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/osrg/ — Old School Renaissance General: OP for Ants Edition

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Welcome to the Old School Renaissance!

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

Prior: >>55078756

Neo-weird, y/n?
>>
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Some rules and ideas for a universal (all classes) crafting system. OC
>>
What'd be the best system to play a western-themed OSR? Go down to lost gold mines, seek treasure, sink riverboats, all that shit.
>>
>>55096148
5E, or 4E if you can't afford it. don't buy them used though
>>
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REMINDER

If you reply to bait, you are an idiot.

If you see someone ask a question, ask yourself "Is this designed to get an actual answer, or is this designed to just stir up contentious pointless bullshit?" We have a few notorious trolls in the thread right now. Let's not make them feel welcome by responding.

Be the poster Mr. Rogers wants you to be. Avoid bait, post OC, and try to be civil. It's the only way to make /tg/ great again.
>>
>>55096094
>Neo-weird, y/n?
I like it.
Not in an 'it's better than the old TSR stuff' way. But the TSR stuff is there. We have plenty of material on what an orc or a dragon is already. Whereas material on other stuff is, you know, new and therefore useful.

Also, old DnD features beholders, rust monsters and the spell sticks-to-snakes. DnD was always weird.
>>
>>55096148
I haven't really seen any take on it that I like. One issue is that the western genre doesn't accommodate OSR classes that well
>>
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>>55096148
LotFP already has firearm rules built in, and the Specialist role fits a few western tropes pretty well, so I'd go with that.

Otherwise, I don't have a lot of content for that kind of game. I do remember that someone was working on a Deep South reskin of Ravenloft, and a Wild West reskin would also be hilarious to me.
>>
>>55096094
I love neoweird, but I'm an artsy wanker. Trying to tone it down, hint don't show, keep the strangeness distinctive instead of just going full bore into it. Its hard, but I think probably better for the new campaign.

>>55096145
This is cool. I think I'd just use the minor items part though.
>>
>>55096218
I don't know. You could get clerics from both European missionaries and native Americans, and wizards from the latter. Fighters and thieves would of course be all over the place.
>>
>>55096145
I'll have to read this some more, but I really like the feel you're going for. The specific mechanics feel a little too '+1 treadmill' for my tastes, but I could easilly switch out '+1 dex' or whatever for a bonus more to my taste.
>>
>>55096148

Basic Red's Doublecrossroads is something like that. I like the classes in that system, feels very D&D while being flavorful and unique.

http://basicredrpg.blogspot.com/p/xxr.html
>>
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>>55096145
I like this, but it feels like the start of an idea.

You might want to make it more closely tied to some major OSR resources (money, time, and XP).
>>
>>55096094
>Neo-weird, y/n?
n
It's gotten old
>>
>>55096268
>>Neo-weird, y/n?
>n
>It's gotten old
ironic, really, considering how the idea is built on novelty.
>>
>>55096221
>Deep South reskin of Ravenloft
That instantly brings to mind Deliverance and Hills Have Eyes, and is therefore hilarious.

Got a link?
>>
How should I add professions like cooking and blacksmithing into BFRPG?
>>
>>55096289
>Got a link?
Sorry, no. It was just a bit of PDF that was posted here once. I don't think the author intended to go anywhere with it. It was great though. Voodoo, crazy mists, alligators, etc.
>>
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>>55096174
>/tg/
>Ever not being retarded and chugging the bait
>>
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>>55096309
Background skills. Either brought up at chargen (a blacksmith's son fighter obviously knows about blacksmithing), or - like pic related - announced when appropriate.
>>
>>55096341
Thanks faggot
>>
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>>55096309
>cooking
Occultesque has some rules for cooking here: http://www.occultesque.com/2017/07/eating-good-in-dungeonhood.html
>>
>>55096362
And then there's of course Monster Menual.
>>
>>55096309
I'm considering a modified version of NWPs, myself. Though for cooking only if you're making food that tastes good. It ain't hard not to burn water for awful stew.
>>
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>>55096371
Yeah, but it's not really a skill thing driven by the characters, so I didn't post it. It's more of an addition to the setting.

If you wanted to run a character who was /all about cooking/, it'd be good though.

But he'd probably be some kind of weirdo.
>>
>>55096402
>he'd probably be some kind of weirdo.
Aren't all PCs?
>>
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>>55096404
Fair point.
>>
>>55096402
I was more just thinking like, the group would have somebody like Brock from Pokemon, who would make them some tasty shit on the road.
>>
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>>55096528
You should check out Ryuutama then. It's got all kinds of cool rules for that sort of stuff. You might want to steal their Condition system and bolt it onto yours.
>>
>>55096528
Honestly, you can probably just manage it by means of roleplay. He says he's the cook - fine, so he can cook stuff, while the rest of the party will probably fail at it if they ever try. No need to go into any more detail.
>>
>>55096540
>>55096539
Thanks
>>
How smart are trolls? Would it make sense for a troll to go after a lightly armoured opponent first, or would they just charge the closest one?
>>
>>55096148
There was a TSR game back in the day called Boot Hill. I never checked it out because I've never been into Westerns, so I don't know how similar or dissimilar to D&D it is, but I think it was already old by the time I played Holmes Basic in the early 80s, which might point to it being closer rather than further from D&D.
>>
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>>55096613
Trolls are ridiculously varied, probably even within settings.

But even then, only the most bloodthirsty animals couldn't think at least a little. Most trolls certainly can.
>>
>>55096638
Yeah I was just speaking generally, but thanks.
>>
Wasn't there a b/x sort of pdf or google doc a few threads ago that made it really simple and obvious, I don't think it had the spells added yet though.

I really like that system, does anybody have a link or know what I'm talking about?
>>
>>55096738
I didn't open it, but do you mean the grayharped b/x?
>>
>>55096771
Hold on, I think that doesn't exist. I got confused from some shitpost
>>
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>>55096613
I've only ran 1 troll encounter, but they seemed cunning but not smart to me, so I they had a plan but were bad at changing it based on what they players were up to. Simple but effective ambush, bad at figuring out the player's tricks.
>>
>Medieval Christians believed Muslims were pagan idolaters who worshiped gods named Termagant, Baphomet, Mahound and Apollyon.

I need to integrate this into my game somehow.

https://en.wikipedia.org/wiki/Medieval_Christian_views_on_Muhammad
https://en.wikipedia.org/wiki/Termagant
https://en.wikipedia.org/wiki/Baphomet
https://en.wikipedia.org/wiki/Mahound
>>
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>>55096842
What I do is let my players make up ludicrous lies about Foreign Parts.

I then take those lies and back-form the truth from them. Sometimes they aren't lies at all. Sometimes they are utter fables. But Afanasy Nikitin wrote only the truth of what he saw, and his account is still pretty ludicrous.
https://en.wikipedia.org/wiki/Afanasy_Nikitin
>>
>>55096771
>>55096795

I found it. It was actually from a blog, so I'm just a dumbass, not from the thread.

What does b/x actually stand for anyway?
>>
>>55096966
Bag of Xylophones
>>
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>>55096638
>>
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>>55096966
Boron / Xenon
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>>55096966
These guys.
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>>55096966
Bx stands for [B]asic Rules (by Tom Moldvay) and E[x]pert Rules (by David "Zeb" Cook).
>>
Say what you want about the gender stats discussion but at least we I got us fucking posting and not on page 6. Here's a free bump before I hit the hay
>>
>>55097689
AD&D had max and min attributes as prerequisites for race, class, and gender.
It /did not/ have attribute modifiers by race. class, or gender.
>>
>>55096148

You can look into Black Powder, Black Magic. It's a Dungeon Crawl Classics setting/zine that's western themed and replaces/offers human variants of the dwarf, halfling and rogue.
>>
>>55097730
I think you mean True AD&D (tm)

But this is broadly how I run it. Character age, social class and gender tend to be influenced by the stats I roll. There's probably a good essay in how to mine information from the six stats rolled and what they mean for the character you've created.
>>
>>55096148
>>55096619
>a TSR game back in the day called Boot Hill

Boot Hill is kinda shit desu. The 1st edition is anyway. It's pure Gygax so it's more of a war game than an rpg. I think the later editions improved but I never tried them.

Look at Go Fer Yer Gun. It's in the trove.
>>
I've noticed LotFP assumes you have a monster's stat scores. Is there any bestiary for it available or do you just wing it with normal B/X monsters?
>>
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So last thread I spitballed an idea about a total narrative and aimed/called shot combat system. Using only a d20 to attack with and lowering the amount of dice to use. I'd like to work on the mechanics a bit.

While this game system is still going to have rolls and random chance, I want it so players can do whatever they want with as few rules as possible. I also want the idea of finishing off a foe with a killing move as to not be a natural progression of losing HP, but an intentional move done with risk vs reward.

>d20 + modifier is attack rolls
>Roll strength when smashing stuff, dexterity if seeking cracks in armor, Int if using magic to burn things to a crisp, etc.
>Monster Hit points are added to AC for finishing/killing blows
>If attacks are not intended finishing blows, like stabbing a beast in the arms or legs, knocking them around, etc. Only roll vs AC
>Weapons deal 1 damage per their size, plus class bonuses, plus location damage bonus, round the relevant stat to the nearest 5 and divide by 5 (20 in strength when smashing, deals +4 damage) all these bonuses let you take out large chunks of HP at once
>As fight goes on, creatures with lower health will be able to finish off. Make it so once they drop below a maximum for their HD they lose some AC and/or to hit bonuses and damage to fluff them becoming weaker

How does this sound for a good start?
>>
Two questions regarding magic since I didn't get much from last thread: What's the deal with spellcasting in ACKs? Is it like sorcerers in Pathfinder where you don't prepare spells?
And I don't want to use the elemental based spells (fireball, earth's teeth, etc.) given in ACKs for my battle mage class. I'm thinking of adding the Force Spells from D&D as their main bread and butter. Thoughts?
>>
>>55096613
Trolls fight as three Armored Foot when battling normal men, and literally can't be killed by them (due to the regeneration, presumably). So probably they'd just wade right in and fuck shit up; there's no particular reason for them to go for fleshy targets first, and in fact, since they're indestructible it's probably smarter to use them to tie up heavily armored foes.
>>
Anyone have an idea of what I should write about or make a table about?
>>
>>55100480
1d30 table of 1d30 tables.
>>
>>55100480
1d20 magical vegetables and their 1d20 weird growth requirements.
>>
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How long does it take to heal a broken limb, and would it have any long-term consequences? Are there any resources available for this sort of things?
>>
>>55101358

You drink a healing potion.

If you're out of healing potions, you'll have to hobble your way back to town with your buddies and then get one there.

Once you drink the healing potion, your leg goes ZIP and straightens out. The long term consequences is that you had to spend money on a healing potion.
>>
>>55101358
>limbs
>broken
>D&D
First you should tell us what houserule you're using.
>>
>>55101358
Depends on how cleanly the bone was broken and whether or not the flesh around it was impacted.
>>
>>55101381
It was more of just winging it rather than using any houserule: a powerful monster rolled a crit with near-maximum damage and I decided it broke the fighter's arm. I'll admit I didn't think it entirely through, but mostly anywhere I see hit points tend to be just superficial damage rather than genuine wounds, and healing spells and potions therefore wouldn't be enough to fix deeper damage.
>>
>>55101676
Why are you playing with crits?
>>
>>55101676
3 weeks sound reasonable.
>>
>>55101823
It's quite easy to add extra flavor and effects on really high and low rolls in the fly, and it can add a proportionally fair amount of tension, grit, and occasional hilarity.

