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/osr/ - Old School Revival

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Welcome to the Old School Renaissance/Revival/Revolution!

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

>Previous Thread:
>>55096094

What's something you've adapted from an OSR blog for your game?
>>
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
>>
I plan on using this guy's carousing table for my game of DCC, honestly seems like a good way to get some fun roleplaying in when the players are burnt out on combat.

http://2orcswalkintoabar.blogspot.com/2015/08/steal-this-my-skull-mountain-carousing.html
>>
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How do you decide your spell categories/schools? Do you just use D&D's method, or something else?
>>
>>55131856
I steal from a bunch I think.
Elfmaids&octopi has so any tables I'll be able to use one whenever I look. There's no way around it.
Dungeon of signs ends up in my games a fair amount, usually a dungeon with a few changes and maps.
Dyson's maps are hit and miss but there's usually at least a good idea to expand or take two and put them together so they're big enough.
The new one melancholies and mirth has a really smart spore/evidence/things about wilderness encounters that I've adopted wholesale.
When goblin punch is good, its really good. 124 osr noncombat challenges is going to be useful at least 100 or so more times.
The Manse makes solid pdfs of 50 or 30 things, environment X encounters that I loot and somehow also the shitty ms paint pictures. I don't use those. Its just weird juxtaposition.
The Last Gasp Grimore is dead, but I use the corpathium city stuff.
skerpskerp sometimes too
>>
>>55132028
This looks neat.

>>55132065
Haven't been that ambitious yet. I like warhammer fantasy's magical colleges though.
>>
weird question, but is anyone using a printer/scanner combo at home that they would recommend?
>>
>>55132065
I'm actually trying to convert the ACKs spell system into nine categories based on what the actual magic schools in my setting specialize in, however I still need to figure out what the other three are:
-Utility
-Espionage [Illusions/Charming]
-Battle
-Alchemy
-Cosmetics [Polymorph]
-Enchanting
>>
>>55132472
>Alchemy
>School of spell or exclusive to wizards in any way

Fucking dropped.
>>
>>55132472
>healing and or talking to dead people
>nature/plants/animals
>oracles/futures/fortune
>>
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>>55132826
>>
I have a bunch of people that are generally new to OSR and TTRPG in general. I'm thinking of using LotFP due to its simplicity. They like horror movies. Any good modules that are spoopy?
>>
>>55132826
You came to the wrong lily pad, motherfucker.
>>
>>55131856
To the humble anon looking for hex rules, check out the Hex Hack from the Black Hack, really easy nd breddy good
>>
>>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.
>>
>>55131856
Don't read blogs, although the post in the last thread about voicing characters was cool
>>
>>55132982

>LotFP + brand new players to OSR

Tower of the Stargazer
Death Frost Doom
>>
>>55132982
>They like horror movies. Any good modules that are spoopy?
Yeah, Death Frost Doom is definitely the starter for them. Usually it's considered flawed as an introductory module only in that it's too spoopy.
>>
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I updated this from last time, since someone said they weren't happy with it. 72,000 combinations.
>>
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>>55132065

I use Tunnels & Trolls.
>>
>>55134552
How many times do we have to tell you that T&T isn't OSR and doesn't belong in this thread, T&Tfag?
>>
>>55134552

What are the categories of spells in T&T?

I'm pretty partial to Elder Scrolls myself, but like D&D's too, except for the whole 'enchantment and illusion do basically the same thing but are separate schools for some reason'.
>>
>>55134704
Not him, but why? Is Old School defined as only D&D-based systems?
>>
>>55132185
>and somehow also the shitty ms paint pictures. I don't use those. Its just weird juxtaposition.

Nobody likes the MSPaint drawings? :(
>>
>>55134823
Cause the autists say so
>>
>>55134952
Ah.


Should've known.
>>
>>55131856
hey guys, help me judge a thing
tl;dr I want to run a Conanesque, Fafhrd-and-Grey-Mouser-esque adventure in my local language flavor of Whitebox. I was thinking about how to make magic more mysterious and dark, and i had this simple idea of havign the mage roll over the spell's level (1 to 6) on a d20 without modifiers, and if he fails, a mishap happens, that I'd roll on a table of loose descriptions. He then could decide to keep casting with the mishap, or just throw the spell out the window and lose a slot without further consequences.

Now, I was thinking if I should use this together with casting for HPs equivalent to spell's level, but maybe that's a bit too harsh when you combine it with the chance to fail? Plus, mages flat out don't have a great pool of HPs, so it'd gimp them hard.
Thoughts?
>>
>>55135156
Mages are already gimped hard. You have to give them something big to make up for making their only ability sucking. D6 hit die, leather, and thief fighting -might- make up for it.
>>
>>55135301
I decided to not put restrictions on gear at all, so they will be able to use armors and weapons.

Also did you write that comment factoring in HP for casting, or just the first bit?
>>
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Do you like my randomly generated map.
>>
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Now here's some REAL OC for you all.
>>
What are some good megadungeons (or dungeons for that matter) that have an oriental (more specifically Tibetan/Buddhist) theme?
>>
>>55135301
>>55135461
Altenatively instead of gimpng them further with HP casting, I could let them use a pool of their total spell levels to use freely. So instead of one lvl2 spell, they could memorize 2 lvl1 spells, etc.
>>
Last thread a couple anons were talking about "DCO" in reference to neo weird stuff. Could somebody spoon feed me? I'm a big fan of that sort of stuff.
>>
>>55135769
Basically all the LotFP modules.
>>
>>55135788
OK thanks!
>>
>>55135565
That's a penis!
>>
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>>55134141
Thanks! You might want to consider reading blogs though. There's some good stuff out there.
>>55134834
They are amusing and good practice. :)
>>55135569
Good stuff!
>>
>>55135461
Just the first bit. Even as I suggested, the wizard would still have ended up worse than a thief. A wizard is the worst at everything, but has a panic button for when things go bad. He is the parties parachute - would you use a parachute that fails at least 5% of the time?
>>
>>55134823
I'm sure nobody here will actually agree with me on this, but the OSR movement is heavily inspired by a coherent creative agenda as outlined in A Quick Primer for Old School Gaming, one that heavily emphasizes player skill as exemplified by individual knowledge, creative thinking, and rational arguments about the game world. And while you could attempt to apply said creative agenda to Tunnels and Trolls, the rules text itself outlines a much more solid mechanically-oriented type of game.
>>
>>55134395
Dope.
>>
>>55134834
I was just being cheeky on the internet. It was more about the juxtaposition between the ms paint, usually seen as low quality, and the really high quality consistently good other work you do.
>>
>>55134834
Which mspaint paintings¿? mspaint is one of the forbidden arts, such as graffiti and horse dentistry

>>55134967
Fear them because your subjective opinion carries no weight in their eyes

>>55135156
Use this, it's a nice way to offer them flexibility which adds to their mystique >>55135627

>>55135769
DCO stands for Deep Carbon Observatory, it good and will active your almonds

>>55135947
Probably is, I'll check some out. Is pdfAnon a blogger?

>>55136393
I'm not an expert on OSR, but what drew me in was the following hypothesis:
- It must have at least some crustyness to it
- Relies on player agency, not on railroading
- High player threat / lethality
- The majority of real world logic need not apply (Monster closets, talking furniture, "your character has a deathly fear of the colour blue...", etc...)
- Additional crust for taste
- Simplicity of rules
>>
>>55135565
Some of it. Rooms that have more than one connection, looping hallways and the like are good. Secret doors tho, needs some secret doors.
>>
>>55135583
The Smoking Pillar of Lan Yu, but its more an island crawl with a dungeon. Probably something from the older oriental adventure.
>>
>>55135583
Quelong was brilliant but I don't remember any dungeons, just bad shit for everyone
>>
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I think we're working on this. I'm saving what we do and I'll put it together.

>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. (done)
5. d30 weird dog breeds.
6. d30 strange vineyards...
7. and their d30 unusual wines.
8. d30 incredibly moronic hirelings.
9. d30 treacherous hirelings. (done)
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. (done with a bonus d30 things)
20. d30 refugees from the War. (done)
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. (done)
27. d30 places which seem like they might be dungeons but aren't. (done)
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.
>>
Rolled 23 (1d30)

>>55137059
herewego
>>
>>55136837
OK, so mishap table, plus spellslot pool, PLUS no limits on gear (for anyone). Sounds good? Assuming I only use Thief, Fighting-man and Magic-user. Oh, and no divide between clerical and mystical spells, so they can also get to heal instead on nonexistent cleric.
>>
>>55137613
Yeah, that sounds okay. Are you buffing up the fighter since he has to share all his toys?
>>
How do you do intelligent weapons? Do you have the sword verbally speak out loud? Telepathically to the wielder? Does it simply try to impose its will onto the wielders mind? Does it impose an emotion?

How would you do a cursed blade with say, a +2 attack bonus? Could you do it in a way that the wielder doesn't immediately realize it's cursed?
>>
>>55137940
Haven't rolled any intelligent weapons yet or really fucked with them. I liked elric, but otherwise not really sold on intelligent weapons.

But cursed things for sure, player have a a bident that's +1 vs undead, also draws undead to them. I just max the number rolled for undead encounters. If they keep it I plan on gradually increasing the amount of undead entries in encounter tables, maybe a powerful vampire comes to take it.

Describing curses that aren't 'you're hair falls out' is tricky. I've been saying 'it pulls towards the zombies, and they to it' sort of things.
>>
>>55134823
Personally I'm fairly sure (based on the "how many times") this is just a misunderstanding and that >>55134704 has simply confused T&T Anon with The Fantasy Tripfag, a genuinely annoying sperg who used to appear in the thread semi-regularly and get actively asshurt that nobody wanted to discuss his favorite instead of D&D which he apparently hated.
>>
>>55135565
Yeah, it's definitely a good start! The rooms are a bit big for my personal tastes but besides that it looks great, I like the frequency of loopbacks and the lack of the ridiculous fourteen-mile corridors you sometimes get in online generators. Are you baking your own random generator?
>>
>>55135769
Deep Carbon Observatory. It's an adventure module.
>>
>>55135583
You're probably shit outta luck for Tibetan megadungeons, there aren't many megadungeons period and the only one that isn't pretty standard fantasy that I can think of is Anomalous Subsurface Environment. However I definitely want to see Bardo Dungeon, the megadungeon where you descend ever deeper into the unfathomable netherworld between death and life -- with a long pole, and two lanterns.

For related material, check out Mad Monks of Kwantoom, a product for randomly generating pagodas full of mystic Oriental bullshit to delve in, Qelong, a LotFP scenario about being trapped in the middle of a magical Vietnam War, and Yoon-Suin, a setting which combines Asian mythology with slugmen to create the greatest Tiger-Headed Opium Nightmare ever put to print.
>>
>>55136837
>Is pdfAnon a blogger?
Yes, depending on which of them you mean it's themansegaming.blogspot.com or occultesque.com, I think. Pastebin is ded so I can't verify this but both the sites look correct.
>>
>>55137940
On the topic of intelligent weapons, I'm always surprised that people want them in their game. Like I've heard people say that one in whatever magical swords are intelligent, but I've always felt intelligent weapons were kind of awkward.
>>
>>55137840
>>55137613
This is solid

>>55137940
I have them talk to the wielder but cannot make sound and can only talk to others through contact

>>55138729
Cheers, I'll give them a look in a bit

>>55139342
If you give them a personality it's cool, for example the axe has a curious hatred of elves and leaps into it's owners hands when they about

>>55137059
I really enjoy completing these but the second one fucked my ass (literally & figuratively) so I think I'll go with something more laidback this time

>13. d30 long-dead adventurers.
1. This corpse has been burnt to death, curiously in the charred remnants of his pockets lies a map to the Outhouse of Shavatoo, Vongobian God of Curses, completely untouched by the fire

2. The corpse is a dried husk of bones and hair, upon careful inspection, you notice all the teeth are missing and a lot of the bones are of different sizes

3. A severed foot, belonging to a man. Still inside the shoe and wearing a sock. Inside you find a perfectly spherical metallic disk. When you hold it, it makes you feel queasy

4. This corpse looks like it fell from a great height, the dried entrails erupted out of the side like an over-ripe tomato and baked to dark brown skirt around it

5. This cadaver has no fingers or toes, you also notice the tongue has been removed. Large wooden stakes have been driven into the ear canal and both eyes have be sewn shut

