situation

Does dexterity function as your charisma?
>>
>>55042576
>>55042490

>Yeah, I wouldn't call him chaotic evil either.

There are people who honestly think Elric can be easily defined by DnD style alignments?

He just wants to be a lover. Not a red eyed screaming ghoul.
>>
>>55042191
Found it already, but I've been reading the rest of the LBBs. I wonder how often it came up that the players tried to sell a live dragon, for them to include rules for it
>>
>>55042609
>Depends on what you're into.
I think it's the juxtaposition of the intensely badass and the human, even tender elements of Elric himself. Oh, and the cosmic weirdness and psychedelic shit.
>>
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>>55042705
>I think it's the juxtaposition of the intensely badass and the human, even tender elements of Elric himself. Oh, and the cosmic weirdness and psychedelic shit.
Think you're gonna like Eternal Champion/ Erekose and The War Hound.
Especially the former. There's this great moment in the start of Dragon in the Sword.
Erekose/John Daker has become Flamadin and meets Alisaard properly for the first time.
She looks exactly like his lost love Ermizhaad but she isn't her. Her soul isn't that of his beloved Ermizhaad's. There's no recognition of him in her eyes.
Living out a thousand lifetimes just to get back to your soul mate and by some cosmic joke, for the first time in lifetimes, you find her. Only it isn't her. And deep down, he knows he won't ever find her.
>>
>>55042808
fuk
>>
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>>55042808
>And deep down, he knows he won't ever find her.
You see me now a veteran of a thousand psychic wars....
>>
I recently download Wilderlands of High Fantasy
and have been reading through it. I gotta say, it's pretty neat. What's some other essential Judge's Guild material?
>>
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>>55043338
Caverns of Thracia, Tegel Manor, and (my personal favorite) Dark Tower are counted among the really important ones.

I also like the Book of Treasure Maps I, mostly for the Crypts of Arcadia. It's like playing through a zombie apocalypse: fuckers just keep coming.
>>
>>55039578
What is this, the old west? What police department would breach and clear with a double barrel?
>>
>>55032301
He played. A lot of his fluff-heavy posts were for/from his homebrew setting and if I recall correctly the GLOG was used for his home games.

I don't know why "he doesn't actually play" is the go-to insult for when you don't like someone.
>>
Anyone have any experience running Maze Rats? If so, what did you think about it and is there anything you would change around?

Recently played The Black Hack with my players. I love how small the book was and it was easy for my players to pick up. But it felt like everyone was hitting a lot, and the lack of monster rolls felt weird.

Outside of just Maze Rats, does anyone suggest any other pick-up and play systems that are quick to run as a DM and players?

Thanks
>>
>>55045142
I just got BFRPG and it seems simple enough. You could just treat the less simple stuff as optional rules.
I've also heard of a book called the "White Hack" which appears to be a "hack" of the Black Hack.
>>
>>55045142
Maze Rats is based on Into the Odd, so you can check that out. There's also the various Microlite clones and Searchers of the Unknown.

>>55045828
White Hack is an original hack.
>>
>>55028153
Yeah, its a game called "Get a Fucking Job"

Best thing is that the game costs no money and even pays you to play it.
>>
>>55046006
>White Hack is an original hack.
My bad. I thought they were related somehow.
>>
>>55046109

See >>55028257
>>
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>>55040422
But where is the Archpriest?
Bottom left, or roll a d50 for added chaos.
>>55039669
Can't call it "Steal the Pope." The Pope is copyrighted.
>he Castel Sant'Angelo is *right there*.
Everywhere except the interior, which is completely different in every way. See: >>55032517
Historical accuracy can go hang.


Also, Arnold is not dead, he's just busy with work stuff.
>>
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The PDF of the Monster Menu-All 1 is up. It's got art!

Hooray!

https://coinsandscrolls.blogspot.ca/2017/08/monster-menu-all-part-1-ad-monster.html

If you missed it last time around, this document basically lets you play Dungeon Meshi, except also with the chance of gaining extra powers (or dying horribly).
>>
>>55042698
It was a big thing to do in Blackmoor I believe
>>
>>55044832
Because if you read his stuff it seems like they're barely functional for actual play/are things that would never actually come up all too often if at all.