I don't have tables for them or anything.
>>
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More OC
>>
>>55098766
>>55101358
I don't think you should bring in too much about either called shots or wounds. Regular attacks are already explicitly trying to cause both: there's no need to make it any more complicated.
>>
>>55096181
>sticks-to-snakes
I mean this is from the bible though so it's not like it's that weird or anything.
>>
>>55102728
Yeah but the Bible is weird as hell on its own.
>>
>>55096094
"Neo-weird" is a lot less weird when a bunch of people start trying to do it all at once. I have nothing against ditching tolkien-fantasy for the "weird fantasy" stuff but the trend as it started to appear in OSR products the past couple years got old really fast for me.
>>
>>55102723

Why do people think "don't do thing I don't like" is good criticism? It's not really helping anyone develop their esoteric homebrew system at any rate.
>>
>>55102812
Needlessly complicating things that are meant to be simple is a valid criticism well beyond "I don't like thing!".
>>
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>>55102793
Because it eventually just becomes completely meaningless foreign objects flashing in front of you. The "Tolkien" Fantasy images are archetypes that communicate various things to people and have meaning because of a shared cultural heritage, but weird items have no such connection and to saturate it too much is just overwhelming and frustrating for anybody.

The originals did it best, you go from the real, familiar world (familiar as in our actual world or familiar fantasy) and then you get to weird stuff deep down. It needs to have the exploration and discovery, familiar to unfamiliar, if there is ever going to be any meaningful effect.
>>
>>55096094
>>55102793

If you want to be a real contrarian like me, go for the generic high fantasy approach from video games and anime and such.

So magic item shops everywhere, generic elves and orcs but you can add in others, leveling up is an understood mechanic in universe, etc.
>>
>>55102857
Yeah but these days that shit's pretty overdone as well.

What's next, each player character is actually a real world person transported into the magical land of adventure?
>>
>>55102899
>Yeah but these days that shit's pretty overdone as well.

Not in tabletop fantasy it isn't. Tabletop fantasy is either classic D&D style fantasy, muh grit and grime, or neo weird. Very rarely do you get that kind of style.
>>
>>55101358
It takes 6-10 weeks to heal a simple fracture in an arm or leg to the point you can use the limb, but it'll be weak for a considerable time after that.
>>
>>55102920
>he doesn't know about Forgotten Realms
I truly envy you.
>>
>>55103095
Forgotten Realms started out as pretty good actually. It was just slightly gritty, decently high magic without going full retard with it, and even had a bit of really weird shit spicing it up. Then 2e dropped the ball.
>>
>>55103216
Yeah, I agree the original box set isn't bad at all. But it went full retard really fast.
>>
>>55098740
It's designed with the intention that every monster be a unique hellmess instead of goblins, orcs and whatnot. Most of the modules have specific monsters in them. There's a few bestiaries for it with interesting random tables to make weird shit with in the trove. It also works fine with a regular monster manual, just remember LotFP has a better base AC for unarmoured humans.
>>
>>55103459
Yeah I recommend the Esoteric Creature Generator pretty highly. It's led to some off the wall shit like an elder god trapped in a hive consciousness in a baker's dozen cat-sized sparrows immune to normal weapons.
>>
>>55098766
Interesting. I'd streamline it a bit and have the finishing move damage increase by class level instead of
>round the relevant stat to the nearest 5 and divide by 5

Keeping it a risky move where its always potentially dangerous seems key. Maybe give the monster a bonus against someone if they miss too.

>>55102723
Could go with an option if you roll max damage to represent a well positioned attack, basically asking if they want to roll double or nothing.
>>
>>55100480
Unusual keys & locks.
Magical writing materials.
Common ornamentation on weapons & armour. (the folk charm table last thread got me thinking about how humans tend to love scrawling, doodling, carving and otherwise busying up their stuff)
>>
>>55101358
Just look up how long it takes irl? There's your resource, webmd.
>>
>>55102210
Made me think of Waterworld.
>>
>>55102723
>>55103557
Honestly, crits that cause complications like broken bones are much better that crits that just do extra damage, which make a nonsense out of the damage roll. If you want to use critical hits, it's definitely preferable to use a table with things like getting stunned, knocked prone or unconscious, disabling a limb and so on. It even allows you to make Cure Light Wounds and Cure Serious Wounds more mechanically distinct -- permit only the latter to mend broken bones and similar injuries.
>>
>>55103790
I think >>55098766 is going for how to let players do more heroic violence against monsters rather than crits against players like >>55101358 is doing.

Re: monsters its basically mechanizing an increased risk/reward system for dealing damage to monsters. I tend to just do that based on asking players how they're attacking, what their plan is, etc. But its interesting to see how other people would do that. Also for new gms its probably useful for them to learn how to build a thing, then realize they can wing it more than they have been. Another easy way to incorporate it would be to have sliding attack/damage bonuses to decreasing your ac like some systems do.

There are a lot of dismemberment and horrific bad damage times tables/houserules floating around. Crits against players is a thing I do very simply. If an attack would drop the character to zero, they can take a crippling injury instead, drop to 1hp, roll a random stat and drop it by d6. I sort out what the injury is by what's attacking and what stat got rolled. They can only have 1 at a time, they're still in a bad way, makes life more complicated (and tend to die anyway) and gives me more to riff on later. Magical healing isn't just laying around to mend bones and undo brain damage either. Its a bit gamey, but that's fine.
>>
>>55098766
I like the HP+AC defending against killing blows thing because it really uses HP the way it was intended - lots of flynning and then eventually one good shot gets through.
>>
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>>55096402
>But he'd probably be some kind of weirdo.

Perfect.
>>
What's the weird bit about your current player character?
>>
>>55105180
I don't play special snowflakes. What about you?
>>
>>55105180
>>55105280
I don't play """characters""". My P"C"s are the abstract, featureless recollection of the components in my character sheet stuffed into a vaguely human-shaped husk, as God (Gygax) intended.
>>
>>55105318
sounds boring i play a char called sasuke and hes a fox person
>>
>>55102857
>magic item shops everywhere
okay
>generic elves and orcs
okay
>leveling up is an understood mechanic in universe
please no, isekai has already infected enough shit
>>
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>>55105280
>>55105318
>>55105334
as usual, autists of /tg/ prove themselves incapable of any thought more complex or varied than the two absolute extremes
>>
>>55105334
Cool! Mine is named Sasukeshomaru. He is half-demon, half-fox and half-ninja, as such he gets to go to level 20 in Bard, Assassin, Fighter and Magic-User at the same time.
>>
>>55105408
nice my sasuke has a homebrewed class called "super blade knight" and he can merge with shadows to send people to hell
>>
are we being raided by the Pathfinder general?
>>
>>55105455
Nope, just good old fashioned OSR goodness. Just a few trolls wanting to get rises out of people.
>>
>>55105455
Obviously. >>55105180 started it by daring to insinuate our characters might be individuals, and then the rest of his special snowflakes invaded.

We must endure. They'll have naptime or something soon.
>>
>>55105455
Not enough 2hu for it to be /pfg/.
>>
>>55105500
>We must endure. They'll have naptime or something soon.
you've been saying something to this effect all month, kid. let it go
>>
>>55105510
don't call me Kid, friend
>>
>>55105510
Go buy another 5e book with your pocket money, son.
>>
>>55105541
damn nice comeback
>>55105525
ok kid
>>
It was insinuated back in >>55096404 and >>55096426 that all PCs are weirdos. Are you now backing away from that statement and instead claiming all your characters are bland and featureless?
>>
>>55105455
>>55105494
>>55105500
I was honestly just taking the piss off this guy >>55105280
>>
>>55105747
Fair enough.

Care to answer the question seriously, or did we kill that conversation before it ever started?
>>
>>55105735
who the fuck are you talking to?
>>
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>>55105803
You know, I really must say that the day you got BFRPG was the day all of /osrg/ got several times more unpleasant. I don't usually get upset about things on the internet but it's pretty hard not to notice it.

You're an all around obnoxious, unhelpful, trolling piece of shit.

I think I'll just leave. Bye.
>>
>>55105835
i thought you didn't believe i got BFRPG. how far are you going to backpedal before this tango is over?
>>
>>55105759
I think explicitly acknowledging that the player characters are different than most is important, otherwise you get people being too reasonable. Going into the underworld murder hole isn't a regular activity. It can be done in a thoughtful way depending on where you end up thinking of the dungeon as a game with pieces or characters though. They still die like pretty much anyone though, which is key.
>>
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>>55105759
I have nothing much to contribute since I haven't had a group in ages.

I'll at least post an old screencap to compensate
>>
Hey y'all I need some cool happenings at sea so that sailing isn't so boring. Landmarks, encounters, events, whatever floats your boat (sorry).
>>
>>55106067
OK then what?
>>
>>55106091
then you reroll in 5E
>>
>>55106048
Sea monsters, pirates, shipwrecked people clnging to bits of wood, and storms are probably the obvious ones. Sighting a lighthouse? Uncharted islands? Coming upon the corpse of a colossal sea creature, floated up from the bathypelagic abyss? Meeting some whalers, busily scooping out a harpooned whale? The passage of some humongous flying creature? Getting trapped in the Sargasso?
>>
>>55105835
Can't you just disregard the troll faggot like the rest of us? Hide and report. You're just playing into his hands if you let him drive real posters off and drag the thread down to the usual /tg/ shitposting level.
>>
>>55106106
That doesn't sound like something that happens while sailing to me.
>>
How would you homebrew a druid mixed with a barbarian or fighter without multiclassing? What spells would he have access to?
>>
>>55106328
Those all sound pretty cool. Got any more like the lighthouse one where it can function as a landmark for point-to-point navigation?
>>
>>55106379
Well barbarians like breaking magic stuff (or at least Conan did) so maybe dispel magic? Can't remember if druids get that...
>>
>>55106379
>How would you homebrew a druid mixed with a barbarian or fighter without multiclassing? What spells would he have access to?
I'd just make him an Elf with Druid spells instead of M-U spells. They're not nearly as good, so I'd lower the XP base rate -- say 3000 for level 2 and so forward.
>>
>>55106414
Well what I'm trying to emulate is the old pagan viking legends and shit. Beefy spiritual warriors, but not paladins. If a paladin were a mix of fighter and cleric, then what I'm talking about is a mix of fighter/barbarian and druid, you know?
>>
>>55106396
To be honest, for landmarks I'd personally mostly use the hexmap itself rather than any kind of rolled encounter. It makes it easier to refer back to for consistency and there's something much more satisfying about being able to say things like "you pass the Beacon of Hercules on the Cape at the End of the World. West of here there's nothing but the endless sea" and have it make sense, rather than be something you just rolled up on a table.