6. This right arm is dried and the skin has begun to flake, it looks like it had been pulled clean from the shoulder. Inside the palm, you find a flesh pocket containing a minute scroll with the word "Traitors!" written in Yammish and the reverse a poorly scrawled map

7. This torso, head and left arm has dried due to the environmental conditions. You notice she had flaxen hair tarnished by time. Should the chest cavity be examined, you notice a huge quantity of glass dust in the larynx and feeding down into the lungs
>>
Rolled 14 (1d30)

>>55137059
On it
>>55139342
Talking to things is fun for 99% of players, and weapons are easier to run than chatty hirelings because of their limited interests and agency
>>
>>55139721
8. A young child, no longer than three feet, curled into the fetal position. Still draped in their sleeping blanket, arms wrapped around a toy knight made of broak wood and iron

9. The corpse of huge man, the bones have been picked clean by time. The clothes are dried and cleaned, someone has scratched "Febanuz & Jogmu, forever" into the pelvis in ancient Nurbish

10. This suit of plate-mail is fused completely together. Should the plates be broken open, the corpse releases a swarm of Eye-Lancer Wasps (4d12), they will attempt to poison the prey and begin the process again

11. This corpse has begun to decay so badly, that the marrow has been stripped out and the bones are extremely brittle, from what's left of the pelvis, it's highly probable it was lady

12. This armless corpse still retains a measure of dignity in death, propped up as though relaxing after hard day's work. When examined, you notice something sticking out of the back of it's throat. It's missing arms had been forcibly fed to it, in the right hand is a baroque key of Ollosh Slag Metal

13. This legless corpse is in especially poor decay, the entire front of the skull has been worn away, as has most of chest, elbows. You notice the hands have been tied in a complex knot with deliberate skill

14. This corpse has been bound in leather strips (Rasping Lizard Hide), and it's arms have been folded neatly together onto it's chest. When examined closely, you notice the servant tattoos of the Serpent Kings of Jubblo, indelibly marring the back and neck

15. A massive spear or polearm has pinned these two corpses together, one wearing the charcoal blackned mail of the Harttikoplivalian Night Raiders and the other wearing the lamellar and studded armour of the Husrovian Eagle Warriors. Their weapons are buried up to hilt in each others abdomen
>>
>>55139721
>>55139752
17. This headless corpse lies on it's side, it's arms tied behind it. Swathed in a cloak of green and stained by hand in Xilkish Ox Milk. Across the neck is brooch of Ravian Bollodododium, worth much to right people at the wrong price

18. This corpse has the upper half of the torso missing, all that is left are the legs, still wearing their leather trousers and shit stained under garments. The tracks in the dirt show that this person has been running at an incredible fast pace and something had removed the top half of the body.

19. This corpse has been bound in an excruciating Pribovian stress torture position, it head arched back to touch the soles of the feet. The cause of death was most probably suffocation due to failure of the diaphragm and pulmonary system

20. This corpse has been scraped by Iron Grass and doused in Kilber Venomwine, the stench tickling your nostrils after all this time. Suspiciously, there is no sign of any struggle and the corpse has no ligature marks and the nails are intact

22. A desecrated corpse, the head has been removed and forced into the ribcage. The limb bones are arrayed to spell the Xamon word for "liar". The hips have replaced the head and smashed by the use of a heavy blunt object

23. This corpse is missing the lower half of it's body, the arms are reaching out in the manner of someone pleading or reaching. The forehead has been branded with a Gutlekian Fishing Iron, the markings read, " Property of Guthbert, 2nd Earl of Nidleb Wood, Cousin to King Puvant, King of the Ordained Land of Gutlekia"

24. This corpse has been spitted on a large log, cooked and partially eaten. You notice that the meat from the back, thighs, calves, cheeks, buttocks and genitals is missing. The stomach was filled Smortish Oak Ale, rosemary, Waloobian Marsh Onion and Stonecutter's Garlix and vents have been opened in the chest, abdomen and throat
>>
>>55139721
>>55139752
>>55139789
25. This tall thin corpse has two extra fingers on each hand and a vestigial head growing out of the spine. The teeth are stained by Gormax addiction (the pleasure drug of the Yaktoj Glass-Princes) and the tongue is forked as per dated Yaktojian court fashion, the once candied silks of corpse are brimming with a post-hivecolony of Roving Murder Ants (4d100+1d20+12)

26. This corpse is curiously undisturbed, the skin stained a vivid orange from galfur fumes. The clothing is completely intact, in the style of Old Wen, with curious harvest heiroglyphs sewed into it. Attached to the neck is Wenese Identity Plate made of Cruht Iron. It reads Jumanu, Calmon Warrior Daughter of Cipron, Calmon Warrior

27. This pile of bones has been stacked into a octahedron, with an inset hexahedron and dodecahedron. The skulls of various size have been arranged into a outward facing circle, within the precariously arranged pile of bones is an grueyblownish orb roughly one cubit in length floating without any support

28. This corpse has been torn to shreds, the sinew ripples out in all directions, tracing flowerish designs on the ground, the clothing is in an equally terrible state with steel plating peeled like an onion skin. The head has a strange quality in that the face is curiously intact but the cranium has exploded out like a blossoming lotus. The look on the face is of happiness and wide eyed contentment

29. This collection of bones is badly weathered and eroded, the outer circle contains the bones of large men, then smaller men between and behind then women and children. They face out radially in a cresent, all the bones are damaged in some way and feature a curious quality in that they glow darbish under torchlight
>>
why D30's?
>>
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>>55135583
Maybe take a look at 'Spires of Xin-Shalast' for Pathfinder.
There's probably some material worth looting, even if the bulk of it isn't.

Mainly I just like the cover.
>>
>>55139721
>>55139752
>>55139789
>>55139811
16. This corpse has many broken bones, where they'd been broken someone had bound the Illish Oil Rope. The entire chest cavity is a shattered mess and the pelvis is missing. Interestingly, the feet have been sawn off and the stumps charred by fire

30. This gigantic corpse is half buried in the ground, the clothing is in the style of Amalgamamor Flesh Merchants, featuring stylized iconography of chimera, dragonflies and frogs. The heavy bones are fused as though stitched. When broken, the bones show a curious quality of another set of bones growing inside, concentrically like a tree stump

>>55139735
This. Chatty weapons are annoying for the other players, but 99% less likely to be murdered than a hireling
>>
>>55137840
DESU the fighter in this variant is kinda buff on its own, the class has its own variants that grant anything between berserker rage (-4ac, two attacks in a round) to being able to hit exactly the melee combatant he wants with a missile, to magic immunity. Plus, it has limited "feats", 8 for each class to pick from, i think total you can get is 3. Obviously fighter will get pretty murderkilly eventually, so he's good on that front, I think, meanwhile the mage can only get mage 'extensions'.

Also, I've read the Lankhmar setting for AD&D and I might do what they've done - clerical and druid spells will become white magic with a milder rolltable of mishaps, and standard mage spells will be black magic with harsher mishaps.
>>
>>55136940
>>55137014
>>55138599
>>55139896
Thanks, everyone. I'll check out all of this.
>>
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I don't know who the fuc this guy is but I want him on my side
>>
>>55140218
Looks like an evil ostrich that ate like three dudes and now they've conspired to get out of there, no matter the cost.
>>
>>55140218
Armstrich: Undead amalgam of flightless birds and humanoid arms.
>>
>>55134141
What is was?
>>
>>55139811
>A severed foot, belonging to a man. Still inside the shoe and wearing a sock.
I like your corpses.

>>55139845
Lots of options. They're all basically as useful so you don't have to worry about curve. Its a fun writing exercise to have to stick to a topic that many times. Also someone else started it so that' just how we're doing it.

>>55140218
Emus are already fucked up, arming seems like a really bad idea.
>>
>>55139735
1. Soran- Telepathic wizard turned to a sentient statue. Sits in a podium in town and memorizes useful stuff if you turn his spellbook pages for him and clean off the pigeon poop.
2. Alastair- Warrior what ain’t got no legs. Cheery and a good shot with a crossbow. Would still be an adventurer if the dungeon was wheelchair accessible.
3. Telos- Had his face melted off. Blind, wears a mask. Only pleasure is alcohol.
4. Boris- Cursed with -4 attack rolls and a 50% chance of fumbling each action. Gets homicidally angry if you point out his frequent tripping.
5. Yassar- Morally ambiguous but emotionally vulnerable wizard was betrayed by own party. Crippling paranoia, won’t leave house or unlock doors.
6. Jamma- Beautiful woman had eyes pecked out by evil crows, infatuated hanger-ons insist everyone pretend her huge bag of copper is gold, and villagers comply out of pity or fear.
7. Flynn- Turned into a cow or chicken and survives by selling own milk/eggs. Deeply embarrassed and hates wizards.
8. Tusark- Brain burnt out after a bad trip on mushroom man spores in a battle. Killed his friends in his hallucinations and now wanders town as a scatterbrained vagrant.
9. Bune the Mostly Armless- both forearms lost due to unwise trap interaction. Managed to drag bag of gems outside with his teeth and being filthy rich let him keep a sense of humor.
10. Norm- After one trip to the dungeon, was horrified beyond belief and lives a quiet life in a hut outside of town, and has screaming nightmares every night.
11. Halen von Halen- Has awful burns over 90% of body after surviving green slime exposure by leaping into burning oil. Constant pain, limited mobility due to damaged nerves and muscles.
12. Polong Hai- Captured and tortured. Has no ears, eyelids, nose, toes, fingers, or genitals, but enjoys saint-like status in his religion.
13. Feurran- Freckled redhead teen who succumbed to chronic depression, a common malady in her family. Lives on gruel.
>>
>>55140817
14. Sir Vail- Knight who finally found the dark knight who slew his lord, got thrashed by said dark knights cursed blade, which leaves unhealable wounds.
15. Urist- 3 days spent pinned in a cave-in before rescue came left him with phobia of confined spaces. Sleeps on a raised platform outside.
16. Golion- Erudite and scholarly fighter with bad posture now throws his back out whenever attempting hard physical labor.
17. Juckle- Keen eared thief, mostly deafened by thunderclap. TALKS VERY LOUDLY AT ALL TIMES AND ENCOURAGES OTHERS TO SPEAK UP
18. Barrin- Overimaginative and possibly schizophrenic guy views a wonky scar as the brand of ‘the dark lord’ and imagines his soul and life are forfeit if ‘they’ find him.
19. Wally- Charmed by Ogre Sorceress, spends all days composing letters and love poetry. Plans to return to adventuring once she writes back.
20. Jason- Werewolf and now junior astronomer. Locks himself up when the moon rises. May blow some people’s minds by pointing out the moon is sometimes out during the day.
21. Horace- Aged 100 years by a ghost and is now utterly decrepit. His wife found a new husband, but keeps him on the porch and charges the curious a copper to hear his tale.
22. Kim Kimmerly- Had all his teeth punched out by an ogre, and now can only enjoy soft foods. Got like 30 silver from a tooth fairy though.
23. Chaddeus- Musclebound hunk turned into a handsome and huge woman. Is not actually crippled but insists all ‘she’ is good for now is cooking pastries and having babies.
>>
Rolled 6 (1d30)

>>55140836
24. Tim- Alcoholic priest who drunkenly preaches ‘do ash I shay, not ash I do.’ Cannot function without being drunk, and cannot function while drunk.
25. Lame Jane- Legs healed poorly after they were crushed and now she hobbles around on crutches.
26. Matazan- brooding aristocrat from another land who refuses to drink ‘foreign’ blood after becoming a vampire and has shriveled up like a raisin as a result. Kids love pestering him.
27. Gob- A goblin who claims to be a transformed adventurer. Actually is an identity thief enjoying the bounties assigned to, but never collected, by the missing bounty hunter.
28. Ikris- Priest who sprouted bloody stumps from his back. They’re painful and form the basis of his mad theory that humans are fallen angels that he lectures on constantly from a crate.
29. Christy- Attacked by an anti-ghost that stole her old age and left her as a precocious toddler. Her family still owes a lot of money to crime lords, a debt adventuring was supposed to solve
30. <PC Name Here>- Retired version of the PC from the future, old and rich and sans 1 foot. Threatens to whack them with a cane if they don’t shape up.


So concludes d30 crippled and retired adventurers, let's roll again
>>
Rolled 17 (1d30)

>>55140849
>>
>>55140544
Huh?