Also it's the go-to thing to say because the OSR is filled with arm-chair game designers who don't actually play to understand how the rules work.
>>
>>55046196
>the Pope is copyrighted
Catholics are weird. I get it, they had some wars about who could pope. And then some more wars about not wanting anyone to pope. But damn.
>>
>>55046196
Call it Ultrabishop.
>>
>>55046259
I was midway through typing an essay to reply to this post, but I figure you're either that guy from the asshurt blog linked a few threads back or one of his salty brethen.
>>
>>55046196
>>55046468
In Discordianism, everyone is a pope. Why were the writers of the Principia Discordia never sued, even after it became known who they were?
>>
>>55046528
The pope cards are both publicly available for anyone to use and heavily tongue-in-cheek so, knowing nothing about copyright law, I doubt they can prosecute. Or that they'd even really have an interest on the claim unless it was actively difamatory/heretical.
>>
>>55046196
>Can't call it "Steal the Pope." The Pope is copyrighted.
What?
>>
>>55046653
Not good on English (the chosen language of our lord)?
>>
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>>55046526
>>
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>>55046468
>But damn.
Oh man, you have no idea. Every time I think I have a handle on how weird the history of the Catholic Church is, I find some new anecdote, book, war, ruse, or scandal that raises the bar again.
>>55046514
I was sorely tempted to change Cardinals to Primates (still accurate!) but I figured the whole thing would turn into an ape-based musical ("Oh give me the power / of the globus cruciger")...

Anyway, Ultrabishop just reminds me of: https://www.youtube.com/watch?v=er416Ad3R1g
>>55046528
I'm not serious about the Pope being copyrighted. That'd be silly. But I'd prefer not to write and publish a document that explicitly gives people ideas for how to commit a real-world crime. I'm on enough watch lists on 4chan as it is!

Plus, being pointlessly offensive is LotFP's shtick.
>>
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>>55046735
Is LotFP any good? Or is it just edgy trash? Would it be good for running a Dark Souls campaign?
>>
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>>55046766
Bits of it are worth stealing, but I find the presentation of the book to be difficult to use. The modules/authors are the edgy bits. The core rules are pretty sensible.

There's a Dark Souls hack going around here somewhere. It's pretty good. Might need to scroll back a few threads.

But yeah, sure, LotFP is fine.
>>
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>>55046735
>Anyway, Ultrabishop just reminds me of: https://www.youtube.com/watch?v=er416Ad3R1g
Great! So that's what you'll call it then, right?
>>
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>>55046766
Also, wtf is that image all about? Did I just get baited into replying to a genuine nazi?
>>
I'm on my phone, so I can't check just yet, but does the Trove have the Al-Qadim books?
>>
>>55046844
What about all the Cannibal Corpse artwork? I'm too sensitive to even read the rules because I'm afraid of seeing all that gory shit.
>>
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>>55046849
>Great! So that's what you'll call it then, right?
Nah.
But it will be under creative commons so you can make your own hack. A cyberpunk OSR hack! With a Technopope and Ultrabishops and Father Funk and Father Jive as gyroget-wielding NPCs.
>>
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>>55046936
>I'm too sensitive to even read the rules because I'm afraid of seeing all that gory shit.
But... you're on 4chan?

Anyway, yeah, there's stuff. I have no idea if it'll turn your stomach though. It's not that shocking to me but I have seen some WEIRD shit in my day, let me tell you.
>>
>>55047003
>But... you're on 4chan?
With my security blanket, and even then I don't ever wander off of /tg/.
>>
>>55046936
There's only one piece of artwork by the Cannibal Corpse guy, and it probably looks worse in your head.
>>
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>>55047032
>With my security blanket
Back in my day we called 'em wank rags.
>and even then I don't ever wander off of /tg/.
Well that's just sensible. But it's not like this is exactly a... sensible place. Have you seen the 5E thread that's up right now? And that's just the start.
>>
>>55046844
Thanks mate.
>>55046936
Don't be a faggot.
>>
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>>55043390
Thank you!
>>
>>55042295
>Using Magic Jar, can a magic-user become immortal without the use of Longevity?
Yes. If you think about it, Magic Jar is the spell that turns you into a lich before liches were introduced into the game.
>>
>>55047551
Yeah but you can't have both a physical body and your soul in the jar at the same time right? Magic Jar doesn't REALLY work like a lich does (if I remember right) because a lich can still mess about while having his soul in whatever object he picks.
>>
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>>55046653
>>
>>55046766

I like LotFP. It can get pretty "edgy" in some of the modules though generally it's in a tongue-in-cheek and/or heavy metal fashion, and it's damn good at what it does.
>>
>>55047603
That sounds pretty cool. I'll check it out sometime after I'm done testing BFRPG.
>>
>>55046735
>I'm not serious about the Pope being copyrighted.
Funnily enough...
http://www.telegraph.co.uk/news/religion/6863540/Popes-image-protected-as-Vatican-cracks-down-on-commercial-branding.html
http://www.chicagotribune.com/news/nationworld/ct-pope-francis-image-rights-20170226-story.html
>>
>>55042698
>>55046231
Yeah, the dragon subdual is a definite Arneson Thing. I doubt Gygax ever let a player do that, whereas if you read Blackmoor material there's a ton of that shit -- the Wizard Gaylord has Gertie, the Ran of Ah Fooh(? I think it's the Ran) has his dragon-breeding operation, Kurt Krey has a tame dragon mount.
>>
>>55046936