Don't get me wrong, though, random tables definitely have their place.
>>
>>55106379
That's pretty much just a Ranger.
>>
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>>55106048
http://www.ragingswan.com/free-resources/

Scroll down to the Wilderness Dressing.
>>
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>>55096094

Is Deep Carbon neo-weird? If thats what it means then yeah I am for it, love the writing style and atmosphere in DCO and Yoon-Suin.
>>
>>55106434
What if I just allowed druids to use metal armour?
>>
>>55106471
I think maybe just straight barbarian is sufficient for that, but if you wanted to make a Viking paladin you'd probably be better off doing that with homebrew straight up than blenderizing druid and barbarian together. The spell list probably gives too much choice.

Maybe, like, pick some spells you think are nice and then let the player pick one from that list as a level times per day free ability or something?
>>
How can I edit the BFRPG pdf to make a combined one with all the extra classes and spells?
>>
>>55106947
Alright, thanks
>>
>>55106837
Yeah, usually when people in here say Weird or New Weird with reference to OSR they pretty much mean Zak S., False Patrick, Arnold Punch, and their work. And Yoon-Suin specifically, I guess, although Noisms doesn't really fit the New Weirdo pattern himself IMO.
>>
>>55106963
Easiest way is to just download the .ODT file they supply and edit it that way, then export it as a PDF.
>>
>>55107218
Yeah I think I need to get a non-pirated version of Word
>>
>>55107262
The creator is a big open source buff and uses LibreOffice if I recall correctly.
>>
>>55106379
Yes. It's called a Ranger.
>>
>>55107336
Oh cool I didn't know you could open .odt's without Word
>>
>>55107365
You'll probably have to find a few tutorials to learn how to format the book, plus get the fonts that the PDF uses to get it to look correct, but it's definitely something you can do! I believe in you, anon!
>>
>>55107478
Thanks mate
>>
>>55107365
>.odts
>Word
Anon...
>>
>>55107979
How can you be this bad at identifying bait?
>>
>>55107478
I got all the fonts but the .odt still looks fucked, especially the tables. I'll just leave it for somebody else to do I guess, I probably would botch it anyway as I've never done this kind of thing before
>>
>>55100700
>d30 tables someone should write sometime
1. d30 weird mushrooms.
2. d30 old battlefields.
3. d30 strange foreign merchants...
4. and their d30 strange foreign wares.
5. d30 weird dog breeds.
6. d30 strange vineyards...
7. and their d30 unusual wines.
8. d30 incredibly moronic hirelings.
9. d30 treacherous hirelings.
10. d30 lazy and cowardly hirelings.
11. d30 bold and competent (and staggeringly expensive) hirelings.
12. d30 ways to describe a +1 sword.
13. d30 long-dead adventurers.
14. d30 retired, crippled adventurers.
15. d30 people claiming to be adventurers.
16. d30 penniless paupers begging for help.
17. d30 unusual rocks.
18. d30 signs of impending eldritch horror.
19. d30 odd things abandoned on the side of the road.
20. d30 refugees from the War.
21. d30 weirdo artificers...
22. ... and their d30 baffling creations.
23. d30 ranting madmen...
24. ... and their d30 mad rants.
25. d30 people on the verge of death.
26. d30 rumors of foreign climes.
27. d30 places which seem like they might be dungeons but aren't.
28. d30 places that shouldn't be filled with monsters and treasure but are.
29. d30 tactful and technically true things to say at a PC's funeral.
30. reroll twice and combine.
>>
>>55108389
I'm pretty sure OC Anon did a Strange Pedlars and Strange Wares table. It was great.
>>
Rolled 19 (1d30)

>>55108389
some of these sound really fun

but I'm a gambling man
>>
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>>55097846
>Boot Hill is kinda shit
kek, you are fucking out of your mind
>1st edition
I stand corrected, your are right, its a wargame for the most part

They did come out with later editions and by 3e you had a relatively rules light version that worked
>>
>>55108507
>19. d30 odd things abandoned on the side of the road.
A discarded turbobear tooth
>>
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Rolled 4 (1d30)

>>55108389
Away I go.
>>
>>55103643
>d8 unusual keys and locks
1. 'Skeleton keys. Made out of carved fingerbones of thieves. Can open any lock, but break off inside it.
2. Seed-key. Grows instantly into thorny key-shape. Used in the un-city of dryads and druids.
3. Bloodline lock. Stick your finger in it and it will taste your blood. If you're the right bloodline, you're in. It can tell if the blood is fresh.
4. Prism-key and prism-lock. Remember that scene in Indiana Jones and the Raiders of the Lost Ark where he sticks a special amulet in the right place and it refracts a beam of light to show him where the Ark is? Like that, but it magically makes a door open.
5. Psion-lock. Mechanism completely sealed, tumblers must be moved into place using telekinesis.
6. Water-lock. Complex hydraulic mechanism operated by lesser water-elemental; must be opened through negotiation.
7. Mimic key. Defends itself from thieves, viciously and to the death. Goes for the eyes.
8. Treason key. Will open any door. Whenever used, it secretly sends a magical message to its maker. He knows what you're doing with it, and will use that information when the time is right.
>>
>>55108507
>d30 objects discarded alongside the road
1. Necklace of wolf teeth, flecked with blood.
2. A stuffed doll. It almost seems like its head turns to follow you. No wait, it is, oh god burn it burn it now.
3. An empty chest with a false bottom (also empty).
4. Bunch of wagon-axles, neatly bundled together.
5. Totem of a strange and foreign god, half charred.
6. A series of crude wooden statuettes, one every mile or so. On inspection they seem freshly made.
7. Crudely printed pamphlet, advocating violence against... someone. The ink is too smudged to make out specifics.
8. A bunch of spare wagon wheels, neatly stacked.
9. Heavy iron nails embedded in the middle of the road.
10. Hundreds of colorful glass beads, scattered carelessly in the ditch.
11. Half-broken clockwork thing. Like the core of a cuckoo clock, with casing and face and cuckoo stripped out.
12. The tip of a sword, evidently broken in the middle of the blade.
13. A large stone sundial, suitable for a moderately large and fancy garden, lying upside-down on the grass, vane embedded in the earth.
14. The hilt and some of the blade of a sword, evidently broken in the middle of the blade.
15. A trio of wagons, minus wheels and axles.
16. A lute, its interior filled with gilded rocks.
17. A small sculpture, in red stone, of a flame.
18. A series of stone spheres, several pounds each, with quotes from scripture inscribed upon them.
19. A life-sized doll, so carefully carved it resembles an actual woman at a distance. Plainly clothed. Beautiful. No signs of ownership.
20. A seashell, large and pale pink. Hundreds of miles from any shore.
21. The skeleton of a dog, wired up to prevent it from falling apart, polished. This is not carrion.
22. Metal wire, planted in the earth like reeds. Rusted and sharp-edged. Pulling them up reveals they have roots like reeds as well.
23. Music box that plays no tune; its cylinder is blank.
-
>>
>>55109015
24. Scattering of thick, heavy, ridged scales from an unknown creature.
25. Quartet of trumpets, crushed and coiled around each other. Almost resemble a bouquet of flowers, the cones of the horns the blooms.
26. Colorful sphere, covered in mosaic-tile of blue and green and brown. A learned man may identify it as a globe of the world.
27. Wooden icon of saint. Not a shrine; left facedown in the mud. Colors are faded but still recognizable.
28. Assortment of blades, enough to equip a squad of men. A bit rusted but otherwise in good condition.
29. Small sculpture of rushing water in blue and white stone.
30. A corpse.
>>
Rolled 27 (1d30)