>>55140694
Cheers

>>55140817
Polong Kai, based cripple saint
>>
>>55135565
How do you handle mapping in your game? Because having a player map that based on your descriptions is going to be a real hassle.
>>
>>55140849
d30 strange vinyards
1. An apparently autumnal vinyard. The grapes here are gemstones, the leaves gold foil.
2. The grapes here are used for raisins, not wine, ever since the teetotaling abbess took over.
3. Grapes are eyeballs. All sorts of magical uses, sinister and benign. Wine gives excellent vision while drunk on it.
4. Grape-gobbling birds are a serious pest here. The scarecrows do nothing. The birds have grown aggressive and intelligent in defending ‘their’ grapes from humans.
5. The vinyard has rosebushes, one of which is prophesied to yield grapes and then wine good enough for God.
6. This vinyard is managed by masters of the drunken fist.
7. This is an illegal vinyard maintained by bandits seeking to break the iron-fisted wine monopoly in the region.
8. A monstrous grapevine has grown huge and fearsome, strangling small animals and creeping ever closer to the farm house. It fears neither axe nor fire, but its grapes are pretty good.
9. A single grapevine provides wine to a village of tiny fairies.
10. Alchemical experimentation has yielded grapes that ferment into pure alcohol on the vine. Undrinkable, but lighting the stem of a bunch and hurling it works as a molotov cocktail.
11. 2/3 Grapevines are eternally ‘not quite ripe’ and are paper, string and painted wood, a fraud intended to help meet the local baron’s unreasonable demands.
12. Vinyard infested by dryads and satyrs in what the town crier can only describe as a sordid and unchecked example of ‘Grape culture’
13. Grapes fed blood of condemned criminals. To grape-farmer/cultists’ disappointment, this doesn’t seem to do anything, but they keep trying.
14. Vinyard is long abandoned and wild. Forsaken for forgotten, but doubtless sinister reasons.
15. Pale grapevines grow via moonlight rather than sunlight and only a single bottle of wine is produced each year. Cures lycanthropy and is sold to highest bidder for insane prices.
>>
>>55135565
Looks annoying to describe. Some rooms and pathways have needless protrusions.
>>
>>55142567
16. Grapes crossbred with spicy peppers in mad experiment. Wine doubles as hotsauce and is practically undrinkable.
17. Giant glass dome houses vinyard by innovative youngest member of grape-growers. This technological marvel is viewed as borderline heretical by elder grape-growers.
18. Misspelling led to Vinyard growing Gropes, which are like grapes with touchy and semi-animate vines. Wine from them is sold as a love potion but is just regular alcohol.
19. Vinyard jealous of profits of nearby pancake house selling Crepes. If the two businesses could set aside their difference, Crepes with Grape Jelly could be a sensation.
20. Vinyard guarded by fairy dogs(Cu Sidhe) that work for 1 bottle of wine per year. Iron banned from the entire nearby town for the comfort of the dogs.
21. Grapes inculcated by hallucinogenic and toxic fungus. Resulting wine causes hallucinogenic spirit quests that may actually result in magical powers/rewards if completed.
22. Vinyard grown in swamp on dry dirt-filled canoes, each canoe housing 1d6+3 plants and a farmer. This breed of grape is coveted by other vinyards and jealously kept by the canoers.
23. Vast Vinyard run communally by village of isolated yokels under the impression that grape juice=wine. They sell accidentally fermented ‘ruined’ kegs of the stuff for practically nothing.
24. A low-flying cloud clearly has grape-laden vines dangling from it. A giant lives up there, farming his grapes and drinking his heavenly wine, and is not at all fond of visitors.
25. Wasteland vinyard maintained in dreams of desert nomads, who work there while asleep and work in shifts. If they ever all awaken at once, the dream is lost, but until then, they can get drunk and even sell wine in the dreams of anyone there.
>>
>>55142584
26. Painting of a vinyard has a few bottles of wine appear under it every few weeks. Wine isn’t great (kinda chalky) but provides dungeon inhabitants with free booze.
27. This vinyard operates out-of season, with vines sprouting in fall and becoming ripe and tasty late winter.
28. Grapes cursed to float. Rootbound vinyard almost floated away, but was lassoed in time and held down by chains. Wine tasty but as it floats up, it must be drunk upside down or it will cause terrible heartburn and indigestion.
29. Vinyard split between brothers with bad blood between them. A certain plant is right in the middle of their fence dividing the property and is the cause of infinite contention.
30. Vinyard blessed by a spirit who doesn’t understand alcohol. Grapes can be eaten infinitely off the vine, but ‘wasting’ grapes bring down the spirits wrath on the ‘ungrateful’
>>
>>55142471
I'm working on building dungeon tiles from cardboard for this.
>>
>>55140218

Don't fuck with the Ulazoo.
>>
>>55142471

Do you, or anyone, actually have players attempt to draw their maps to spec with the DM map? I couldn't imagine that ever not being a giant hassle.

If not, how do your DM -> Mapper interactions usually go? When I map as a player its usually just flow-charty with descriptions in the boxes but the map itself isn't an attempt at a recreation.
>>
>>55143457
One of my players is the dedicated mapper and the communication between him and me flows pretty decently. Keeping in mind that torches emits light in only 30 feet helps a lot. For instance I might say something along along the lines of "You're looking down a dark corridor and your torches don't reach the end of it. The wall on your runs 10 feet and connects to another corridor. On your right the wall runs 20 feet after which there is a wall."
>>
>>55137059
>28. d30 places that shouldn't be filled with monsters and treasure but are.
1. The Boatyard of Gambrim Bell, disused over the last week after subaquatic assault by the Sharkmen of Denglix. The precious cargo was deemed pedestrian by them, who only stay to harvest the corpses of any who investigate. A large amount of gold bullion sits in hold of the Busty Old Wench just near the Ghemutian Marines Warship

2. Lord Turnwant's Riding Carriage, this sumptuous carriage sit on the corner of Rosepine Square in the town of Newchester. The silk curtains and plush fixings hide the coffin of Snortom the Discreet, of Hutland and his three former nightwalker escorts, Habeline, Brithac and Guntonia. A large lock box set in the floor contains the will to Turnwant's summer estate

3. Mensroom in the Groping Ferret, the murky and labyrinthine restrooms of the Groping Ferret inn are truly a sight to destroy minds. The pan-dimensional Odhnc have built a colony into the walls of the stalls and ceiling, they catch unwary punters, extract their cartilage and nervous tissue to expand their monolithic manses back home. Several hundred "uselezz" items are set into the hollow cavities of the room

4. Buntington Family Orchard, over the last two weeks, the orchard trees have been infected by a sentient fungus calling itself Koobert. Koobert has taken over the local rats, birds of the 400 acre estate and assumes control at will. Nobody has noticed the change, due to the startlingly exorbitant price of the Bunt Apples from which Ogre Valley Cider is made and their continued harvest

5. The Larder of Wertom's Cakes, is filled with beautiful and delicious sweets from around Northgrumbledon, an infestation of Vampire Hornets has burrowed into the back and is currently nesting for the winter. This has in turn attracted Goth Spiders who will communicate with hornets and assault those who delve too deeply
>>
>>55144080
6. The Stables of Andual Tower, the stables are currently home to Vogberir, horrific maneating horses the size of elephants, they hunt every moonless night by their keen eyesight. Inside the stables, they have adopted Pobert, the idiot son of Emperor Gynopharaxix the Third. His return to the imperial court of Busmane, would be greatly appreciated

7. The backdoor of Tino Tondang's house, the backdoor of Tino's house leads not to the windy savannah of Graht's County, Ganducket but to the lair of the Poatwarden, Homxom Pans, who has glamoured the door with foul magics and leads directly to his personal torture chamber and trophy room in Nogonheim

8. Tool Shed of Farmer Joo, the toolshed is currently occupied by twelve families of sugar-addicted Volemen, lead by their illustrious leader Cockbiter. They brought along miniature weapons of stupendous quality and thirty quarts of Zoopag Venom. Joo hasn't used the shed recently due to breaking his foot when chasing a wayward goose three days ago

9. Water Cupboard beneath lobby stairs of Goblax Abbey, the often drunk monks of Goblax Abbey are completely unaware of the Noculid Worm that has dug it's way in. Originally preying on insects, mice, cats, and anything that enters, the worm often leaves to hunt once every month. It's last victim was Hondwierx As of Nucrane Abbey. If his death is found out, the warlike monks of Nucrane will reward the finder and declare war on Goblax

10. The Roof of Nomgulburt's House, the roof currently home to a murder of Brainpecker Birds, the steep stone work makes it difficult to see from the ground. This is the place John Johnson of the Funtbridge Dooge Company was dropped by the stealthy birds from 600 meters up. His sunblasted corpse could bring the Funtbridge Dooge Company out of the administrative deadlock it's been in for the last four weeks
>>
>>55144118
11. Pat Buldridge's Cupboard, should this cupboard be opened on a moonlit night, from it will explode the skeleton army of Gartabian the Unveiled, 2nd Circle Lich of Krugmonia, who will rampage through the quiet town of Uglik unchecked like wild dogs. The collosal army roughly 20'000 strong is armed with Diamond Spears of Blinding and Gartabian himself holds the 11 lost ioun stones of Hablan Darb

12. The Mill on Dobont Hill, the oatmill currently outputs a phenomenal 4 tonnes of crushed oats each week, the owner Asgulk has contracted Zombie-Rabies from a frenzied squirrel four years ago, the insane Asgulk is currently cared for by the insane ghosts of his digested family who work the millstone from beyond. The naked man moves at lighting pace to eat and attack anything that moves in his home. Four years worth of oat payment are currently held in the attic at the roof of the mill

13. The Personal Library of Haldin Mils, the library is currently occiupied by a gang of Transcender Orogs lead through meritocratic control by the Reasonable Fellowship of Hugblow, No+ and Justacian the Merciful. The Orogs are currently researching the Path of Omnipresence by famed yogi Yogus. Haldin is completely unaware as he thought an idiot servant had locked the door and lost the key and cannot be bothered open it

14. The Changing Rooms in the Fiddler's Burrow Whorehouse, are currently home to twenty doppelgangers lead their leader Jdhgbshql, they have each assumed the identies of Ganfk, Lurfonia, Horfoi, Msiu, Hancca, and the other whores of the house. The mistress still assumes they're all human as do all the support staff

15. The alley between Grover Street and Mugberry End, is home to a family of Invisible Tigers. The discarded remains of unwary victims litter the street, but nobody pays it any attention since Balshat opened the roastery two doors down. Amongst the descarded remains is the keys to Zunth, the Wizards Tower of Brapton
>>
>>55144161
16. The Güüdvinter Lodge, the opulent hotel built on the edge of Ghuvon in picturesque Bulvania is home to Thought Vampires of Clàn Noudomini, they have used the lodge as their ancestral lair for the last two hundred years, they usually feed on the vulnerable and unsupported or any who stick their noses in too far. The Noudomini Clan vault contains hundreds, if not thousands of valuable art pieces

17. The Fortress of the Titanslayer Knights of Barabana, the fortress is currently internally sieged by traitor knights from the Order of the Smashed Mouth, who undermined it using the escape tunnels beneath it. After they summoned a hundred and eighty six succubi and incubi, the hapless knights were overrun in a matter of days and now are enthralled to Succubus Queen Trootavia and her consort Dangtavior "the room-clearer" Jacques of the Smashed Mouth

18. The Longhouse of Hurvik Goealdson, is known thoughou the land as place of peace and harmony between the feuding clans of Gushurrelsmen of Lsartbloven. The entire household has been taken over by the Jdifu of Nahgeiuf from the twelfth dimension of Miwnto. The invisible and meticulous Jdifu control the Goealdson house through subtle control of Probability Matrices and Fate Engines, and in turn the huge tribes of Gushurrelsmen that roam the fridgid expanse of Lsartbloven

19. The Mansion of Ogmirr Vopant, the Volant family has recently run into trouble as young Sibwert Vopant's forays into Zengfu have unleash Zengonia Ultra Frequency Control Waves throughout the entirety of the mansion. Ogmirr now transformed into a massive testicle with a moaning face is powerless to resist as his son plumbs the very depths of the multiverse
>>
>>55144198
20. The Menagerie of Sultan Naiug the Benevolent, due to freak accident by Lord Sorcerer Jasmogi, the animals of the menagerie have gained the paragon intellects of psychometric demagogues. The palace staff have begin to disappear over time but they suspect suicide from boredom under such peaceful and relaxed living. None suspect the machinations of the Spinebacked Gorilla (Multaravar), Zagrobiam Mega Tortoise (Paragomus) and Neckbreaker Emu (Xodaroin).