Grab the no-art version, it's free.
>>
>>55047582
>Yeah but you can't have both a physical body and your soul in the jar at the same time right?
Well like TECHNICALLY no but, if you kill the physical body the soul immediately rebounds to the Jar. You can also return to it at will, and can only be permanently killed if your original body is destroyed, the Jar is destroyed, *and* any other body you might be possessing at the time is destroyed. It works extremely similarly to a lich's phylactery.
>>
>>55047692
>if you kill the physical body the soul immediately rebounds to the Jar.
I wasn't aware of that, that's really cool.
>>
>>55043338
The other anon forgot to mention perhaps THE most crucial JG product: City-State of the Invincible Overlord.
>>
>>55047743
>Not centering the game in Rallu
>>
>>55046844
>pic
What game?
>>
Hey do you guys have any good random tables for generating towns and stuff in it? Blogposting is allowed.
>>
>>55047621
>I doubt Gygax ever let a player do that
Actually, I correct myself -- Robilar was called Lord of the Green Dragons for a reason. Clearly Gygax allowed it.
>>
>>55047930
Blasphemous.
>>
>>55047621
> the Wizard Gaylord
I know that it has different meanings and such, but there's no fucking way they didn't know
>>
>>55048088
The Blackmoor crowd was bawdy as hell, being a bunch of college-aged boys.
>>
What system would you guys use for running a game set in Gundam?
>>
>>55048120
It's not yours either. It exists in a chaotic microcosm with only a vague semblance of rules of ownership.
>>
>>55048225
How fucking tryhard can you be lmao
>>
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>>55047940
http://udan-adan.blogspot.ca/p/against-wicked-city.html
https://watabou.itch.io/medieval-fantasy-city-generator
http://stasisengine.blogspot.ca/2016/10/the-village-and-village.html


Oh yeah, and for you:
>>55047276
http://swampofmonsters.blogspot.ca/2014/03/100-things-from-dark-souls-2.html

>>55048044
>No, it's not.
Bet you a dollar.

>>55048296
Fate Core, if you want the drama aspect.

or this, if you want giant fighting robots and don't want to bother with a complicated rules set: https://coinsandscrolls.blogspot.ca/search/label/Flame%20Pomerium
>>
>>55048356
So are you dropping the "kid" at the end or did you just post too fast to make up something where it was coherent?

Your posting is very recognizable just from how fucking hard you beat on the internet badass drum whenever given the chance. It gets pitiful that you apparently have nowhere else better to do it but the OSR section of a tabletop imageboard.
>>
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>>55048428
>>55048412
Now I know that you two are angry, but I think we can all agree that it's not very useful to be angry right now.

Why don't we talk about something nice?
>>
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Just shut the fuck up and post whatever you want, blogs or not, all right?
>>
>>55048428
Let me clarify: It is very recognizable when the idea that you're somehow imposing or intimidating over anonymous posts on 4chan gets into your head, and you begin calling people "kid" in a ridiculous chest-beating fashion.
>>
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>>55046219
Bumping because it got drowned pretty quick.

And also because nobody's laughed at the motto yet.
>>
>>55048533
Or the thread continues to be shitty and unproductive for a while longer, while you two make asses of yourselves over what can or can't be posted here, like anyone else gave a shit.
>>
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>>55047940
This might be handy.
>>
>>55047940
I don't have the link, but maybe someone can post the link to blogbro with the town generation rules that incorporated the classes of the starting PCs? I remember that being pretty good.
>>
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>>55048647
Oh right that one!
>>55047940

This was some GOOD STUFF anon: http://melancholiesandmirth.blogspot.ca/2017/07/1-starting-town-10-other-towns-and-sea.html

Seriously, start here first.

Also, more villages: http://melancholiesandmirth.blogspot.ca/2017/07/20-villages-and-what-goes-on-within-them.html
>>
>>55048088
They used their own names, Anon. His actual name was Pete Gaylord. The others all wanted to be fighters (see also: the Great Svenny, Baron Fant, Sir Jenkins), but he wanted to be a wizard. It's incontrovertible that the first D&D and thus roleplaying magic-user ever was the Wizard Gaylord. PatW has a picture of the character sheet and everything.
>>
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>>55048707
>It's incontrovertible that the first D&D and thus roleplaying magic-user ever was the Wizard Gaylord.
>>
Please notice the guy falseflagging earlier in the thread. At least one is the 5e troll
>>
>>55048697
Thanks for the assist, Skrebulek! I knew I could count on one of you guys for backup. And yeah, it's a good post.
>>
>>55048382
>>55048590
>>55048647
>>55048697
Thank you all kindly. And sorry about the mess.
>>
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>>55048772
No worries. It's not your doing.