>>55108389
okay
>>
>>55109015
>>55109025
A long trail of discarded plate armor, then a sack of skin, flesh, and entrails.
A clockwork wind-up doll, impaled on a spear.
A crying baby with features indicating unusual parentage.
A huge and forlorn dog leashed to a stake.
A handkerchief with flecks of blood and the initials LG.
A bucket of water with a live fish inside.
A moonshine still.
The moon.
A bloodstained stump, in which an executioner's axe is embedded.
A pouch of foreign coins.
A key to a very, very small lock.
A dozen grandfather clocks.
A feather, 10 feet long.
A sign post to the nearest town, half-buried in dirt and leaves.
A sack containing a roast potato, salt beef, an apple, and an honey-and-oat bun.
An invitation to a fancy party addressed to someone who almost has a PC's name.
A dueling glove with 6 fingers, stuck 15 feet off the ground in a thornbush or something.
The private diary of a traveling maid.
A church bell.
A neatly arranged stack of blank papers, only some of which have been blown away.
A giant ice cube. Roll again or decide what's inside, if anything.
A coffin. Possibly occupied.
A wagon with no wheels, but stocked with some valuable but perishable good.
A catapult.
6 identical chests. 1 is a mimic, 1 is just a carving, 1 is locked and full of its own keys, 1 is full of live mice, 1 contains sensitive information, and 1 contains 6 identical jewelry boxes...
A bottle of excellent wine.
A game board, set up mid-game. Air around it is unnaturally cold (or hot)
Wanted posters of the PCs describing crimes they haven't committed.
A portable altar of a god so inconsequential and petty that this is actually their only altar.
A wacky-looking caterpillar in a cage and a single mithril fish-hook.
>>
>>55108681
>d30 strange foreign wares
1. Sealed glass bottles, filled with unknown liquids. Must be broken at top to open. Only described as 'well worth the price!' Roll on random potion table, reroll death/poison results.
2. Coat made of fur of unknown beast. Fur is spiky, hard, something like a porcupine. Some sort of bonus to grappling.
3. Short obsidian knife painted with unknown rune. For fortune-tellers, he says.
4. Baffling fruit. Very delicious and filling once you figure out how you're actually supposed to eat it.
5. Lens of black glass; obscures vision, but allows you to look directly at the sun. For fortune-tellers, he says.
6. Object of hatred. Unreasonably infuriating. Will save. You break it, you buy it.
7. Stone beads, carved with tiny symbols of foreign gods. For good luck, he says.
8. Bamboo tube filled with some sort of black powder. Sold with slow match. Described as 'flame-thrower', refuses to give demonstration unless paid because they're single-use.
9. Wood-backed paintings of foreign landscapes and courts. Workmanlike in quality, but exotic.
10. Wicker cages full of massive beetles. "Nutritious and delicious," he says. "Multiply quickly with little effort!"
11. Bronze sword, inscribed with unknown runes. Make up something incredibly pretentious for them to mean, it's just a maker's mark.
12. Weird thingamajig. Stone rings interlocked together, faintly glowing. Merchant doesn't know what it is either, but he's been hauling it around for years now and by god he's going to sell it to somebody.
13. Tiny adorable golems. Useless for combat and anything more than the lightest of tasks, but they're eager and very cute.
14. Every polearm that didn't make it onto the original OD&D weapons list.
15. Heavy spinning top of excellent quality. It'll keep going for hours under the right conditions.
16. Dimly glowing lanterns, no apparent wick or fuel source. Claimed to contain the souls of lesser animals. Dim light but never goes out.
-
>>
>>55109629
18. Set of dozens of types of dice. Nearly every conceivable type of polyhedron. "For fortunetelling", he says.
19. Glass prism. Look through it at the right angle, and there's an illuminated scene of an idyllic pasture contained within the glass.
20. Prayer wheel, never stops turning. "Deeply blessed by the gods," he says.
21. Map of his homeland. Wildly inaccurate. Area where the PCs currently are is marked 'here be dragons'.
22. Lead knife. Dull, virtually impossible to use. Almost useless as a knife. "For fortunetelling," he says.
23. Fruit preserves in clay pots. You don't recognize any of the fruits, but they're pretty good.
24. Wizard's wand, fully charged. Whatever spell it's got doesn't seem to survive translation; you're pretty sure it's not "Big Bitches' Glowing Ray of Darkness."
25. Jade rings set with semi-precious stones. Could be resold at profit by savvy PCs.
26. Set of 'silksteel' armor, whatever that is. Encumbrance as leather but protection as chainmail. Incredibly expensive.
27. Half-burned wizard's spellbook. Possession halves the requirements for creating a novel spell.
28. Writ of invitation to the Celestial Dragon's Court. Completely useless forgery, looks nothing like an actual invitation. Not that the players will know that.
29. Bloated, faintly glowing insects in individual cages. As potions, but much less pleasant to consume. They struggle and try to escape.
30. A cart. He's already sold all the wares he was carrying on it, you see. Elaborately carved and decorated but actually kind of rickety.
>>
>>55109309
I got a meme category but here it is.
D30 False Dungeons
1: Trap door in the tavern basement that leads to the root cellar. Full of delicious roots.
2: Dry well that leads to an empty cavern. Someone carved 'Graf was here' in the wall.
3: Foreboding cave has a bear in it. That's it.
4: False bottom of the treasure chest does not lead to a rope ladder. Just a to-do list, mostly not done.
5: Mausoleum is well maintained, groundskeepers polite, dead people stay dead.
6: Ancient Warrior and wizard of renown reinvested their treasure in the local economy. Small businesses flourish.
7: The Lost City is avoided by nomads because its boring.
8: Haunted Hill is just a hill, the locals are drunk liars.
9: City wide carnival is pleasantly amusing for everyone. No noble houses conspire.
10: Wood elves craft kidnapping stories so socially unacceptable couples can elope.
11: The Rock is a far off tall mountain the wizard tells yahoos to go investigate when they interrupt his studies.
12: Haunted sound in the farmstead are two teenagers fucking.
13: Sewer workers got lost because their map is out of date due to union red tape. The sewer works fine.
14: Fallen star makes a huge crater in the woods. Nothing remains.
15: Mysterious door has a handle on the left and right side because the carpenter was a scatterbrain. No secret key will open the left side.
16: Chocolate factory is populated by hard workers and a strict but basically alright for a boss factory owner.
17: Hermit carved demonic visages around the dark cave entrance because he's schizophrenic.
18: The mine isn't haunted, its dry and no one wants to admit it.
18: The mine isn't haunted, its dry and no one wants to admit it.
19: Local lord is a socially awkward aristocrat the villagers blame for all their woes, not a vampire
20: Wizard builds a tower with living quarters, a library and other household amenities without death traps and monsters because he's tired of that shit.
>>
>>55110055
21: The temple's sanctum is empty. The oracle just goes out back and gets high.
22: Floating castle is clouds that look like a castle.
23: The Church is a regular church, the basement is where the priest keeps boxes of books.
24: Villagers throw women into the volcano because they don't like spinsters.
25: The barrow is dank, dead and that's it.
26: Being swallowed by the leviathan means you die, not a free dungeon.
27: The cult meets up every full moon in the dark wood to play cards and get away from their families for a bit.
28: There are no doors to the giant crystal skull. Its solid quartz.
29: The party sleeps normally, their dreams remain separate.
30: Sometimes a cabin in the woods at the top of a scary mountain is just a cabin in the woods at the top of a scary mountain.
>>
>>55110055
>>55110067
Neat.
>>
>>55110367
I basically just revered a bunch of dungeons I knew about. Fucked up #18 too.

I'm saving all the entries. We can probably do all 30 in a week or so.
>>
>>55110524
Well, you're talking to at least two and possibly three people. But I'm done for the moment.
>>
>>55110524
You done?
>>
>>55110605
what?
>>
>>55110654
Okay.
>>
>>55110524
Are you unironically bitching about someone posting OC in a dead thread?
>>
>>55110695
ah you're the 5E troll i see, here's your (You)
>>
>>55110710
i was just asking if he was done posting or if we were getting more stuff, what the fuck is your problem dude?
>>
>>55110713
So you're not done.
>>
>>55110731
You didn't convey your tone all that well.
>>
>>55110753
maybe your reading comprehension just needs some work. it was two words mate, pretty simple question
>>
>>55110762
Still not done I see.
>>
>>55110770
do you have a problem or something? maybe i can help you out with it, because no i'm not "done"
>>
>>55110762
Yes, and that it was a 2-word question is the problem. There's absolutely nothing to misunderstand in the objective contents of the post itself, but in the context in which it was posted. And I don't have the time or energy to make a fight over this shit so I'm not going to reply to your next angry post
>>
>>55110816
Asking 'are you done' is pretty anal. Especially when its an open project for anyone to contribute at any time on a msg board. And asking it without adding anything is even more shit. But it seems like you got a bunch of that.

So keep going.
>>
>>55110860
>anal
yeah you'd know a lot about that huh? it was two words kid, get over yourself
>>55110850
>Yes, and that it was a 2-word question is the problem
alright i'll use 3 next time just for you faggot
>>
>>55110860
>Asking 'are you done' is pretty anal
That's not even what that word means.
>>
>>55110954
But it is shitty, which is at least geographically related.
>>
>>55110911
Its okay bb, let it all out.
>>
>>55110976
i appreciate the replies
>>
>>55096094
Neo-weird is what got me into OSR so i'm gonna say y. All the weird shit gives me back all that wonder and mystery I had when I was younger and first learning about dnd.
>>
I'm out of these threads. It's either dead or just bickering from dumb fucks feeding the obvious trolls. Peace.
>>
>>55110983
Me too.
>>
>>55111037
thank you
>>
>>55105494
>Nope, just good old fashioned OSR goodness. Just a few trolls wanting to get rises out of people.

Yup. Just rise above the bait, anons. They only stick around because they think they run the show.

Everyone gets bored eventually unless you're producing OC. Law of the universe.
>>55106048
2 threads back I suggested making a hex map but putting conceptual areas on it rather than a strict grid. So you might have a hex that says 2 Days Clear Sailing and the one next to it says Weather Event

To get from city to city (also hexes), you move from hex to hex. If you fail a Navigation check you get blown "off course" and into a Weather Event, or the wrong destination, or a kraken, or pirates.

Some hexes are just dangerous but you have to go through them. Maybe it's nothing. Maybe it's zombie pirates. There's a table.

>>55108685
>>55109015
>>55109025
>>55109376
>>55109629
>>55110055
>>55109643
>>55110067
Nice work, table anons.
>>55111003
Sorry to see you go, I guess? Remember, there are only 36 unique posters in this thread. You are 3% of /osrg/. You can make a huge difference.

Plus, you know, there's the "hide" function...
>>
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>>55102210
This is good stuff, but I can't help but feel that some of your recent OC has been a little... uninspired? Not to be pointlessly critical.

Nothing in the table makes me go "Oh shit, I really need to add an ocean boat village to my games." It's just a nice, solid, workable table.

But it also feels like the kind of stuff you could come up with on the fly if someone said "ocean boat village." This might explain it better.

http://udan-adan.blogspot.ca/2016/11/conceptual-density-or-what-are-rpg.html
>I think it thus follows that, if an RPG supplement is worth reading (let alone buying), it has to give you more than that. The contents need to be something better than you could come up with, unaided, simply by following cliches and/or random madlibbing and/or coming up with irrelevant filler. Otherwise, how have they improved your game?

>
I say this because quite a lot of them don't. Like, they'll detail an orc tribe, in enormous detail... and it will all be exactly what you would expect from the words 'orc tribe'. They'll be fierce and warlike and brutal and love violence and live in a cave and have a thuggish chief who likes throwing his weight around and a creepy shaman who's always demanding more sacrifices and you could have thought of all that yourself. It boils down to 'this orc tribe is a tribe of orcs who look like orcs and think like orcs and act like orcs and fight like orcs'. Sometimes entire campaign settings will be like this, spending hundreds and hundreds of pages telling you that, yes, the not-Vikings sail around in longships and raid coastal settlements and the not-Egyptians build giant monuments to their dead Pharaohs and all the other stuff that you could have guessed just from being given the most basic overview of the world. There's no added value.
>>
>>55111183
This is the 4chan equivalent of bragging that you "run" a McDonald's
>>
>>55106048
The 1page dungeon collections have a good amount of nautical themed things to populate a saltcrawl. I'm hype for Driftwood verses and HMS Apollyon but its been a while since there's been news of either.
>>
>>55111368
>HMS Apollyon
This is so fuckin' good. Dungeon of Signs is GOAT.

>>55111368
>its been a while since there's been news of either
Did you see the rules he posted for generating Viking characters? They explained a whole bunch of his OD&D houserules that wasn't available before.
>>
>>55111364
What a sad little man you are

Have one last (You) for the road
>>
>>55111392
>Dungeon of Signs is GOAT
will check out, thanks anon
>>
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This popped up a bit back too. I don't think its quite finished, but it seems workable.

>>55111392
Dungeon of Signs is one of the few blogs I like almost everything they do. Their output is a lot slower these recently but that happens. Them and Monsters & Manuals get right in the sweet spot for me.

That being said, if I can use 1/4 of the stuff on someone's blog I figure they're dope. Its free game ideas and material.
>>
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>>55111392
>This is so fuckin' good. Dungeon of Signs is GOAT.
Seconded.

>False Patrick, Arnold Punch
I'm going to write these two into a module as NPCs one day. False Patrick only tells the truth, but you don't believe him. Arnold Punch says things so bizarre and out of context they don't even qualify as lies. And then he punches you, but it doesn't hurt. Does feel weird though.
>>
>>55106048
This is more of a tidal bit, but I've used it and think its clever.