Really tired, more tomorrow
>>
>>55134704

T&T is the second RPG ever created, isn't that old enough?
>>
Hey you guys play any Traveller lately?
What's your favorite edition?
>>
Anyone have some good tables to use in a sandy desert? Looking for anything that I could use because I like looking at random tables more than DMing my games.
>>
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>>55145009
Not so much a table but the entire Dark Suns range should have something in it you can get at. Its a fucked up psionic desert but just going through the Wanderer's Journal is going to give you some ideas. Its been a long time since I looked at the setting, but I think the Dune Trader book has a bunch of tables in it.
>>
>>55142567
>grape culture, grapes of wrath puns
Nice. Makes me want to have italian city states and vineyard fights.

>>55144080
Transcender Orogs are great. Really like how your sleep dep works on these.
>>
>>55145009
Here's an encounter chart I used for a campaign (I really hope the tabs format properly):

(d20)
1 Caravan
See Merchants of of the Silk Road - Secret Santicore
2 Penitents (d6)
1-2 Single Madman
3-4 4d6
5-6 4d20
3 Ibnan (Fremen/Tusken Raiders) (d6)
1-2 Tribe
3-4 Bandits
5-6 Merchants (See 1)
4 Sand Ship (d2)
1 Merchants (See 1)
2 Pirates
5 d4+2 Ankhegs - Ant Lion Trap (Dex save or fall towards centre.)
at bottom of pit just like cistern
6 d4+1 Desert Mantids in stand of petrified trees
If players see them, it's because they're swaying in the wind like petrified trees can't.
7 d2 Sand Worms
8 d2 Chuul
9 d4+3 Giant Vrulth (4-winged Vulture-Dinosaurs)
10 Mirage (Oasis?) maintained by Desert Vampire (moisture-draining undead) and 2d6 Husks
11 Sandstorm
d2 days? High chance of being surprised, penalty to ranged attacks, no flight. Penalty on everything if no face covering.
12 Rolling Dune
4d8 damage, save for half , if failed become buried - suffocation
search to find buried person
str check to dig them out - bonus if using appropriate implement
30 seconds per check
13 Plain of Bones
damaged weapons and armour, 50% chance of Vrulth (4-winged Vulture-Dinosaurs)
14 Buried Cistern
notice artificial disturbance in sand - as much water as you need
at bottom of pit just like ankhegs
15 God Manifest (petrified alien god)
16 Shipwreck (d2)
1 empty
2 roll again for inhabitant
17 Dead Caravan/Penitents (d6)
1-2 vrulth (4-winged Vulture-Dinosaurs)
3-4 jewelled insects
5 bandits
6 nothing
18 Saltflat
50% d3 Salt Mummies (as mummy, all water counts as holy water, touch is dehydrating, causes salt to form on skin)
19 Shrine of bones and tattered husks
staff of swarming insects
2x giant scorpions
20 Oasis (d2)
1 Roll again
2 Empty
>>
>>55145428
Welp, looks like the tabs didn't format properly.
Imagine the sub tables and info is indented I guess.
>>
What's the best OSR mechanic?

What's the worst?
>>
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>>55146187
>"The Monks of Cool, whose tiny and exclusive monastery is hidden in a really cool and laid-back valley in the lower Ramtops, have a passing-out test for a novice. He is taken into a room full of all types of clothing and asked: Yo, my son, which of these is the most stylish thing to wear? And the correct answer is: Hey, whatever I select."
>>
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So this isn't exactly OSR related, but I've got a reputation to maintain: https://coinsandscrolls.blogspot.ca/2017/08/thinking-medieval-law-trials-and.html

Come learn about ordeals, juries, and why England didn't have a functioning court system for 5 years.
>>
>>55146259

Could you please start your own general thread? That way people who are interested in your blog and content can visit there and we can stay on topic in this thread. Thank you.
>>
>>55146187
>best
The exploration loop structure.

>worst
Unironically Thief skills. Does ANYONE like those as-written?

>>55146230
Man, I had a quindarious Monday just the other week.

>>55146295
Could you please be less of a fag? Thank you.
>>
>>55146259
Hey man, I always appreciate the strictly historical stuff, OSR or no. Very useful. (Someday I'll even go read the primary sources myself!)
>>
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Trying to identify books in pic. Can any one fill in the gaps? Here is what I can make out:

PHB 1978
DMG 1979
MM 1977
MMII 1983
Fiend Folio 1981
PHB reprint 2012
DMG reprint 2012
MM reprint 2012
??
??
Monters of Myth (1st Edition Society 2011?)
Tome of Horrors -- Necromancer ??
Tome of Horrors II -- Necromancer ??
Labyrinth Lord (original or revised?)
Advanced Edition Companion??
Anomalous Subsurface Environment ASE1
Anomalous Subsurface Environment ASE2-3
?? (cover says Dungeons & Dragons)
?? (cover says Dungeons & Dragons)
?? (white staple bound)
?? (white staple bound)
?? (white staple bound)
Moldvay Basic Rulebook?
Cook Expert Rulebook?
?? (black spine)
?? (wine-colored spine)
Red Tide 2011
?? (black & brown spine)
?? (black spine; periwinkle text)
?? (black spine; white text)
?? (gray spine)
?? (gray spine)
Oubliette Issues 1-4 Com
Oubliette Issues 5-8 Compendium
Astonishing Swordsmen and Sorcerers of Hyperborea
Moldvay Basic Box Set
Cook Expert Box Set
Mentzer Basic Box Set
Holmes Basic Box Set
Empire of the Petal Throne
>>
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>>55146624
Thanks! I think you'll like the property post.
>>55146365
>Man, I had a quindarious Monday just the other week.
We all have bad days.
>Unironically Thief skills. Does ANYONE like those as-written?
Probably. A guy wrote an adventure about turning people into blueberries. It won awards.

I'm not putting anything past this hobby.
>>
>>55134552
I like T&T too.There is a new Android and IOS app on the market now in case you didn't know-looks cool.Just search Tunnels & Trolls app.
>>
>>55146706
Zoom in and enhance!

I think you got all the stuff that I both know and can see well enough to identify.
>>
>>55146187
>best
Class. Clear role distinctions that are broad enough to cover a lot of creative ground with a simple title. I like it less after thief and the core humanoids though.
>worst
Psionics. I want to like any of them, but damn.

>>55146365
I remember when I was a kid playing 2nd edition the dm was probably using them basically as written, but that was a while ago.

>>55146624
They're not the best, but if you're in a hurry Osprey has a decent amount of information on a lot of military/medieval history that's good enough to steal ideas for games from. Also lots of pictures.
>>
>>55146706
you missed two books:
>Red Tide 2011
>?? (black & brown spine)
DCC RPG
??
>?? (black spine; periwinkle text)
>>
>>55146706
>>55147188
To right of DCC RPG is "The Dungeon Alphabet" 2010
>>
>>55146706
>>55147276
and to the right of "Red Tide" is "An Echo Resounding"
>>
>>55146706
mutant future goblinoid games 2008
stonehell dungeon down night-haunted halls 2009
barrowmaze 2012
barrowmaze ii 2012
>>
>>55146365
>>55146942
I'm not sure I get it, what exactly is wrong with thief skills?
>>
>>55146706
> MM reprint 2012
> ??
> ??
OSRC black blade edition
Adventures Dark and Deep: A Curious Volume of Forgotten Lore

> ?? (white staple bound)
> ?? (white staple bound)
> ?? (white staple bound)
> Moldvay Basic Rulebook?
> Cook Expert Rulebook?
based on what they are next to and size, these must be the OD&D rulebooks; maybe the WotC reprints
>>
>>55135156
I know it sounds fun and all but the whole "CHAOS MAGIC!!1111!!!!111!!" Thing is a meme in itself.
Wizards take years of study to master it enough to even walk into first level casting.
If you use outof the box initiative rules aka declare action and then roll initiative....mages are kinda gimped already due to acting last in their round. If they get hit in between then....poof spell gone anyways.
That's why they slapped casting times on every spell in 2nd ed.
No one and I mean NO ONE used party initiative. It also gimped out anyone with a Dex bonus to initiative.
(and helped people with penalties)
Throwing random ass charts for every single spell cast sounds fun and all but it's going to do nothing but bog the game down with needless BS. As some sort of temporary effect inside of some sort of planal distortion or something it's fun to toss in there.....as a temporary thing.
I can think of several times that some dude decided to toss "Chaos Magic" into his campaign or homebrew houserules and needless to say it gets stupid really fast.
Out of the box wizard

Can't use armor
Can't use weapons aside from dagger (and certain magical staves)
Crap HP
One freaking starting spell once per day
Wizards generally suck balls until they get invisibility.
The rest of the time outside of casting their meager resources are spent either staying the fuck back or chucking firebombs, holy water or the occasional dagger when the firebomb stash runs out.
A good low level mage knows to stock up on these (and a silver dagger or 3)
>>
For people running ACKs, what sort of homebrew rulings do you use?
>>
>>55135156

DCC is literally this.
>>
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Very stupid pun related monsters.
>>
>>55146706
>?? (cover says Dungeons & Dragons)
>?? (cover says Dungeons & Dragons)
>?? (white staple bound)
>?? (white staple bound)
>?? (white staple bound)
These are all various illegal reprints of OD&D. The first two are Lulu hardbacks; I'm guessing the thinner one is LBB-only and the fat guy LBB+supplements. The three thin paperbacks are most likely identical LBB table copies.

>>55146706
>Red Tide 2011
>?? (black & brown spine)
>?? (black spine; periwinkle text)
>?? (black spine; white text)
>?? (gray spine)
>?? (gray spine)
Like some other Anons said in various places (and adding one, I think), these go Red Tide, An Echo Resounding, DCC RPG deluxe hardback, The Dungeon Alphabet, Mutant Future, Stonehell Dungeon: Down Night-Haunted Halls, Barrowmaze, Barrowmaze II.
>>
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>>55151003
>No WHATdigo
>>
What's one of the scariest things you could put in the bottom of the dungeon?
>>
>>55151474
Doppelgangers of the PCs.
>>
>>55151474
The endless void.
>>
What's a good way for fighters to advance? How about thieves?

I've already got Wizards pretty figured out but Fighters are a bit harder.
>>
What do people think of a spell like this?

>Wisplight
>Level: 1
>Duration: 1 turn

>The magic user conjures a small flame within their hand or at the end of one of their fingers. This flame emits light as a candle and can be used to ignite objects. The flame can be dismissed at the caster's command.
>Casting this spell does not erase it from memory, although a caster may not have more than one wisplight active at a time.

Another idea might be to create a higher level spell that can be used to grant the character a minor special ability or enchant an item with a duration that lasts until the caster next prepares spells. Just as a way to play around with 'spell slots'.
>>
>>55152812

>Another idea might be to create a higher level spell that can be used to grant the character a minor special ability or enchant an item with a duration that lasts until the caster next prepares spells. Just as a way to play around with 'spell slots'.

This is good.

>Level 1 'Light' spell with even more utility that completely and utterly negates all infravision benefits, planning of carrying torches, and low level cleric spells and magic items

NOT good.
>>
>>55152875
I mean you can replicate its effect with a flint and steel and a 1cp candle.
It's not as bright as a Light spell or even a torch and it still takes up a spell slot.