Pic unrelated.
>>
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>>55048763
Gee, thanks, I totally didn't notice.

Guy needs to pick up a trip so that it'll be easier to hide him.
>>
>>55048792
I know that Troy Baker had a weird glare because of his time in a monastery, but what is going on with his fingers there?
>>
Someone got a link to the discord?
>>
>>55048491
Addams family motto, right? "Gladly we feast on those who would subjugate us." Noice.
>>
Here's a question for DMs:
Say there's a magical potion whose effect is that you die 1d6 hours after drinking, and there's no immediate effect. This stuff shows up all the time in modules. How is this supposed to be conveyed to the players without creating a really weird anticlimax? The only way I can see this going is:
>Player: I drink the potion.
>DM: You drink it and... nothing happens.
>Player: Nothing at all?
>*clearly rolling a 1d6* Nope, nothing at all.
>Player: Alright...
>an hour of play later
>DM: Oh right. Player, you fall down dead.
>Player: What? Why?
>cue DM having to explain everything with the player feeling underwhelmed

How do you go about this playing out in a more interesting way?
>>
>>55049199
I wouldn't know because frankly that sounds like BAD old-school bullshit.

I'd turn them into a newt or something sure, but 'lmao u die because you tried something out' does nothing but make your players become noninteractive.
>>
>>55049199

You feel it burning inside your chest, or the potion has a prophecy of doom; as in the moment you drink it you know you're going to die in 1d6 hours, but you may not know how long.

Maybe the player acts suicidal, jumping headlong into danger and activating traps for their friends. Maybe they can wretch and vomit and deal 1d4 damage to themselves to extend the duration of the poison by another hour. Maybe there is still time for an antidote.

Personally I just wouldn't use an item like that. I think items that can do a shitload of damage are more interesting then instant death effects, and it makes high level characters more superhuman and special. 4d20 damage in 1d6 rounds is more interesting in my opinion, and will almost always kill you, but you never know.
>>
Since /wbg/ isn't up, can I talk about a backstory of one of the custom classes I posted earlier? I want some feedback to see if it's interesting or not.
>>
>>55049362

Sure, but keep it short. This thread is an autosage anyway so you might as well.
>>
>>55049362
Sure
>>
>>55049135
Why would you ever want to leave this thread, anon? It's perfect.
>>
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>>55049199
>Player: I taste the potion first, just a tiny sip.
>GM: It tastes like incense and dust. You hear the faintest sound of bells.
>Player: *looks around at the rest of the group, shrugs* Fuck it, I down the thing.
>GM: Ok. To the sound of plinky piano music, a tiny angel appears in front of you, descending on a beam of golden light. You feel a sense of deep peace. https://www.youtube.com/watch?v=Dfgk1tmLauo
>GM: It looks like an hourglass with wings. It says,

>Angel voice (squeaky): "CONGRATULATIONS, MORTAL! You have been chosen by the ALMIGHTY to ascend directly into HEAVEN in six hours. Please make any arrangements required in the MORTAL REALMS before your DIRECT ASCENT."
>Player: What?
>GM: The angel poofs out of existence.
>Player: So I'm going to die in six hours?
>GM: Nah, you're going to heaven! It'll be great. There will be flowers and hymns and soothing music.
>Player: But my character doesn't believe in heaven. He's a barbarian! He wants to go to Valhalla and drink and fight and fuck barbarian ladies!
>GM: Well too bad. You drank the potion and now you're going to heaven... unless you can get out of it.
>Player(s): How?
>GM: Well, see, you're going to die in the next 6 hours. Out of character, you are going to auto-fail all Saves and all hits are crits. But if you can make it 6 hours...
>Player: I'll live forever?
>GM: Maybe!

Adapted from: https://coinsandscrolls.blogspot.ca/2017/05/osr-minor-angels.html
>>
>>55049362
Why not make a thread
Or just you know post it instead of this dumb mother-may-I shit
what site do you think you're on anyway
look at all this dumb shit I'm posting
If you had just posted your whatever maybe it would have been feedback already
>>
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>>55049184
Indeed.
>>55049199
Yeah, if you're doing a delayed save-or-die, >>55049352
has the right of it. Make it interesting. That's the whole point. Interesting stuff should happen, so make it happen.

IRL, most poisons that kill you in 1d6 hours are noticeable right away. People die slowly if biology is involved.


Or... maybe it's a potion that makes them /think/ they are going to die in 1d6 hours. No other effect but morale loss, panic, suicidal behavior, etc.

It's subtle.
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