Has anyone got a copy of the swordfish islands stuff? It looks really good.
>>
>>55108685
>>55109015
>>55109376
>>55109629
>>55110055
All these are top good, thanks anons! I like that >>55110055 doubles as genuine tricky entrances into dungeons and also that he got quad-dubs.
>>
>>55111623
Am I just retarded, or does this not say a single word about where the other door in (4) leads?
>>
Has anyone used a pathcrawl system in their game rather than a hexcrawl?
>>
>>55111825
>The door is locked, but
submerged tunnels lead to the outside of
the fane.
I figured its a door to the ocean.
I described it as creaking with pressure and salt so the players just left it. I was going to start flooding the place if they opened it though.
>>
>>55111897
that was not a good green txt
>The door is locked, but submerged tunnels lead to the outside of the fane.
>>
>>55111897
Oh shit, it's right in the room description. I AM retarded. Thanks, though, Anon!
>>
hey guys im going to my first game tomorrow its basic dungeons and dragons. ive played pathfinder before can i play tiefling in this? anyone have an extra rule page for them?
>>
I know it's >vidya but I'm interested in doing an RPGmaker game with an old school D&D feel.
What are some ideas and concepts that might transfer well, and those that might not?
>>
>>55111950
base it on 5E instead. old school is broken as fuck
>>
>>55111950
I'd include a negotiation mechanic in some way to avoid encounters.
>>
>>55108389
>9. d30 treacherous hirelings
1. Ovindt Blot, this unkempt ex-guard looks slovenly and without merit, deep down he enjoys poisoning his patrons rations and then recouping "expenses" from their bodies
2. Pedro El Palo, formerly a street sweeper, Pedro went mad when his beloved broom broke. Barely aware of his surroundings, Pedro will attempt to beat his patrons to death in their sleep with the broom handle (treat as +1 quarterstaff), often clamping a bear-trap to their blissfully unaware faces
3. Frunt Braant, this happy and upbeat warrior will help defend you in the heat of battle, unbeknownst to their patron he is a kleptomaniac and gets a kick out of stealing from his patrons. He will often plant stolen goods to throw the PC's trail off
4. Govind Ogi, a man of few words, he often spouts wisdom and teaches via parable. Deep down is a relentless sexual predator and will often divert blame by refusing to acknowledge the trespass
5. Naes Platim, this dashing man is a consummate conniver. Under the guise of care, he will poison his patrons canteens and flasks when left alone with them. After orchestrating this, he will further ingratiate himself, caring for I'll party members, etc
6. Hogman Wild, this burly oaf of a man is always picking fights with everyone, incapable of even slightest tact. Will steal rations when on watch
7. Zanthus, this cheery fellow is kind, caring and prone to empowering his patrons. He can mix healing potions at a good price and his dry sense of humor is often appreciated around the camp fire. Secretly, he is a Vampire ghoul and slowly making it easier for his master to control the PCs by diluting his blood into the potions
8. Young David, is a great cook and handy with a kite shield. Secretly he takes organs from dead people and feeds them to the party, watching as they smile while eating genitalia, nerve clusters and lymph nodes
>>
>>55111950
>What are some ideas and concepts that might transfer well
It's probably easy to code exploration turns/light, especially if you use grid movement like a Roguelike or similar. And the resource-management loop's important so you probably should.

>and those that might not?
It might be hard to do reaction rolls well, since the outcomes can be pretty complex at the table, but, again, you definitely ought to try to do it.
>>
>>55108389
>>55112148
Cont...
9. Thugmanus, an 8ft tall cyclopean man is often quiet and soft spoken, but when his rage rises, he almost impossible to calm down. Often killing bystanders, pack animals and other innocents. Wields a 6ft club called "The Talking Stick"
10. Godfrey Wattleiron, this corpulent and unhealthy looking man is an excellent sneak, able to stalk in near total silence without almost any light source, will often "go for a wander" when scouting to hide the parties stolen possessions
11. Soggen Bolark, this tight lipped and tacturn man is a brilliant duelist. He is secretly heir to the kingdom of [INSERT NAME HERE], and when the party finds out, will send assassins to kill them in their sleep
12. Wilton Dolg, a man of action and daring-do, Wilton is a daredevil with a love of theatrics. Secretly he sabotages the parties equipment so that it fails, so that he can swoop in and save the day
13. Valder Maen, this scarred veteran has seen many parties come and go. Usually he provides solid advice as what the party should do, but on occasion sends the party in circles by "correcting" the parties maps.
14. Jasht Tromane, a quiet slip of a man, often helping with triage and medicinal needs is a secret pacifist, often leading the party away from violence and murder. Is a passionate and gifted talker, using well constructed arguments as to why the party is taking the difficult path
15. Quentrin Holb, a crass but handy mechanic with an eye for planning and detail, secretly tests future inventions on the party without their consent such as the as yet in patented Laxitive Worms, The Self-immolating torch, etc
16. Yurtus, this decidedly average looking man is a skilled thief, able to blend into a crowd in a heartbeat. Often finding out what is happening and where, is a skilled information broker, often betraying the party to the highest bidder
>>
>>55111950
The big hurdle is going to be improvisational input from the players that the dm makes a ruling on. That being said, you can have a pretty wide variety of options for the player to do like purposely activate traps, eat basically anything, jam wax in their ears to increase saves vs harpies, etc.

I'd advise building the base adventure, test run it through a few people asking them to think of things they wish they could do, then add items that would enable that.
>>
>>55112148
>>55112156
Cont...
17. Eorn the Astounding, this kindly old man is a skilled magician, capable of miraculous miracles and feats of arcane alacrity. His body & mind are but mere vessels for the dread Xujsnckrj, otherworldly invader that provides almost unlimited power but gains total control of their "host". Currently looking to expand their collection, Xujsnckrj uses Eorn to teach his soon to be subjects
18. Illos, Hand of Forgiveness, this priestly man has the power to heal through his faith. Beneath this nurturing shell lies Solli, the repressed personality of his murdered brother, a man that once poured venom into the eyes of his patrons, to permanently maim them. Illos, often clears up the carnage that Solli creates
19.Bolus Ovsheeht, an wide eyed and optimistic young man that will run errands and send messages at the parties consent, when feeling lazy, just hides the letters or blames bandits for his own slovenlyness
20. Gormilt, this man is a traitor's traitor, constantly playing the party off against their enemies and vice-versa. Often quadruple crossing and using lies of ommission to hide his own tangled and convoluted webs of discreet betrayals
21. Jorn Heinonen, this warrior barely speaks and often stares into empty space, is a capable fighter and often fights through the most brutal of wounds. Sold his soul many eons ago and the trauma of extremely extended lifespan often causes him to look track of the present. Has a habit of "reminiscing" when there is a very high danger situation
22. Ulgurd Mohgan, this jovial and upbeat hunter is an excellent trapper and animal handler, often sitting days on end listening for a meal to arrive. Unfortunately all that hunting often builds up an intense appetite, resulting in meager rations for the party
23. Kolm Eltain, an excellent cartographer, often leads the party down treacherous and most unstable regions of the world. With Kolm, it's all about the kudos of the next big find

I'm tired now, I will sleep
>>
>>55111950
Ignore the trolls

I really don't know if thief skills could translate all that well to a video game. I'd put that in the short list to get deleted
>>
>>55112167
Wilton Dolg best hireling
>>
>>55112148
>often clamping a bear-trap to their blissfully unaware faces
yikes
>>
>>55112148
>>55112167
>>55112188
Fantastic stuff, anon. I hope you pick it back up when you wake up.
>>
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>>55112148
What the fuck is up with these names
I'm dying here, Anon
>>
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>>55112274
You're going to love the Name of the Year contests then.
Yes, these are all real people.
>>55112167
>>55112188
Nice work. Stolen.
>>
>>55111302

I guess they can't all be winners.
>>
>>55112156
Resource management loop would be a key factor.

>>55112174
Definitely a challenge. I do feel like there could be a lot of organic improvisation if the design allows for such fluid decisions, like Thief.

>>55112191
Thief skills were something that worried me, and generally implementing traps in a way that makes sense.
>>
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>>55112545
No worries, we all produce stuff that's "just OK" sometimes. It's good to write anyway.

Speaking of "just OK" content, here's a post on "black doors" and gated content. It's mostly about an exercise for GMs. https://coinsandscrolls.blogspot.ca/2017/08/osr-3-level-1-pcs-solve-20-black-doors.html
>>
>>55111623
Oh shit, someone actually ran my dungeon.
How did it go?
>>
>>55112188
24. Laquacious Girt, this eloquent and classically trained musician write ballads about the party for a reasonable price. Secretly employed by their enemies to make sure their name spread throughout the lands for tasks they did not accomplish, attracting unwanted attention from unexpected quarters
25. Dlamog the Blind, a blind diviner who can for see the future for the party for a hefty price. All their visions are of the worst possible case scenario or terrible circumstances. Is an otherworldly being from the dimension of Quand, the Salt Peaks of his brother entity Gomald the Uninhibited. Through the multidimensional link between the brothers, all of the visions come true in dramatic and spectacular fashion
26. Pind Wassoon, this hardy warrior often makes short work of his enemies. Due to a childhood incident, has a terrible hidden hatred of one of the party members, due their likeness to the person who burnt hia family at the stake. Will often bully enemies into their path and "unintentionally" make their life a living hell
27. Vim Guss, this professional nimble and lithe man is an acrobatic and skilled trapfinder, constantly vigilant for any thing out of the ordinary. Vim sets rougly half these traps himself, reusing old parts. His favourite traps are gas traps, damaged ceiling traps, explosives and reusing magical spell traps. If his patronage is ended, he will stalk the party, scout ahead and place additional traps ahead. If found, will charge an inflated fee due to being on another job, but will be "glad to help"
>>
>>55113421
28. Hulbert Jiang, this goat-herd turned horse tamer is always handy with his cart, The Dalver Rabbit. Willing to cart supplies back to town for a reasonable price, secretly inventories and provides the local merchants as to the worth/quanity of the items found. This causes the merchants to diminish the value of the items and get the best possible mark down when purchasing from the party

29. The Brothers Lachiovetti, these brothers are identical twins although they are never ever seem together. They will gladly help the party meet the towns folk, taking turns to chauffeur the party around town and arrange meetings with high ups. The other brother will often be stealing from the very people that the PCs meet. Due to the alternating secret brother facade, the brother will gladly submit himself to questioning, leaving the PCs perplexed

30. Ogmund Quernt, a scholarly and fastidious scholar who will gladly help the PCs find out about historical, arcane and religious texts and their significance. Currently benignly inhabited by the dread Micro-lich Tunt the Wise, who has adopted the voice of Quernt's internal monologue. Tunt is using the parties enquiries to alert their enemies as to their progress, find out about current affairs, regional powers players and when the time is right will begin the fire that will burn down the library to ash. Quernt is completely and utterly unawake of Tunt's existence

>>55112198
>>55112216
>>55112243
>>55112274
>>55112354
Thanks to all of you, your kind words gave me the energy to beat sleep itself
>>
>>55107092
man, who doesn't love DCO? It's just good shit.
>>
>>55113325
Ran it as a 1 shot. It was fun times. They mostly died.
They waited till the acolytes were drunk and kicked in the door. I wasn't too rough on them so the heirophant wasn't that tough. They got victory drunk. They were bad at keeping track of time for the tides. They did not listen to the hermit and rung the bell. The sea wolfs came for them. One of them shot the magic user in the back to bait the sea wolves. Two made it out.

50% casualties and everyone had a blast. Helped get them more on board with osr.
>>
>>55113645
No one fucked with the jaws or the treasure globe though.
>>
>>55113645
Oh and they jammed the anchor in the jaws, which I thought was a good idea.
>>
>>55113645
>>55113678
>>55113705
Nice. It's always fun to see how these things work out with other groups.
>>
>>55113747
Not to suck your dick too much but do you have a blog?
>>
>>55113462
I'm saving everyone's tables and can put them into a pdf later.
>>
>>55113812
Remember that my table is Blog Approved™ content and you must pay me a nickel every time someone rolls on it
>>
>>55113831
I use the silver standard so the nickle becomes a penny and we don't have those anymore here. Sorry.
>>
>>55113812
Cheers Anon, there's a lot of great categories
>>
What are some ways to hold open a portcullis?
>>
>>55113792
I don't, although I should probably find somewhere to put all the shitty half finished adventures I've accumulated over the years.
>>
>>55113977
>jam a pile of corpses under it
>stick an iron spike in the winchey mechanism
>pursuade an ogre to hold it because it will make him look very manly *eyelid flutter*
>use stone blocks (an old dungeon has rubble, right?) piled up
>>
>>55113977
With a stuff propped under neaht, or by fastening a chain to the bottom and running a fulcrum, jamming the side runnels with shit, with magic...
>>
>>55096250
This is dope as shit!