There has to be some reason to choose it over another casting of Sleep.
>>
>>55144231
21. Ministry of War, High Lumeara, the recent renovation of the Ministry of War by No Fuss decorating company has brought a terrible infestation of Hybrid Flea, that burrow into the skin and eat until satiated. The terrible effect on morale hasn't been passed on to High Lumearian Council due to the enormous sum paid to complete the renovation. The Ministry of War contains some of the most sensitive information in Lumeara

22. Actonius Malbort's School for the Mentally Gifted, has recently taken on young Broggy G, formerly of the Clunge favela, his enormous telepathic potential has allowed him to control every creature within a mile radius of the school, the only person unaffected is Yomald Cant, former bursar of the school, who knows the whereabouts of the pupil's logroom

23, Tax Office of Shatville La Montagne, the massive tax office, six stories high has learnt how to divide by zero, the price of this terrible knowledge is the presence of the Polycludian Equation Worms currently burrowed into the staff cerebral cortex. This has made Shatville hugely rich and many would pay to see the town fall into ruin once more

24. Hubert Nohmerdire's Drinking Fountain, is currenly occupied by the Aboleth-Don Ricardo De La Mierda the 19th, no one has noticed as many believe that Don Ricardo is a rare Plungonian Slime Fish. At the bottom of the pool lies the Wugur Power Diddle, a gem of such beauty that it would make the beholder defecate themselves with glee

25. Frooten Guthwiddly's Family Farm, the quiet farm has been taken over by the Smooth Dragon, Movong-Crat-Molo, who keeps the family alive out of pity. He has enlisted the help of The Gutters, a highly renowned Kobold Assassin Group, trained under Tucker and Co. The dragon's hoard and domicile is the Guthwiddly Grain Silo
>>
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>>55151003
>>55151379
No WHICHdigo
>>
>>55153152
26. Jatwell Dog Home For Stray Canines, has undergone some terrible changes recently. The addition of the Hooded St Gomard has brought the dreaded Inverse Lycanthropy to Jatwell. Recent visits by the Pound Pound Dog Pound went terrible, and now Man-dogs and Dog-men wander around ripping the throats out of any who appear on a non-moonlit night

27. Sharrew No Mas Temple, Tsujibogo has been haunted by the ghosts of Kneecrusher Oni and the Tsuji Gammerai that fought that deadly last battle for the Mount Sharrew, the priceless artefacts are buried under the 9000 year old temple and guarded by the Gammerai Steel Golems of Gojo and Horoi

28. Sipson Nothberry's Fruit Wagon, has been infested by Cranial-Cancerworms from Dhewnx, the lair of the Lymphomatic Lords of Metastasis. These terrible worms have infected all the fruit of the wagon, but should they be shown the error of their ways, they might produce The Cure

29. The Fat Pidgeon Pub, Splattheim, has been occupied by the escaped Beer Elementals of Wooten the Shitfaced. These deadly and powerful entities want nothing more than to free all alcoholic beverages from the tyranny of human consumption and wish to craft their own nation state off the coast of Splattheim. Currently negotiations continue between them and a stubborn cask of 98 year old aged Manslayer Whiskey

30. Beneath Jebdogan's Bed, Kvaritorence, the underside of Jebdogan's bed leads to the 947319th layer of the Abyss, Fzalzerbuar's Palace. The portal is two-way and actives by the command "There's nothing down here" and "Where are we?". Jebdogan has always feared the monsters that creep out from beneath his bed but would have never expected that it leads to the throne room of Fzalzerbuar himself

>>55145310
I don't know if it's sleep dep or if I've finally gone unsane
>>
>>55151474
Bizzaro PC's from another dimension with a hive consciousness and feel the air through echolocation

Or the dread Love Beast of Gangorpack
>>
>>55151474
Cavern that has a castle in it that's another dungeon.
A second wilderness/overworld basically. Like a Zelda kind of thing where you have two of them. It's scary for players because it's that much easier to get lost, scary for ref because that's that much more shit they have to prepare.
>>
>>55148001
Things I've heard people dislike are the %'s being too low and advancing weirdly, and/or that having thief skills tends to box in people's ideas of what they can do in a dungeon. There's debate about thief skills being magical abilities compared to regularly trying to hide someplace. Also I think some people find the inclusion of a percentile system awkward.

I just use LotFP specialists, seems fine.
>>
>>55152744
Bigger hit dice and better attacks. I don't mind fighters being the only ones who get attack bonuses, or having a better scale. Fighters +1 per level, thieves every other, magic users every 3 or some equivalent.

I hear people like the mighty deeds rules from dcc but I haven't looked at them yet.
>>
>>55131987
Bump
>>
>>55155039
They're barely rules, just "roll your deed die and if it's over a 3 you succeed", with increasing effects per GM fiat. There is a fairly comprehensive list of common "maneuvers" so you aren't completely lost
>>
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>>55153191
I'm real hung over so coming up with 30 ideas isn't on the table today, but I think this is the up-to-date list.

>d30 tables someone should write sometime
1. d30 weird mushrooms.
2. d30 old battlefields.
3. d30 strange foreign merchants...
4. (done) 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. (done) 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. (done) d30 long-dead adventurers.
14. (done) 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. (done twice) d30 odd things abandoned on the side of the road.
20. (done) 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. (done) d30 rumors of foreign climes.
27. (done) d30 places which seem like they might be dungeons but aren't.
28. (done) 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.
>>
Is it a good idea to fit the weapons v ac table in ad&d to 3lbb od&d?
I was looking at the weapons costs and whatnot and it seems to be more sensible to do have different to hit mods as a way to differentiate them instead of damage dice. Also it still makes magic weapons valuable.
>>
>>55156735
>Is it a good idea to fit the weapons v ac table in ad&d to 3lbb od&d?
Not really, because the AD&D Weapons vs. AC table is a flawed adaptation of the Chainmail weapons vs. AC table that formed part of the original OD&D combat system. I know there was an anon who converted that table properly from 2d6 to 1d20 modifiers, I'm sure somebody can post it.
>>
>>55157427
Thats using chainmail combat and not the ACS that OD&D and AD&D have in common though, no?

As interested as I am in CM combat its a pretty rough fit with DnD as far as I know. It was only used for a short time in Blackmoor and it was apparently never used in Greyhawk.
>>
>>55158104
>Thats using chainmail combat and not the ACS that OD&D and AD&D have in common though, no?
No, it's *converting* the Chainmail Man-To-Man mods for use in the ACS -- which is exactly what the Weapons vs. AC table (which has its origins in the Greyhawk Supplement BTW, pages 13-14) *tries* to do, only it fucks up the conversion. IIRC Gygax just calculated the 2d6 mods and then used those directly, without realizing or maybe caring that 2d6 is a radically different probability curve than 1d20 and +1 doesn't mean the same thing in both.

What Anon did was recalculate all these bonuses from the original 2d6 table to be as accurate as possible for 1d20. I thought I had the pic myself, but I can't find it, sorry.
>>
>>55158663
Oh shit, that sounds really cool. Too bad you can't find it. If anyone else here has it, please post it i guess
>>
>>55146259
Please don't put this in osrg, this is shilling your own content. 4chan is for sharing ideas not growing a followerbase.

Alternatively there's a new site called reddit that might be more your speed
>>
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Is there any sort of quick rules for DCC?

I see the reference guide, but that is mainly just tables. Which I will be using. However, I would love to see some sort of useful Judge Screen/Quick reference type stuff.

Does anyone know of anything like this?

Bumping with Wonders and Wickedness
>>
>>55159899
There is a Judge's screen, but I don't know if it exists in digital form.
Personally I really wish someone would make an abridged version of the magic rules, by removing basically all the fat from the descriptions and stick with the main points. Nobody's done so I'm thinking of giving it a go.
>>
>>55151474
a fount of level drain
>>
So Goblin Punch is back.
>>
>>55146968

Thanks Anon!
>>
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>>55160649
>>
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>>55151003
-Dingoes ate/are going to eat/are eating/have eaten/could eat/ my baby!
>>
>>55138391
O shit, this is actually exactly what I did! Holy fuck. Forgive me gentle >>55134552, this time I was the retard!
>>
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>>55151474
Frozen army, waiting to be deployed.

A timer that is counting down from some very small number, and an a button that resets it to a higher but still small number.

A bunch of very powerful spells in books. Stuff like "summon silver" and "deify" and "summon neutronium sphere" No traps. The designers figure any wizards would cause more trouble with the spells than any apocalyptic device or demon portal. They will invariably be right.

Deep Geese.
>>
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>>55135156
>was thinking about how to make magic more mysterious and dark

Try this instead: http://www.lastgaspgrimoire.com/religion-is-a-nest-of-serpents/

It works. It's amazing. And you don't need to reinvent the wheel because someone already did that and look you can fly now hooray.
>>
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If anyone wants to give feed back on these 10 osr spells and tell me why they're trash that would be much appreciated.

>>55151474
As a Player to find: Signs that rivals/assassin planned for us to get down this deep and have booby trapped the ascent. Alternatively mechanisms that seal us within.
As a Referee to place: As >>55153880 said access to another plane/world/hell

>>55156373
I'll try to knock out numbers 8, 12, and 18 by day's end.
>>
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www.occultesque.com/2017/08/the-scorched-coast.html
>>
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>>55162104
Candlemas
Change "inside" to "in" unless you want embedded candles.

In general, I think this gives a caster PC a lot of tools. Part of the joy of OSR wizards is being given a bazooka and a broken umbrella and told to use them to solve
-a children's birthday party
-the king's toothache
-a monster made of fragile diamonds

Wizards get weird tools to solve weird problems. By this system, they get a whole toolkit. Seems like it would make them very, very good at solving problems like this: http://goblinpunch.blogspot.ca/2016/03/1d135-osr-style-challenges.html

When the point is to solve those problems using your brain, not your tools.
>>
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>>55162204
How big are those hexes?
>>
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>>55162104
They're trash because pic related. You know that already.
>>
>>55162206
Would you hold the same views if I told you that wizards only start with 2 random spells from the list and that they can only memorize a number of spells per day equal to their level? If agree that giving access to all 10 would be way more "toolkit" than tools.

>>55162861
Thnx bby
>>
>>55156373
Same, my brain is a walnut. On a positive note, we're really blitzing the list. Maybe one day /osr/ can release pupliment?
>>
>>55156373
I'll work on 11
>>
>>55157427
Neither one is that good. Can't you come up with your own weapon-vs-armor table through reasoning?
>>
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>>55159899
>>
How do I encourage or get players to stop playing like it's a videogame without seeming like I'm punishing them for whatever playstyle they choose?
>>
>>55164017
Mechanically incentive them to play like you want them to. http://melancholiesandmirth.blogspot.com/2017/08/dungeonless-osr-gameplay-selling-occult.html details ways to manipulate sources of XP to incentivize different play styles.
>>
>>55163992
>>55159899
Is DCC good? I've been thinking of running games with it between official campaigns.
>>
>>55164435
DCC is packed so full of good ideas that I'm not sure I could reasonably run it.
All of the components of DCC are brilliant, but combined they produce more mechanical complexity than I ideally want.

So, basically, my answer is 'perhaps, it depends on what you want from the game'.
>>
>>55164435

DCC is good in the way that Inigo Montoya was a competent swordsman.

It is not good. It is _amazing_.
>>
>>55164070
Oh, I was going to ask, what monetary standard do these values use?
>>
>>55165358
1 silver gives 10 XP.
>>
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>>55163053
If it's only 2 to start and +1 per level, perfect.
>>
>>55165666
Coincidentally that's how I have the class work!
>>
what stats would The Predator have in B/X?
>>
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https://coinsandscrolls.blogspot.ca/2017/09/osr-medieval-things-part-1.html

I had a few too many beers and wrote a post about medieval stuff. It includes stats for at least 3 creatures, some *really* weird pictures that will make you laugh, and an inordinate amount of snails.
>>
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>>55167196
>>
>>55167277
I'm never sure if that reaction gif is one of rage or happiness or what.

But now I have so many new images to post in response to stuff.
>>
>>55167196
>>55167319

Please go start your own general if you want to only talk about yourself and your own content, thank you!
>>
>>55167277
>>55167373
What the fuck? He posted shit that's relevant to this thread and could be of interest to people. Why are your panties in a bunch?
>>
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>>55167415
>>
>>55167507
It's a blog post on D&D-related shit. It's stuff that could be rolled into a pdf and posted in the thread, so I don't see the problem. I also don't see an avatar / signature applies.
>>
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Have any of y'all ever did orcs or goblins in a race-as-class game? Got any pointers?
>>
>>55167648
everyone hates them
>>
>>55167665
It's my setting dickwad. There's a reason to play orcs.
>>
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How would you go about converting spells using a mana point system instead of spell slots? I want to try it in my game for experimentation
>>55167648
ACKs does a good job with humanoid race creation. I've done a nice number of them myself using teir Player's Companion
>>
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Made a kobold warrens generator.
>>
>>55167648
>Have any of y'all ever did orcs or goblins in a race-as-class game? Got any pointers?
not yet, been wanting to make a book similar in scope to Orcs of Thar and the Creature Crucible books though
>>
>>55167702
Cool, I'm running Red Hand of Doom with B/X so I've been meaning to check out ACK's combat rules anyway
>>
>>55167702
Each spell slot costs double the one before it, or it could cost equal points to its spell level. This means Wizards will be less likely to cast weaker spells however, since for just 1-2 points more they can cast a stronger spell.

OR spells can cost just have a base mana cost (like 1) and then they can increase the costs to increase effects.

OR make all magic cost 2 points, you get 2 points per level, can use meta-magic on any spell you cast or a cantrip with 1 magic point.

These are all ways I've though to implement it in the past.
>>
>>55167696
everyone loves them
>>
>>55167648
>>55167696
You wanna give reasons to play them then? I've done Children Stolen by Goblins as a racial class. What pointers are you looking for?

Hobbesgamin
---
To-Hit, Hit Dice, Saves: As Fighter

Weapons and Armour: Hobbesgamin refuse to wear any armor each wishing to show the archaic symbols etched into their grey flesh. The teeth of the Hobbesgamin have been replaced with iron-shards allowing them to deal 1d4+1 damage with their bite.

Experience Per Level: As Elf

Smell Blood: A Hobbesgamin needs no illumination to combat a target whose blood has been spilled.

Vanquish Light: A Hobbesgamin may extinguish any light source within 60' a number of times per day equal to their level.

Feast on Flesh: Once per level Hobbesgamin consumes the flesh of a child they gain a permanent +1 to one random stat.

Spill into Shadows: At level 5 a Hobbesgamin may become undetectable in areas of darkness and shadow as if under the effects of the spell Invisibilty.

Heritage of Rhea Silvia: At level 9 a Hobbesgamin may freely turn into a pitch-black wolf. In this form their bite attack deals 1d10+1 damage and their speed doubles. While in wolf form they are unable to manipulate fine objects but are able to use every class benefit as if in man shape.
>>
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>>55167702

Just for you. Introducing the Goblin stabber, Goblin guard, Goblin catalyst, and Filth Goblin.
>>
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>>55131856
>What's something you've adapted from an OSR blog for your game?

I've created my own Corpathium (via http://www.lastgaspgrimoire.com/in-corpathium/) and am working on a Dreamland setting heavily inspired by Mazirian's Garden (see https://maziriansgarden.blogspot.com.au/2015/09/to-where-have-i-opened-way.html).

I cannot get over how fucking cool the rules for generating Corpathium are. It's the first fantasy city I've ever created that doesn't inevitably slip back into the super-generic "Oh, and here is the... Shop District, where... the people who have shops live".
>>
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>>55164435
It's good, but I would say that it requires a certain mastery of old-school play to be able to tame the rules and find what works for you and what doesn't. There are also a lot of classic rules that are absent or hand-waved, so I've found that I've had to rely on other rulebooks and my own design to deal with that. I don't think it's that great to play immediately out of the box, unless you're using it specifically for a DCC module. If you want to use it for a campaign, you will have to work a bit.
>>
Since I'm running a game where Clerics are more Charisma based, I'm thinking of replacing Wisdom with a Luck stat, which explains why it grants a benefit to all saves.

Plus it lets me make a new acronym for all the stats;
>Might
>Agility
>Luck
>Intelligence
>Charisma
>Endurance

Edgy as it is, I think using MALICE is interesting.
>>
>>55168110
That's a neat Galifreyan paragraph you got there.
>>
>>55168769
I've always thought that having a stat for luck is stupid. All the other attributes represent a person's capabilities. Luck isn't something somebody does -- it isn't jumping over a chasm, deciphering a secret code, or charming somebody into helping you -- it's something that happens to you. With the other attributes, having a high or low stat can define the image we see of a character in our mind as far as what they look like or how they behave. What does a lucky character look like? What aspect of them does being lucky connect with? Oh sure, there could be an incidental effect like being cocky or self-assured, but that's indirect at best. They're reacting to the effect their luck has; their behavior isn't changed by the luck in and of itself.

I'd suggest that Awareness would be a much better stat, which could also be applied to saving throws. Granted, that makes your acronym MAAICE, which sounds like a retarded redneck trying to tell you have a rodent problem, but you could always use synonyms for the different stats until you found ones that would go together better. Like, trade out Dexterity for Agility and you have ICE DAM, or MAD ACE, if you also swap Aptitude out for Intelligence. Okay, those are pretty bad, but if you spent a bit more time on it, maybe.
>>
>>55169070
>it's something that happens to you
That's one way of looking at it. It could alternatively be seen as your supernatural ability to affect events around you or to make things happen in your favour. There's lots of ways of looking at it. Perhaps it's an inborn immutable talent like your other attributes, or perhaps it's something that your could change or affect in some way; perhaps it's akin to things like destiny or fate.
>>
>>55167648
>orcs in the LotFP engine: as fighters, but you get the bonus to damage, not to hit.
>goblins in the LotFP engine: as halflings, but you get climb instead of bushcraft.
>>
>>55134704

Hey, faggot, I'M the T&T fag. This is another, lesser T&T fag.
>>
>>55169364
>It could alternatively be seen as your supernatural ability to affect events around you or to make things happen in your favour.
Unless there's some system for you, as a player, to be able to actively use it -- to make it do something -- then it doesn't really matter in practice. An intelligent character can apply his intelligence to solving a problem, using his keen insight to come up with a solution. A strong character can apply his strength to solving a problem, using his muscles to apply the force necessary to move or break something. Can a lucky character do something similar with his luck? Because to me it just feels disconnected.
>>
>>55164435
Dcc is gud
>>
How do you make/design dungeons the right way?
>>
>>55169788
http://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon
>>
What do you think about letting players roll to avoid damage instead of the DM rolling for attacks?

So instead of the monster just blindly swiping, the player could say he tries to jump out the way and gets too add his Dex bonus to the roll, but cannot stay in formation or has to move away from the healer to do it. Then roll vs the monsters attack number instead. Maybe armor is just a bonus to this roll when you let it absorb the hit, but you may still take some leftover damage?
>>
>>55170004
The Black Hack does something like that.
>>
>>55170004
Well gee, anon, I don't know! How about you run a game with that and then tell us how it turns out compared to something else?
>>
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>>55167196
I like these. Especially the riding squirrel. I've been looking for a new mount idea for fantasy for a while that isn't equine, avian, or feline since those are already taken.
>>
is there some sort of "macro" megadungeon generation?

basically i want to have the main maze design and whatnot left to me but i want something to decide level connections and what not for me (like # of entrances and exits to a level and whether they're elevators, stairs, traps etc that go to whatever level.)
>>
Has anyone used The Monolith from Beyond Space and Time? All that shit with going inside and out of people's heads, the inside of the Monolith and the shitload of random results seems very convoluted
>>
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Hey guys! Got a package today. Care to open it with me?
>>
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>>55172757
>>
I am pretty much a neophyte when it comes to osr. I haven't tried pen and paper in over 15 years, and I'm looking to gm a game for some fellow new players. The setting I'm looking to give them is basically a wild west setting with medieval tech. I'm looking for something not too hard to run. Is or what I'm looking for and if so is there a good one, preferably cheap or free, that would be easy to run and work well with my setting?
>>
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>>55172787
Nani?!
>>
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>>55172937
At last, I've ascended
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>>55170004

A system does this and its called Numenera
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>>55172951
I hope these are old pictures, or that you actually do have a 5e group, and that you didn't buy a $50 book for a one-off shitpost
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>>55167714
Neat.
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>>55172883
OP has a bunch of stuff you can download for not even $50.00. Ruins and Ronin sounds like it would work pretty good.
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>>55172997
It was $35 Canadian bud
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>>55166345
anyone want to help me with my stupid request
>>
>>55172787
>>55172937
>>55172951
I got mine recently too! Did you get yours from the Amazon promotion? I paid ~ $30,00 for it
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>>55173130
Yeah it was cheap as fuck. Beautiful book too
>>
Not only have you not done it for free, you have turned a negative profit
>>
does a way to search inside the trove exist?
I'm looking for Vei_ns of the E_a_r_t_h.
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>>55173216
It's on the inbox folder
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>>55173216
No, but VotE is in _Inbox

You should at least consider paying for it at some point, since it's pretty cool
>>
>>55173118
AC:4
HD: 6
Move: 150'(50')
Attacks: Claw & Spear 2-8/2-8
No. Appearing: 1-4
Save As: Fighter 6
Moral: 10
Treasure Type: Explosion (6D6)
Alignment: Neutral

Stealth Field: Subtract 2 from to-hit rolls against.
Shoulder Mounted Zap-Gun: Opens attack from ambush. Save vs wands or take 2d6.

basically a displacer beast
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>>55173280
why is the AC so low? should be more like 15-17
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Made my own push-your-luck exploration mechanic based on https://archaism.wordpress.com/2017/08/21/abstract-orienteering-playing-cards-and-int-modifiers/. It's very half-baked. Anyone have ideas for improvements?

***********************************************
PC:s roll a d4 until they want to quit or roll something twice. Sum is how many miles they walk in a day.
1 -> rough terrain with lots of hiding
2 -> normal terrain
3 -> shotcut
4 -> easy but exposed terrain
range: 2 miles -> 14 miles.
Bad terrain halves, bad weather halves, encumbered characters halves. Round up to whole miles.

Roll for random encounters after the first roll.

If the PC:s roll something twice, the journey ends and bad stuff happens:
1. Nothing
2. Roll for random encounter
3. Lost
4. Automatic random encounter

After the journey, roll for random encounters yet again.
**********************************************

I'd like that this mechanic gives reasonable walking distances and that the players are somewhat in control ("We already rolled a 3, so we are at risk of getting lost"). But this will need playtesting. Also, those days in which you only walk 2 miles are going to suck.
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>>55173243
>>55173225
thanks.
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>>55173360
Interesting. I'm unclear on how the journey ending/bad stuff table works. Is the duplicate roll on the first table directly transposed to the second or is it another roll?

Are you doing this on a map or more theater of mind? Seems a bit low for distance per-day and/or a really messed landscape but I'm working with the assumption of minimizing risk so only rolling twice, maybe three times.
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>>55163992
Thanks so much for this.
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>>55173476

Sorry for the confusion, the post is kind of terrible now when I re-read it.

When the PC:s roll the same number twice, you consult the chart on that number. So if they roll 1, 3, 2, 1, you consult the chart at 1 and Nothing Happens. This thematically, the PC:s spend a lot of time in rough terrain with lots of hiding ,so they avoided all the monsters.

I plan to use this on a 6-mile hex map. This means that you will travel about 1 hex/day (but with lots of variance). This is for wilderness travel, if you are traveling on open road, you should probably double the number.
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>>55173584
Neat, I like it. It seems like a weird mixing of exploring an area and travelling through an area that I'm not sure on. Even if you're not very good at hiking you can get further than 8 miles without anything bad happening to you if you're going for distance. Open road travel could just be an extra D4 that doesn't count as potentially being a double.
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>>55173799

Nice!

I always had a hard time understanding the traveling vs. exploration in hex crawls. I think I'm just going to state that if the players pend a day exploring a hex, they find everything of interest. Probably throw in some wandering monsters checks as well. These rules are for traveling.

If think open road counting as double is better. There is a huge difference between traveling on or off trail IRL. I think I would do 20 miles on trail faster then 10 miles off-trail through e.g. forest. Also, it gives the PC:s initiative to build roads.
>>
Where is the MU spell progression in B/X? I can only find rules in Basic for up to 3rd level
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I'm having a serious issue here, /osrg/.

Why are there even dungeons at a place? What purpose do they serve in the world? I'm sure you could use old tombs, sunken buildings, but what about all those crazy ass complex corridors and traps?
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>>55174298
have you never seen Indiana Jones?
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>>55174298
https://web.archive.org/web/20120830003535/http://www.philotomy.com:80/#dungeon
Ctrl + f "The Dungeon as a Mythic Underworld". That's all the explanation you need for megadungeons. A lot of roguelikes run with it.

The other stuff makes sense if you think about two things that inspired the concept of a D&D dungeon - the pyramids (your pick of Egyptian or South American ones) as depicted in pop culture and the Labyrinth.
>>
What are some really small race AND class benefits you could give a race that doesn't break the game up too much?

Having a little bit of sensing in the darkness or a few points of elemental resistance seems fun, but I wouldn't want to skew any races towards any specific classes if I could avoid it.
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>>55174749
idk make elves jump a bit higher, make dwarves better at climbing, just make up niche shit that anybody could use
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>>55174298
>Why are there even dungeons at a place? What purpose do they serve in the world? I'm sure you could use old tombs, sunken buildings, but what about all those crazy ass complex corridors and traps?
this is my personal favorite explanation for Dungeons;

http://gameswithothers.blogspot.co.nz/2013/06/other-frontiers-dungeons-megadungeons.html
>>
>>55174633
>>55175192

How am I supposed to explain this crazy gonzo shit to my players? They'd usually want to know how owlbears and large creatures get enough calories to live in an underground chamber, much less mystic underworld.
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>>55174298
I liked earthdawn's explanation. They're bunkers and vaults the people retreated to during a magical apocalypse. The twisting corridors and traps are to keep nasty things out. Didn't always work and the inhabitants didn't always keep it together, so the land is dotted with old complex underground vaults filled with artifacts.