>>55102793
I think that most neo-weird ends up as gonzo rather than weird because people can;t pace weird just as >>55102851 said.

>>55106048
What kind of sea? I think the arctic sea would be vastly different from a tropical one.

>>55108652
This meme is second only to stones being overpowered weapons in my heart

>>55111460
Yo! I abandoned that blog and just started over at melancholiesandmirth.blogspot.com I was going to rewrite this for clarity and better formatting at some point. The biggest issue I've found while playtesting/troubleshooting is that there is a lack of detail for most "rooms" and I need to write up rules/procedures for adventuring at the bottom of the sea.

>>55111861
I've tried to do this and only had limited success.Maybe it's because my players kept trying to map things out and asking for a lot of exact distances. I think it might be easier to use for more narrativist games.

>>55113462
These are fucking excellent.

>>55113792
Hey! That's my line!
>>
>>55114202
>I think that most neo-weird ends up as gonzo rather than weird because people can;t pace weird just as >>55102851 said.
so the thing with weird is that it can't be all-weird-all-the-time
the point behind weird is to take something familiar, typically your PCs, and contrast it against the weird element so that the familiar is tested and maybe broken by it.
So, the PCs should be fairly normal. We all know what fighters and thieves and dwarves and stuff are. Likewise, the world should be familiar by default. Wolves and peasants and bandits and knights in castles, you know? That way, something outside of the pseudomedieval paradigm actually seems strange and wrong, and thus something worthy of adventuring.
The point needs to be making the weird actually be weird to the PCs.
So, uh. A vampire can be weird if you do it well: a dead blood-drinking inhuman creature with a mighty intellect and strange powers, that farms people like we farm animals? That can be very weird and interesting if you play it right. But if the PCs can be vampires (or if there's a vampire in every village), it loses that strangeness and so isn't special anymore.
>>
>>55114428
100% I try to stagger my wandering monster tables to have mainly "normal" encounters this way. This is also why I'm 100% pro race-as-class, because a different race should fundamentally feel different from humanity. Humans are baseline and all is in relation to them so if you have elves and dwarves just casually strolling about it diminishes their otherness. I think xenophobia is largely underutilized in RPGs to reflect differences. Ideally one would inspire xenophobia in their players by having entities remain weird and mysterious. When I read Lamentations of the Flame Princess, one of the concepts that really stuck with me was the idea that the more encounters you have with the weird, the less weird the next thing is. In my experience as a Referee memorability is all about contrast. If there is a dragon on every mountain then it doesn't matter that it has 12 Hit Dice and breathes flame, it becomes a generic beast and loses it's "magic". I think a concept largely lost by people drawing monsters from mythologies is that encountering these creatures exist outside ecology and logic. Further they are rare, and seeing one itself was a significant thing. The majority of encounters should then have a sense of normalcy and involve figures that wouldn't shatter one's world view (Humans and Animals). A couple threads ago there was a good bit of discussion on Lovecraft in OSR and one of the things people were talking about was the nature of the horror in his works. Vampires force a reassessment of humanities role in the setting and in theory should allow them to have the same breakdowns that Lovecraft's protagonists often experienced.

A big issue in much "weird" OSR is the tendency to over explain things and diminish mystery. If you explain the "BIG picture" then it creates reasons for the party to ignore the stuff in front of them by reducing it's significance. If you tell your party about the war in the heavens why should they still care about raiding dungeons?
>>
Anyone have good resources for a desertcrawl? More arabian nights and less ancient Egypt preferably.
>>
>>55115987
Not off the bat but if you haven't read the Al-Qadim stuff that should be great for inspiration. It's not a direct hexcrawl resource though.
>>
>>55102210

Will use. Thank you very much.
>>
There any particularly cool adventures/books on doing creepy horror-esque games where everything is mist and fog? But not at sea?

Whether that's some premade adventure or a splat or whatever the hell, if it has ideas, I'd appreciate it.
>>
>>55117938
Ravenloft
The 5e one is also quite good, not even trolling
>>
>>55117938
I have to say this anon >>55118477 is right. I don't know about the 5e stuff, I won't touch d20 anything, but the original was great.
Not sure about Masque of the Red Death (a 2e ravenloft subsetting??) I never got into it... 1800s not!SherlockHolmes+Horror stuff just isn't my thing
>>
>>55096094
Whats that image in the OP?
>>
>>55108389
>26. d30 rumors of foreign climes
1. The Forbidden Library, scholars whisper of a forbidden library in far away Yoobona, where only four may enter and only one may leave. The curator is a book golem of immense size that often crushes disrespectful visitors

2. The Grist Mine of Kadoom, merchants speak of a wound in the earth from which frweshly ground offal is mined to feed the Bloated Lords of Kadoom. The location of the mine is a closely guarded secret and trespassers are blinded and gelded for their insolence

3. Well of Godliness, this well supposedly exists on the edge of each local kingdom, when spoken into, apparently the gods will hear your words. Each kingdom believes that their well is the one true well and entire wars have been fought over them

4. The Boat of Whale, an ancient legend tells of the Pelagic Mariners of Neo-Bibli, who carved whale carcasses into the shape of boats and sails the undersea looking for fresh liver to power their sped up metabolism

5. Oak of Angles, this huge tree supposedly inhabits the Forest of Taint in far away Cunyn. When viewed, the oak let's the observer view into the nth realms of possibility. The Cunyn Wardens of the Oak are deadly ambushers using poisoned arrows to end their prey from afar

6. Castle of Mud, this prehistoric castle was built in the Quagmires of Gooben. Built to be the last fortress of the ancient Goobians, the castle is festooned in millions of spears. Supposedly the Frogmen had destroyed all that was sacred to the Goobians during an apocalyptic war

7. The Ogre Mound of Joffen, a massive ogre colony on the stormy isle of Joff, off the coast of Guntland. The colony is supposedly still in use today, though none near the waters of Joff due to the Ogre Pirates that hungrily prowl the waters
8. The Hole, supposedly a hole in the fabric of the world. Located in sandy Xaltarbar, the Sand Sculptors of Hooni speak of the terrible deities that inhabit it. Hoonians fear any who search for it
>>
>>55119527
It's from Deep Carbon Observatory
http://dungeonofsigns.blogspot.com/2014/07/a-strange-and-wonderful-bleakness-deep.html
>>
>>55108389
>>55119968
9. The Sky Castle, in far away Eargen, a castle floats in the sky. Held aloft by huge vortices, the Sky Castle is nigh impossible to siege. In an ancient prophecy, the Sky Goat will arise and smash the castle from the sky

10. Old Man's Dick, this supposed paradise island is located in the megalodon infested water of Kunt. Few have ever seen it, but when asked about it, their recollections often bring tears of happiness to their eyes

11. The Bowel Mages of Thunder Valley, in far away Largo, the Bowel Mages perfect their dread art to being the world beneath their heel. The God-King Anaal the Prolapsed began the conquest that gave the valley its name, explorers are implored to turn away and never venture there

12. The Hyper-Goose of Stephen's Kong, the subsonic geese often roar through the skies of Stephen's Kong. Capable of deadly feats of aerial assault few ever return to tell of them. Once a year, the sound of these geese is heard in far away regions due to migration patterns

13. Tower of Eyes, this far away monument lies in the jungle of Lunderberg, on the continent of Thandiea Nuetonia. Anyone who views it has their eyes plucked from their skull to join it. None have returned from the tower with eyes and sanity intact

14. Cloud Sharks of Tarranago, in far away Tarranago, the rapacious and deadly Cloud Sharks indiscriminately attack the inhabitants of the Rope City of Tarrant. Their massive bulk can often destroy entire streets with their crashing bulk

15. The Gormish Men of Sung, these massive serpentine humanoids inhabit the caustic swamps of dread Sung. Their toughened hides make ample protection from the deadly vapors of the swamp

16. Hamulus Bark, the lost temple of the Ungonians. The fat headed merchants of Ung pay huge rewards for artifacts recovered from the supposed temple. One torc supposedly found was so sought after that the recipient was rewarded with two entire towns in the verdant valleys
>>
>>55115987
X4 & X5 were desert nomad themed. Dark Sun has a bunch of stuff for wandering around in deserts.
>>
>>55119968
>>55120012
17. The Vampire Worms of Hoglish, these deadly eight-foot worms burrow into the hearts of their victims and insert their young. Within a matter of days, the victim is ripped apart from the inside and the adolescent worms emerge. The Hoglishmen set fire to the infested while singing dirges to the soon to be dead

18. Sun Spear of Wanderkand, this supposed execution device is used on holy days in Wanderkand. The condemned are harnessed into a diamond throne catapulted directly into the sun. The populace rejoices with sweet meats and distilled onion wine, Groatswassle

19. Yellow Huss, this dreaded but potent herb is used in medicine to activate the underused pineal glands of the Tantric Lords of Jent. Their expanded consciousness allows otherworldly communication and occasionally possession. Possession is treated as the highest treason possible and the criminals are boileds in huge vats of human fat

20. Open Sasam, this deity is worshipped in balmy Poont. Twice every year, the populace gives beautiful gifts to one another. Any who give nothing are corralled into the Crocodile Pits of Poontang, where their deaths are watched by thousands and familes are encouraged to pay for the best possible view

21. Reverse Flame, this terrifying invention in Quggonia is truly a force to behold. The Reverse Flame burns continually despite all attempts to stop it. It's dread use is forgotten as Quggonia is long guttered out and nearly devoid of all life

22. Miolo Golo, the deity of flies and freak natural disaster is worshipped in far away Golang, when enough sacrifices are made, lahars of enormous magnitude devastate the City Fortress with the smallest annual harvest
23. Man-mothers of Benighted Bux, this perpetually night-shrouded ultra commune of Fluid Druids use their terrifying art to make wombs of men. Though the men are often pampered and treated like prized livestock. One man, Toom the Distant survived but is treated with revultion and disgust
>>
>>55096148
normal western, IDK. Weird western: Into the Odd
>>
>>55120057
26. Moonspeakers of Locan, the silent populace of Locan meet on moonlit nights to discuss and plan. They are forbidden to speak their during the rest of the year lest they awake their rightly feared deity Munter. Every time Munnter is awoken, roughly half the populace is killed in violent seizures

27. Dongbows of Blunton, in the rainy forests of cold Blunton live the tribes of Ogrishmen called Travers. The Travers view their lives as the workings of giant bow, shooting towards their brutal demise. The eponymous Dongbows are massive bows that are strapped to their feet and arms and pulled by the powerful rotations of their hips. One such bow was used to kill the ancient king of Blunton from over an acre away

28. Flesh Eating Moss of Dunklooney, this terrible moss grows on the barren and cold hills of Dunklooney. The moss infests the living or dead tissues of animals, causing the populace of Duhkloon to entire over their bodies in cloth. To be sent out into the moorland naked is terrible death sentence

29. The Cattle Raiders of Ur-Rahn, these brutal raiders often target rural communities in the sunburnt regions of Ur-Rahn. They have an ultra-strict code of ethics, where rapists and traitors have their noses cut from their faces and are driven out into the desert sands to live a lonely existence

30. Cannibal Men of the Saurian Plateau, in the far realm of Nelgong, rumours speak of jovial tribes of men who live in harmony with the reptilian animal life. They use the beasts as livestock and companions in the sweltering mega-jungles of Nel. They often take back captives which are shared with their beasts and eaten in magnificent feasts of sumptuous gluttony

31. Turbobears of Fuck Mountain, a near mythical creation by a dread race long extinct. These biomechanical horrors infest the rancid depths of the massive mountain, any who cross their path are hunted devoured and their organs incorporated into their roiling, hissing mass of flesh
>>
>>55120169
>starts out interesting but pretty normal
>suddenly oldman's dick jokes, bowel mages and turbo bears

Good stuff.
>>
>>55120169
But I thought Mount Fuckwad was the home of the Turbobears?