Asshole wizards is a reliable fallback too. If you're doing socially unacceptable magic and have valuables, making it difficult to get at you seems reasonable enough.
>>
>>55175298
>get enough calories
At that point I'd tell them to go to the gym if that's a concern. We're pretending to be elves and shit.
>>
>>55175298
>How am I supposed to explain this crazy gonzo shit to my players? They'd usually want to know how owlbears and large creatures get enough calories to live in an underground chamber, much less mystic underworld.
that's the point of it being gonzo magical weirdness, the underworld generates the monsters magically, so you don't have to care about the logistics of underground life
>>
I did the weird rocks.

17. D30 Unusual Rocks
1. Sunset Fire Opal: A small gem with roiling clouds of burnt orange shift under your gaze. Believed to show how you will die.
2. Galactic Luz Stone: Fell from the sky after a Godling war. Multidimensional beings desire it but fear its contents.
3. Bismuth Maze: Uncovered in a smoking pit, the maze distorts depth perception, making it difficult to discern size without entering it.
4. Arc Stones: Tall, clear stones laced with blue and white jagged streaks resembling lighting are scattered seemingly at random in a field. Storm clouds and druids gather here.
5. Fossilized draconic creature: An ancient and solidified corpse of a seemingly feathered dragon. Subject of much debate between sage savants, some of whom claim it is a hoax.
6. Fairy Geode: A blackened lump studded with iron. They say it contains a dissident from the harvest courts. It is hollow, and rattles when you shake it.
7. Remian Paving Stone: A worn rectangular lump of dull grey. The corner stained with ancient blood.
8. Goblin Teething Wedge: Goblin broodmares shove a rock into the mouths of their young when they get too annoying. Each goblin prizes its first teething rock and keeps it for good luck, sentiment chewing, and smashing bugs.
9. Scolecite Quills: A spine covered gem, flesh scholars prize them for magical etchings.
10. Gravity Agate: Waves of force pull in to the center of these stones. The greater the size, the greater the pull.
11. Carneole Heart: Warm to the touch and shaped in a simulacra of a heart. When placed properly in a golem construction, it bestows a yearning spirit.
12: Sword Stone: An average hunk of dull granite that sprouts swords, one at a time. Over years, a blade that will not rust forms and eventually drops to the ground like fruit.
13: Amber Prison: Deep within this house size amber, the foreboding shape of a man in primitive garb can be seen. His savagery palpable through the ages.
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>>55175828
14: Dorian Disc: A hand sized disc of flat black stone with worn finger grooves. If skipped on water, it will cross to the other side regardless of distance.
15. Vile Calcite: This twisted lump of dirty white spines and hooks murmurs a slow song for blood, the words ancient but clear. When fresh blood is poured on it, the stone grows in size and the song becomes louder.
16. Kidney Shards: Razor sharp deposits just from the ground in a scattered pattern. A giant passed them painfully.
17. Cipher Tablet: A stone tablet with three disparate languages carved into it, and space for a fourth. When the fourth message is chiseled in, the stone shifts to translate into the original three languages.
18. Vulture Rocks: This desert valley is infamous for piles of dark stone that slowly rearrange themselves in rough circles for miles around corpses.
19. Folding Jade: A fragile circle of white jade that can be folded like paper with the precise application of pressure. Currently formed into the shape of a tiger.
20. Babble Eggs: An egg shaped rock with humanoid teeth and a zipper set in it. Will constantly chatter nonsense rhyme, dirty joke and occasionally insightful commentary.
21. Igneous Emissary: Hot lump of blackened rock. If left exposed to air will constantly smoke and catch things around it on fire. Can only be safely stored in water.
22. Boulder of Ponos: A massive, misshapen rock with a manacle and chain attached to it. If attached to a humanoid the boulder will always roll towards the nearest slope, then down it.
>>
>>55175849
23. Scinn Soap Stone: Soft and easy to carve. If carved into the shape of a living thing and covered in skin, the stone becomes flesh and blood in an impressionist character of the carving.
24. Deadweight Anchor: A heavy rock with an eye to run chain through. If you can attach it to a ghost, it will weigh the spirit down and keep it on a leash.
25. Eudaimonite: A pleasing cream coloured rock that can be heated with no ill effect. If dropped into water while hot, the steam calms, heals and restores those who breath it.
26. Rock of Knup: A heavy, sharp, dumb lump covered in graffiti. If you hit yourself in the head with it you become drunk and beligerent.
27. Ballots: Households in this region all collect fist sized rocks, carve them into rectangles and paint them bright colours. When choosing leaders, locals hold festivals and throw them at the gathered potentials. Whoever remains standing after is chosen.
28. Beast's Eye: An eyeball shaped gem, clouded with predatory dreams. If placed in an eyesocket the bearer sees clearly in low light, but begins thinking of everything as prey.
29. Overpowered Stone Rock: Innocuous rock like any other, about the size of a sling missile. Does horrific damage, especially to giants.
30. Ammonite Dreamer: Preserved sea creature shell, halved to reveal glowing innards. Those sleeping near by have vivid dreams of undersea cities and somber songs.
>>
>>55174298
A super-wizard (you) built it to amuse himself.
>>
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>>55174134
It's in X
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>>55174298
it's spontaneous generation:
just a corpse left to rot shrivels up and becomes fly-eaten, so the land (left without civilization) has dungeons worm their way through it. And just as that corpse generates maggots and flies from its flesh, so the earth produces monsters spontaneously.
It's entropy, see?
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Speaking of dungeons and their design;

The only thing I have a problem with is demihuman or intelligent creatures you encounter in the dungeons. Especially in a small dungeon; how much territory does it make sense they control? Wouldn't they basically just have a bunch of safe rooms, or would they like have a nest or warren that's not part of the main dungeon? Do they just loosely patrol and mostly stay in like one room?
>>
>>55176156
not him, but this is a great idea. a living earth that generates dungeons. maybe even as a self defense mechanism or something.
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>>55176124
Oh, thanks anon
>>
>>55156373
>>55156373
>15. d30 people claiming to be adventurers.
>up to the GM if they actually are adventurers

1. Judah the Galifrean, believes himself to be the finest swordsman in Opalyow. Once killed a man with a curtain and a fire poker. Is irrevocably insane and believes that injury is the first step on the road to victory. Will kill people for 1000gp and a safe house.

2. Scaramuchio, that's Detective Scaramuchio. What were you doing at the Blackfield Sorcerer's Complex Two days ago? Really? Unfucking likely, I was a paladin for the last three years, d'ya know what I learnt? Detect Evil. And SMITE EVIL, YOU GODDAMN SON OF A BITCH!

3. Donny Tietnus, claims he slayed the Dread Lord Xarfan and the nine Knight of the Apocalypse Vortex. He's practically naked, wearing only a loin cloth and wielding a club and ratty wooden shield. Something about his gaze makes people uncomfortable.

4. Crusher Ballbag, is a nine foot tall wall of muscle. He speaks slowly as though persistently drunk and claims that he stole the Sphere of Annihilation from the Tomb of Ackerakarerak using a thinly veiled threat and four hundred meters worth of rope

5. Kotaro Dujo, this imposing man wears a dark suit with peaked cap, he's exceptionally sarcastic and usually replies with feigned interest. Can apparently summon his "standuh" which he calls "Stellar Palladium", although none have seen it. Will smack talk at the drop of a pin

6. Penjamin Crumpledon, a thinking man, has "dabbled" in the Dark Arts, the Bright Arts, White Arts and Fine Arts. Has distrust of anyone who refuses to clean themselves when waking. Could "possibly" conjour a "fireball or two". Usually walks around striking ridiculous poses

7. Crusty Jole, Voted Crustiest Man in Salt Cove by the Official Sailors Guild. This man, bedecked in beard, leathers and stinking of rotten fish is dabhand with a billhook, affectionately called "Sea-Devil's Backscratcher"
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>>55177468
8. Sartabius Ruzzo, this well dressed lady has an air of insanity about her, she generally wears red and claims to be a "Flame-Witch". She often speaks in an imperious tone and is very brusque in her manner towards people

9. Handyman Jan, carrying a bag of tools with him wherever he goes. Jan has repaired the Noglin Fortress of Skull Point and the Onion-Baron's Onion Golem Facility. He's upbeat and generally whistles while he works. Carries a stash of lewd pictures wherever he goes

10. Tusky McHorny, this wild and unkept man roars in peoples faces and when asked what he is, tells them that he's "a minotaur". He always wears his boar-tusk & ox-horned helmet and stomps around making more noise than he should. He carries a large axe called "Tauros"

11. Willy McGuire, speaks with a singsong accent and claims he's a transformed "Leprechaun", whatever that may be. A canny talker with an intense love of gold, he's always talking about luck and fortune. Often gets distracted by rainbows

12. Klaus Von Strumple, speaks with a strong Groovian accent and enjoys a glass of red wine. Apparently a bard from south Groovia, he is an eccentric musician and carries an oboe, cello and violin around with him at all times

13. Pavel Polonovolonov, the sarcastic but brilliant mathematician claims to a Mathemagician from the sunny climes of Dolslovia. Always carrying an abacus with him at all times, he can be heard muttering "it's not efficient" under his breath

14. Igor Ivanovonanovich, this embittered and hard worn man is handy with his axe, "Bicuper". Hardly ever laughs but he he does, breaks into tears and laughs uncontrolled for at least a minute. Drinks heavily and misses his family

15. Lu Shi Bo Bu, this tall man with immaculate eyebrows claims to be undefeated in battle. Carries a pike with him called " King of Spears" and is proud and imposing figure. Has a habit flexible loyalties and intensely dislikes "losing face"
>>
>>55177497
16. Telly Blowgard, this friendly man calls himself the "lone wolf", has a habit of shouting while fighting. Brought up on the mean streets of Zudton, he's natural martial artist. Will often ask if you're OK, and has an intense hatred of geese

17. Hegory Jooben, this obese man claims to be the fabled "Masked Montoroy" from years ago. Has a habbit of disappearing and reappearing while announcing himself. Always has cigar to hand and never leaves home without a silk sack

18. Qikk Jackenoff, this crazed man is always rushing around. He claims to been cursed by the Dirt-Hags of Solomon's Pit and doomed to live 12 more years. Carries a repeating crossbow of exceptional quality, known as the "Silencer"

19. Frederich Van Boeren, this rough and tumble man claims to be a ranger of the Snake-Marshes of Uderthomvikbeld, brooding an quiet, he claims to be able to speak to animals and is often followed by a buffalo named "Arjan"

20. Karl Karlovsken, this man claims to be a "Knight of the Brocken Swerd". He often rants and raves about the evils of life in the modern age. Is a massive firebrand and will often start riots in pubs over the rate of taxation

21. Juha Tattiklotiavikakonen, this taciturn and cautious man claims to be a dread "Marksman of Dark Clucken War". Often climbs into trees and has a huge amount of patience. His longbow "Vittuperkele" has tallied over three hundred kills

22. Erich the Enraged, claims to be a "Rage-mage" from far away Thulasia. Often with bright red face and screeching at the top of his voice. Apparently can make people's hearts explode if he gets angry enough. Dislikes cheese immensely

23. Broken Chort, this outdoors man is a tracker and hunter of men. Carries poisoned arrows with him but never elaborates on on what the poison is. Enjoys smoking Gorbacco and sleeping under the open sky.
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>>55177534
24. Tlaxliklo, wielding a bludgeon which uses pieces of glass imbedded in a sturdy wooden frame. Tlaxliklo wears the hides of the Fungal Panther and feathers from the Clucking Warbler. Has sandals made of river reeds and a pouch of mysterious "vision powder"

25. Rupert Belding, this absurd pedant is always pushing his opinions down the throats of others. Claims to serve a higher purpose and that his "ideals" and "facts" are more important than those of others. Carries a staff that he claims can shoot lightening

26. Harvey Haggler, this lady has a sharp tongue and even sharper collection of knives. Always dresses in dark colours and heavy furs, claims to have breeched the "Shady-Shadow Realm" and has mastered Shadowy Shadow Shade Magic

27. Bobbi Bob Bobbler, his dashing man claims to be the headsman that killed the insane King Doopi, on the eve of revolution twelve years prior. Whether this is true is irrelevant in his opinion and carries with him the "Sword of Ages", a trinket he took from the deceased king

28. Ogdoolian Wug, this man claims to have found the pleasure isle of Small Oak in the Thoboco Sea. Dressed in the whitest linen robes you have ever seen and a massive grin. Hates all fish and any sea creatures, especially crabs

29. Colcan Cong, this strange man never looks at anything head on due to "aura-siponing". Frequently pointing away from the action, not many have seen his face. Carries a massive shield/hammer called the "Slaw"

30. Gigus Maximus Extremis, this rapidly occiliating man shifts colour through the spectrum and never wears any clothes. Speaks with a booming voice and is always ready to help others around him. Claims top have slain the Giant Cockdoodletrice of Slartunny
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>>55176474
Demi-Humans I'd have be explorers like the PC's for the most part(although certain subraces like the Drow, Duergar, or Derro have developed more permanent connections with the Dungeon), as for the Monstrous Humanoids, generally I'd just have them be generated by the Dungeon itself like most of it's other Monsters & Traps, they're more Homonculi than proper beings, able to sustain themselves on almost anything, indeed potentially going years without eating, which makes them all the more hungry for the flesh of Adventurers who plumb the depths...
>>
How do you feel about making and creating monsters with already established entires using those names?