Nice.
>>
>>55120251
>>55120251
I had four more but I decided not to post them because they were deemed too memeish, I've added them below

32. Snail Riders of Nozom Heights, the ancient texts of the Nozomi tell of colossal snails ridden by the oat raiders of High Nozom. They would grow the snails to huge size over centuries of careful breeding and then rush down the slopes of Mount Nozom to plunder food stuffs to bring back to their waiting families

33. Edgelords of the Dueling Plains, in far Koytoko the blade mages hold an annual ceremony where the finest swordsmiths and swordsmen team up to duel on the Field of Shattered Steel. The duels are majestic to behold but only the winner can be crowned Lord of Edges

34. The Ecstatic Wenches of Hulboria, have a custom of insulting any who trespass into their lands. Often driving outsiders to the self-destructive demise, they can only be satiated by platitudes and trivial small talk

35. Frog-Lords of Kek, the insufferable overlords of the principality of Kek rule the dank swamp of Fourchaane through witty diatribe and personal injurious insult. The dread sorcerer Hiro, bought the rural fishing village from the founder Moote, with fantabulous riches and kind words of care. The thriving community now expands in rivalry to the neighbouring nation Le Reddoit, wars are often and deadly

>>55120388
Soory
>>
>>55097846
My group has traditionally made second edition Boot Hill work. We either ignore weapon ranges (unless the buffalo gun psychotic is trying to sharpshoot) or play with dollar store toy cowboys and shoeboxes for buildings.

Honestly, who needs a guide to roleplay in the Wild West? Just watch some spaghetti Westerns, it's not that hard.
>>
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Rolled 20 (1d30)

>>55108389
>>
>>55118477
>>55119342
Honestly not sure how I entirely forgot about Ravenloft.

Thanks, I'll check out the 5e one and the original.
>>
I've seen a lot of different lengths used for one round: 6 seconds, 10 seconds, up to 1 minute. Why do you prefer the one you use?
>>
I love neo weird but hate dco and basically all lotfp modules because of their poor execution. Anyone else have this opinion?
>>
>>55121976
I like 10 seconds personally. Mostly because it seems the most intuitive to me/jives with my bullshit number autism. Base 10, I can just use hashmarks to keep track of them on scrap paper. The amount of stuff you can do in 10 seconds is easy for the players to describe and for me to work with while still being involved.
>>
>>55122077
Mixed feelings on LotFP. Some stuff I like and can modify easily enough to suit. The ones that focus on gore/porn and site gags are less interesting to me though.

What non-lotfp neoweird do you like?
>>
So what is new in the retroclone? anything good to read?

been out of the scene for 2 months
>>
>>55122969
which retroclone?
>>
>>55122969
Nothing interesting. LotFP won some awards.
>>
>>55123003
in the retroclone scene
>>55123057
which awards?

i head someone said another version of blue holme or something like that was coming
>>
>>55123057
>LotFP won some awards
par for the course, really
>>
>>55121038
Okay.
D30 Refugees from The War
1. Blackfoot Olfov. Sold his shoes and winter clothing to bribe border guards and walked through the mountains to escape.
2. Untung The Fixer. Highly trained doctor, blueskins are forbidden to practice medicine though. Drives a rented cart now. Moonlights as a doctor.
3. Messab Fishtalker. Washed ashore with dozens of drown refugees. Has a tattoo of scales and gills on her neck.
4. Magnus Larkspur. Aristocratic family sent him overseas to study at prestigious scholarium. He hasn't been able to return and funds are running out.
5. Faw'an. Has an eye twitch and constantly collects bits of food, cloth and junk "Just in case."
6. Sagemoss. Symbiotic lichen that requires humanoids to grow on in exchange for increased long term memory. Forced to flee historical revisionist purges.
7. Erill. Deported from 6 different city states before she came here. Up for deportation again. Speaks 8 languages.
8. Haavara. Left before The War started. Runs a successful butcher shop now, but is vegetarian by religious code.
9. Boss Beldak. Runs a profitable underground humanoid trafficking ring through the borders. Claims to be altruistic.
10. Sunaj Twins. Actually one guy working two jobs to make enough money to bring his sister across the border.
11. Kevan Cabhan Kavban. Works too hard, drinks too hard. Sings sad songs about green hills across the ocean.
12. Tick-Tock. Once a skilled clockmaker, suffered head trauma fleeing Luddite rampages and now impulsively counts the time outloud. There is never enough.
13. Umma Yadda. Swam across a great lake to escape his family's enemies. Plots to return and have revenge.
14. Shadith. Her sect was unanimously outlawed, even by the radicals. She ferments conflict between various faiths in the camps for its own sake.
15. Dob. Constantly upbeat and hopeful young boy. Very good at kickball and petty theft.
>>
>>55123239
16. Ignignokt. Jumped from the Listing Moon when its orbit was close enough. Misses his friend but is also glad to be rid of him.
17. Neogene. A multi-agent of the towers, sent to infiltrate the camps and wait for the signal.
18. Loogn. Became involved with a mercenary and came back to his land when the war turned against them. Resents all her bad decisions.
19. Big Nix. Handsome and lucky. He sleeps around, loafs about and tries to forget about his old life as best he can.
20. Qin Yeh. A tired old man teaching himself to paint. No one knows he is the Butcher of Zidis.
21. Khobor. Patriarch of a fringe religious sect. Organizes mass public nudity protests against oppression.
22. Luzu. Angry wire of a man leading thugs around testing for shibboleths. They set fire to anyone with a South Lake accent.
23. Ralav. Ancient elven lord reluctantly returning to the young kingdoms as The Perfect Isles become less and less perfect.
24. Lung-Killer. Former Blood Captain of a Warrior Slave brood. Having a hard time adjusting to civilian life.
25. Isidora. Deposed 12th daughter of the Duke of Palig. Happy to be out of the castle, not responsible for anything.
26. 76-FF7A. Semi sentient colour wave fleeing a strange dimension. Seeps into objects and changes their hues to otherworldly and garish tones.
27. Metron. Escaped the fictional universe he was written in and crossed the final barrier into the walking world. Can't figure out how to get back.
28. Husillia. Rides at the head of a great horde of warriors, displaced by an even greater(nastier) horde.
29. Tang & Spitball. Best friends for life. Tang wears the green robes of the Somber Order, Spit drinks, fights and fucks.
30. The Underwriter. Intelligent cephalopod dragged itself out of the sea to escape the ritual cannibalism of its kin. Hiding out in a bathtub trying to publish political manifestos.

I went a bit goofy at the end because basing them on actual refugees got depressing.
>>
>>55123219
>which awards?
Ennies.
Veins of the Earth got silver for best writing and best monster. Blood in the Chocolate got gold for best adventure.
>>
>>55123239
>>55123254
Very good.
>>
>>55122969
2nd edition Wolf Packs and the Winter Snow.
2nd ed. Stars Without Number beta is up.
Wormskin/dolmenwood zine stuff is still going.
A few weirder things like Troika! and Macchiato Monsters came out.
GLOG and glog variants/various blog shilling.
Unsubstantiated rumors and nothing on a few projects that look cool but might never happen.
2017 1-page compilation happened.
Grogs vs Artwangs again.
>>
>>55123286
>Blood in the Chocolate got gold for best adventure.
Not to say it wasn't a good adventure but man, that guy was not trying to hid the fact that inflation was his fetish AT ALL.
>>
>>55123254
>I went a bit goofy at the end because basing them on actual refugees got depressing.
Good move, awesome work
>>
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Catching up on Appendix N and found this.
>http://eldritchdark.com/writings/short-stories/61/the-empire-of-the-necromancers
>>
So I realise this is probably heresy, but I don't really like the d20 that much. I find dice pool systems, or at least something like a 3d6 roll, growing on me lately. Is there anything like b/x as a dice pool system rather than d20 based?
>>
>>55126001
d20 is used just for combat and roll-under off the top of my head
>>
>>55126131
It's the d20 in combat that I don't like. I appreciate the rules light, I just don't like how random the d20 and the d-whatever you roll for damage are. I've realised I like the predictability of dice pool damage systems where excess successes add to your damage. So you know, generally, how hard you hit, and how well you can land hits in general, and then sometimes you hit really well for a bonus, rather than the way a d20 or d8 is an equal chance of hitting very well or very poorly. I like predictibility I guess.
>>
>>55126131
>>55126177
Elaborating, converting to 3d6 attack rolls probably takes little work, mainly rebuilding armor stats. Combat is just going to be slower and less swingy. GURPS is 3d6 based and there's that fantasy thing which is allegedly pretty easy to use, so you could try it.

I haven't really used dice pool systems, so I can't say much.
>>
>>55126001
There were variant rules for 3.5 that replaced the d20 with 3d6
http://www.d20srd.org/srd/variant/adventuring/bellCurveRolls.htm
>>
>>55126400
Would you just drop the base AC by 2 points for this to work?
>>
>>55126532
I think yes, but for higher level encounters or targets with much higher AC's I would decrease it by more.
And lower level encounters I would decrease by less or not at all.
You would have to look at each encounter closely and compare it to a regular d20.
Just because the odds are different.

1d20+5 vs an AC 18 means you have a 40% chance of hitting,
3d6+5 vs an AC 18 means you have a 25.93% chance of hitting, drop the AC to 16 and you get a 50% chance.
But 1d20+5 also has a 50% chance of hitting an AC 16.
>>
>>55123254
76-FFA7A, those multidimensional feels
>>
Anyone have a good resource for hexploration rules I can drop into pretty much any game?

Only have used the pathfinder ones so far, and obviously they are unnecessarily complex.
>>
>>55127492
https://pkingmaker.obsidianportal.com/wikis/hex-exploration-rules

This looks simple and is setting neutral
>>
What sort of class configurations would you recommend with these settings?

Racial Skills: 0
-Claw & Bite (2)
-Infravision (1)
-Wilderness Evasion (1)
-Tracking (1)
-Naturally Stealthy (1) OR Climbing (1)

6-1=5 5x40=200xp
*Each point in ability either increases a given trait or adds an additional one.

Racial Skills: 1
-Claw & Bite (3)
-Infravision (1)
-Wilderness Evasion (1)
-Tracking (1)
-Naturally Stealthy (1) OR Climbing (1)
-Inhumanity

7-1=6 6x40=240xp

Racial Skills: 2
-Claw & Bite (3)
-Infravision (2)
-Wilderness Evasion (1)
-Tracking (1)
-Naturally Stealthy (1) OR Climbing (1)
-Ambush (1) OR Cat Burglar (1)
-Inhumanity

9-1=8 8x40=320xp

Racial Skills: 3
-Claw & Bite (4)
-Infravision (2)
-Wilderness Evasion (1)
-Tracking (1)
-Naturally Stealthy (1) OR Climbing (1)
-Ambush (1) OR Cat Burglar (1)
-Difficult To Spot (1)
-Fighting Fury (2)
-Inhumanity

12-1=11 11x40=400xp


Racial Skills: 4
-Claw & Bite (4)
-Infravision (2)
-Wilderness Evasion (1)
-Tracking (1)
-Naturally Stealthy (1) OR Climbing (1)
-Ambush (1) OR Cat Burglar (1)
-Difficult To Spot (1)
-Fighting Fury (2)
-Mystic Aura (1)
-Perceive Intentions (1)
-Inhumanity

15-1=14 14x40=560xp
>>
>>55126001
I'm going to take this a step further, and this probably makes me an ultra-heretic. But the upcoming release of Genesys has me wondering if there is any way to use a "narrative dice" system with and OSR mentality.

Obviously you would still keep a d20 around for rolling on tables etc, but it strikes me that the simplicity of non-numerical dice might be a positive.

This isn't a troll post, obviously I'm aware of how non-OSR ffg dice are. But interested to hear thoughts on a hybrid
>>
>>55127684
Can you clarify what you mean?
>>
>>55127704
Definitely. Which part?
>>
>>55127726
>> "narrative dice" system
I have no idea what this means. Are you refering to just dice pools like WoD or the 2d6 of Apocalypse World or Risus style loosey-gooseyness of dice?
>>
>>55127684
How do you imagine this to be integrated?
If you want something simple, you "could" just add in something that tries to recreate the a yes/no and/but system to add "yes, but..."
Could be as simple as a d6 with 1-2 as "but", 3-4 as "nothing", and 5-6 as "and", and then any skill tests are d20 + that d6.

Trying to actually use FFG's narrative dice would be a disaster, though. Those things are ridiculous, and I'm theoretically fine with most storygame-esque stuff.
>>
>>55127809
[cont]
I typed a bit and then rephrased, but left it half-garbled, sorry.

To clarify/expand:
A lot of story game idea rides off the ideas of having a mix of yes/no and and/but added to action resolution, to create results such as "yes, but..." or "no, and...".
FFG's dice system is basically this, but it keeps adding "buts" and "and"s with all its triumphs, despairs, advantages, etc and demands you decode what arcane run-on sentence the dice are writing.

Contrast this to OSR game design, where the dice are a flat & non-descriptive yes/no. They have you, as the GM, add these "buts" & "ands" on a situational basis more or less based on how you feel.

If you want to add a yes/no/but/and system as an actual mechanic to the game (for whatever reason - to give the dice a bit more control to the flow to spice it up, so the players think you're being more fair, whatever) then to keep it simple, add that d6. Want even more for whatever reason? Add more d6s to a roll, let the player decide if they cancel or if they all spiral, do whatever.

I mean, that's roughly what FFG is doing. Don't try to add their different dice that cancel out or do weird things depending on what type of die it is.
>>
>>55127809
>>55127938
Thanks for the explanation, that makes a lot of sense.
>>
>>55127684
Dice pools don't do it for me so I can't say for that but Freebooters on the Frontier tries to fix Dungeon World so its a bit more osr adjacent. Seems like they did a better job than the original. Has an interesting verb-the-adjective-noun random spell table too.
>>
What's the best rules light system for an Elder Scrolls game? This is for normies in my dorm, so anything with fast combat and idiot-proofing would be good.

Also, any tips for a first time GM? And any ideas for overland, non-dungeon things to do?
>>
>>55128842
Going really rules light isn't always a good idea for first time gming. They tend to assume you already know what you're doing to save space.

For legit osr book learning, read Moldvay's Basic. Its in the trove. It explains how to play the game as you go. Take a look the tsr Basic dungeons B1, B2 or B4. Go from there. Basic isn't that complicated.

For making it elder scrolls just use the Dwarf for norse/orcs, Elves for dunmer/altmer and Halflings for bosmir/furries.

The new hotness for rules light is The Black Hack. Its not the best, but its not that bad.
>>
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Do you guys do silly voices?

https://coinsandscrolls.blogspot.ca/2017/08/useful-silly-voices.html

Here's why they are handy.
>>
>>55130142

Could you please not shit up the thread with links to your own blog? Thank you.
>>
>>55127789
I think they mean the ffg special dice where each face is marked with, like, success of failure or cool shit or embarassing shit, and you roll and count up the icons.
>>
>>55130160
could you please not shit up the thread complaining about skerples? at least he's actually writing stuff.
>>
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>>55130160
>1hr and 36 minutes between posts
>Then, a response in under 2 minutes.

Yeah, I'm clearly bringing the general tone of the discussion down.

And in answer to your question. No.
>>
>>55130160
>so thirsty you just wait to hate

>>55127684
Crimson Dragon Slayer does D6 pools with granular success. Basically runs on hard core gm fiat but players roll 1D6 for really difficult things, 2D6 for less so etc. Take the highest number rolled, apply it to a 1-6 scale of successes. Haven't tried it.
>>
>>55130142
Of course I do. Silly voices are the cornerstone of true role-playing.
>>
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>>55130328
Do you have any "stock" voices you use frequently?
>>
>>55130142
I would have liked if you had examples of all the "voices" saying the same thing with their own affectations just for added flavor
>>
>>55130142
This is fucking great!

>>55130386
According to my players I have 5 voices I use for NPC's but eventually I forget which NPC uses what voice and they end up switching. 1. Unhelpful/Asshole/Fed up with the Party Guard/Authority Figure. 2. Mocking Smug Rival/Politician. 3. Drunk Frat Bro/Hypeman. 4. Confused Foreign Merchant/Wizard (Often with Terrible Italian Accent). 5. Really Bad Female Voice
>>
I was thinking about a fun little idea related to rules for breeding mounts or beasts for the players. What sort of beasts or monsters would you want to see tables for?
>>
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>>55130418
I tried that but it ended up being really boring to read. I decided to go with evocative instead.

>>55130549
Thanks!

And yeah, sounds like a pretty standard mix. Terrible accents are wonderful too: https://www.youtube.com/watch?v=U_Z6tv7cQmM
>>
>>55130551
Fighting Birds.
Illegal Aliens.
Fur Covered Jerks.
>>
>>55130386
Yeah, sure. Goblins are whiny, orcs throaty, skaven and ratmen usually have a lisping hiss. Most gnomes sound Scandinavian but that turns Rastafarian pretty quick if I've been drinking. I'm not afraid of pseudo-Scottish dwarves.

I'm pretty good with voices in general so I as long as I'm not working too off the cuff I can keep it consistent. I try to maintain mannerisms with important NPCs.

If you're any good with impressions then run with that. Why not have a master of the thieves' guild that sounds like Robert DeNiro. It's a shorthand to characterization. We're not trying to create high literature here. Steal from everything. Arrogant but slightly incompetent captain of the watch? William Shatner. Steely-eyed bounty hunter? Clint Eastwood.

You run the risk of becoming parody but if the players are having fun who cares? OSR style games often veer towards a bit goofy anyway so just go for it.
>>
>>55130549
>but eventually I forget which NPC uses what voice and they end up switching
I do this too. If I'm not paying attention I default to 'sorta british ancient roman'.
>>
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>>55130551
Not Horses
Drawn from some other plane, Not Horses are impossible to describe. You can put a saddle on top of the Not Horse and adjust the buckles. You can sit on the saddle and give directions (no reins). But it's very clear that you are riding a Not Horse.

Looking at it gives you the conceptual after-image of a horse, like you stared at the sun. You see the absence of horse. Not a negative horse (different thing), but it's just what whatever's in the space under the saddle is /distinctly/ Not a Horse. And that's all you can tell.

Very confusing, but very high status. The traditional mount of roving philosophers, emperors, and lunatics.
>>
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>>55130713
>If you're any good with impressions then run with that. Why not have a master of the thieves' guild that sounds like Robert DeNiro. It's a shorthand to characterization. We're not trying to create high literature here. Steal from everything. Arrogant but slightly incompetent captain of the watch? William Shatner. Steely-eyed bounty hunter? Clint Eastwood.

Oh yeah, getting good at impressions is a hugely valuable skill for GMs. I just don't want to write an article that goes "just go to theater school or do improv exercises. Duh." And then: https://www.youtube.com/watch?v=JeYIlET3szA

Gotta keep it simple.
>>
>>55130624
That's a great clip! I agree that terrible accents are the best. My favorite NPC was Donald who was just me screaming while pretending to be Arnold Schwarzenegger.

>>55130713
I agree 100%, often in my notes I have "played by Danny Devito in IASIP" or "played by Terry Crews in White Chicks"

>>55130716
I end up defaulting to a shifting mix of a Southerner as a spy in the Soviet Union amda Soviet who uses "y'all" and "reckon" excessively.
>>
>>55130839
>I just don't want to write an article that goes "just go to theater school or do improv exercises.

The simple version is find something you are capable of mimicking and mimic it. Just make sure to change it up.
>>
>>55096148
There was a S&W homebrew in the trove I think?
>>
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>>55130913
>The simple version is find something you are capable of mimicking and mimic it. Just make sure to change it up.
I'm a pretty decent mimic. People apparently mistake me for an auto-felliating faggot all the time.

But I can't just put up a blog post that says what you just said. I've got to do a little more than that.
>>
WHERE ARE THE FUCKING MAPS, JEZ?
YOU SAID THERE WOULD BE MAPS
REEEEEEEEEEEEEEEEEEE
>>
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Not sure if full on osr but this is a WIP rules-lite osr inspired dungeon crawl game I'm making. It's missing some tables but yeah.
>>
>>55131749
Oops, that fucked up somehow, here's the google drive link.

https://drive.google.com/file/d/0Bwtw4VF7Y008VGNyMUl3bDVQOWc/view?usp=sharing
>>
What's a good name for the 'illusion spell' school that fits with the naming theme of Transmutation, Abjuration, Conjuration, etc?
>>
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New thread lads:
>>55131856
>>55131856
>>55131856
>>
>>55125550
All of the Zothique stories are great. Dark as shit but great. And the Hyperborea stories are probably the single most D&D-gameplay-like literature that existed before the game.
Thread posts: 326
Thread images: 55


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