Like I have a lot of ideas for making ghostly/weak undead but names like 'Ghast' and 'Wraith' are already taken by specific monsters. Just feels sort of autistic to me how everything has to be its own category.
>>
>>55178089
Maybe clarify it to the players on the first session, otherwise I see no issue.
>>
Is there a table for a Mad King's royal decrees? I'm drawing on a blank for a D30 list.
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>>55178170
How mad are you talking?

Like "The chicken can own the farm, you are now it's subjects"

Or magical realm

"No man can talk in my presence without sucking my big toe first!"

Or batshit

"You are a LIAR! execute him, his mother, wife, children and pets. Have his face mounted above the soldiers latrines so they may piss in his lie spouting mouth."
>>
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>>55178170
You could probably steal stuff from: https://coinsandscrolls.blogspot.ca/2017/06/table-of-rulers-byzantine-edition.html
https://coinsandscrolls.blogspot.ca/2017/06/table-of-rulers-history-of-franks.html
>>
What should I put in 'empty rooms' to make them feel less empty?
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>>55178678
Monster/adventurer detritus or things that happened in the past

This might be useful
http://www.ragingswan.com/10-signs-of-violence-to-discover-in-the-dungeon/
>>
>>55174749
Here's some stuff that I wrote down while lying in my recliner, coming down from a shot of morphine. I have playtested none of it. Hope it helps some.

Humans have a 2 point bonus to save against fear or demonic possession in the presence of other humans.

Dwarves can smell gold from 10' away.

Elves can sense the life force and emotions of up to three people over any distance, provided they can see the stars.

Halflings can understand the speech of, but cannot speak to, normal rodents and insects.
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>>55132185
Hey! Here's more of those.
http://melancholiesandmirth.blogspot.com/2017/09/forest.html
>>
I'm going to run a LotFP one shot for people not into the OSR sometime this month. I wanted to run a LotFP module, but I've found that most of them are too long and/or focused on subverting "normal" OSR content. Running a bog normal dungeon crawl would likely bore this group. Any input?
>>
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>>55179734
>Here's some stuff that I wrote down while lying in my recliner, coming down from a shot of morphine.
The 1850s called. They left a card, and inquired if you would care to dine between seven and eight this evening.

No but seriously you ok?
>>
>>55131856
So, when worldbuilding, how far back should the history go? I mean, if we've got dwarves that live for 400 years or so, going back a thousand years is only about three generations for them.
>>
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>>55180894
>but I've found that most of them are too long and/or focused on subverting "normal" OSR content. Running a bog normal dungeon crawl would likely bore this group. Any input?
Well, I did write a dungeon to solve exactly those problems (because I had them, and lots of people on /tg/ have them).

https://coinsandscrolls.blogspot.ca/2017/06/osr-tomb-of-serpent-kings-megapost.html

If this doesn't work, check out http://blog.trilemma.com/search/label/adventure for some much shorter dungeons. TotSK is good, but it's not perfect for a one-shot, unless you think your group is going to meet up again once they get hooked.
>>
>>55181369
As far back as the players are likely to encounter, with just enough detail to add or improvise.

Don't get bogged down with the details of dead geneologies. Focus on living conflicts - you can always back-form how they got there. Spend 98% of your time on stuff the PCs can see and 2% putting up a framework for stuff they can't see.
>>
>>55181393
Thanks for the advice.
>>
>>55181374
Thanks!
>>
Looking for advice. My Godbound campaign is heavily focused on PC-NPC interaction because my player likes it that way. She's been ruling an entire province for a while now and her councilors are major supporting characters. How do I make this interesting without the council scheming behind her back? They are all perfectly loyal to her, and are more or less good guys.

My player's loving things so far, but I think things could stand to be more interesting.
>>
>>55181707
Peasant rebellion, record-breaking famine, basically anything that would put an actual head of state in hot water. Possibly orchestrated by some entity the players have pissed off before.

One of the councilors is killed and replaced with a shapeshifter.

If or when her fief significantly increases, things start getting out of her hands. The old guard is cornered by decadent courtiers who all play to increase their share of the pie.
>>
>>55181861
Excellent and very gameable ideas. Thank you.
>>
What are your thoughts on save-or-die situations, /osrg/?

I'm thinking about running some new players through Tower of the Stargazer (LotFP), and reading through it I already see two places where PCs can die to a single failed save (the snake-shaped door-knockers and the 1-in-4 chance to drink poisoned wine). My instinct from running other types of games is to make the rolls less harsh (at least turn it into a damage roll instead of death), but I am new to OSR games so I suppose there might be a reason that I should keep them.

Should I keep the save-or-die rolls, and if so, why?
>>
>>55183009

Save-or-die is the war cry of OSR. The entire point is to show the players that their characters aren't special and that they die if they do stupid shit. Touching the snake-shape door-knocker on a wizards front door is stupid. Drinking weird wizard wine is stupid. Smart players never have to save.

Or to cite Skeerples: "Lessons: there are deadly traps. The dungeon can be lethal.". The players need to learn this.
>>
Which edition/system should everyone play?
becmi, rules cyclopedia?
>>
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>>55183009
It's kind of a hard concept to grasp when you come from modern roleplaying, but mortality is very important in OSR.

First, those sav-or-die situations should only come up when players do something somewhat stupid, even with incomplete information. Here's the desciption of the front doors in TotS : On each door are a serpent-shaped
handle and a large knocker.
This description is important. It tells the players that the shape of the handle is relevant. If they decide to try the handle, they shouldn't be so surprised when the snake really comes alive. And they're even graced with a roll of "you fucked up but matbe you're lucky".
Of course, this kind of save-or-die mechanic works in OSR because characters are expected to be special nobodies and character creation can be made in a flash. It's not the same kind of schtick in a Pathfinder game where creating a third-level character takes as long as a full session and everyone is expected to play a special snowflake.

Of course, your only need to be as deadly as you want it to be. You could use ten foot polemics rules for death and poison if you want your poison to be deadly but not instantly deadly. But be weary, letting your player have a silver of hope for survival will be that more heart-wreching when he inevitably dies for lack of antipoison.
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>>55183472
The one that fits them and their group best
>>
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Beyond the Wall + Dolmenwood

Good combination? They seem to cover a lot of the same ground, thematically.
Magic seems like the only real incompatibility. Although interestingly, Wonder and Wickedness looks to work roughly the same as spellcasting in Beyond the Wall, so that might help fill in the gaps,
>>
>>55181346
That sounds delightful. I have been yearning for a draught of orange fool, though one might suppose Washington to be more than satisfactory to this end. Ho ho!

Am now, just failed an unfortunate architecture check.
>>
>>55134823
OSR is mostly based around being compatible with old adventures from 1e and AD&D.

The short way to tell if something is OSR is to say "Can I run The Keep on The Borderlands in this system with only cosmetic and very minor mechanical changes" If yes, then it is OSR.
>>
>>55183009
I prefer save or maim to be honest, but I enjoy getting to the end of a dungeon with a band of cripples ready to retire.

Traps that cut off fingers or hands, blinding gas, deafening booms, wand of severe gout, leprosy powder, etc.

There is a reason why there aren't many old adventurers, and the ones that are have many medical problems.
>>
>>55183472
Dungeon Crawl Classics

Not technically OSR but close in theme: Torchbearer, if only because it teaches your players how to make characters that aren't fucking boring.
>>
What's a good setting for OSR? I am using Labyrinth Lord and I am stuck on where I want to base it in. I usually play in Greyhawk but I think it is kind of stale I also want to do wacky things like a town which is guarded by an elf who rides a huge eagle.
>>
>>55167648
Unless your Orcs and Goblins have something especially different about them, I'd say they'd just be a Fighter or Theif with darkvision. Or you could just steal the classes from Under The Shadow of Mt. Rotten, which is in the trove and all about playing shitty miserable greenskins.
>>
>>55185899
Make your own setting. Then you can have all the giant eagles you could possibly want.
>>
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>>55186076
I could technically. Do you know any stereotypical OSR Basic D&D settings or pdfs?
>>
>>55186112
Mystara?
>>
>>55186112
You could try Wilderlands of High Fantasy/City State of the Invincible Overlord, though that's more OD&D or AD&D than Basic.
>>
>>55186319
>>55186373
Wasn't there one based on the OD&D rules and the Outdoor Wilderness board game?
>>
/OSR/bros, what's your process for designing an adventure? I want to start GMing, start experimenting with one-shots, but I don't know where to begin. Or really where to go from there.

If it were heroic fantasy, I'd start with a villain or a threat that the heroes must overcome. How do you go about it with no heroes around?
>>
>>55186401
Yes. At that point though, you might as well do your own setting.
>>
>>55186112
Make your own, but don't go overboard. Leave some space to fill stuff in. You probably don't need to make full blown gazetteers. It can be fun to write, but the player's aren't going to use it and are going to want to do things that ignore/contradict your world vision.

>>55184804
Seems like thematically it would work well. Spooky and comfy. Haven't gotten into wormskin zine much though.
>>
>>55186456
Take a look at the first few B series adventures, they're not the best but they're worth looking at for a general idea. Make a short dungeon from the dmg, plop the adventurers outside it, give them a quick blurb about the dungeon and ask them why they're so desperate as to be going in.

There's a few other osr learning dungeons kicking around with various opinions on quality. They tend to be a bit polarizing because of what things they prioritize as essential to osr, but Tower of the Stargazer and Tomb of the Serpent King are both useful.

Build a villain later if you want, based off dumb shit the players get up to. They're down and out, looting the murder-hole, chances are they're going to cause some trouble that can come back to bite them.
>>
I was thinking about running a game using S&W white box rules with some overlay of B/X classes and a few other tweaks. Any recommendations/hunts/warnings?
>>
>>55183009
Keep them as >>55183576 says.

The OSR mindset is that since you can roll up a character in no time (Heck, I am thinking about running a S&W white box with roll to order game) that I can make a PC in less then 10 minutes. Thus death is not quite the "Dammit, I am going to spend 3 hours making a new build"
>>
>>55186112
Mystara is pretty whimsical but also deep and derailed if that is your thing.
>>
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>>55183066
>>55183009
To add a little more to that, the Save or Die effect in TotSK is kind of a modified version. It's not just "ha ha you die."

It's "look, you should be paying attention and asking questions. And when the trap activates you can gain a bonus to your Save by doing something. In this case, it's pushing your friends into the way. But later on it might be
-carrying an emetic
-tying yourselves together
-buying climbing gear
etc. "

I don't use a lot of flat Save or Die effects unless the PCs have a suitable warning and ignore it.
>>
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>>55186319
>>55186373
Both of these are good suggestions; Mystara is full of crazy shit and the Wilderlands are less defined than they are evocative.

>>55186401
PDF related.
>>
>>55186112
If you make your own, start small.
>>
>>55188565
>it's not just "save or die" it's "save or die"

Are the players supposed to be reading the adventure, or the is the GM supposed to be taunting them with things they could've done differently?
>>
>>55188812
No, the players are supposed to exercise caution and common sense to not trigger the save-or-die in the first place

The mentality that a save-or-die is strictly something a powertripping killer DM breaks out to fuck over the players is very modern. You may notice that B/X and most its retroclones literally have a save for save-or-die effects
>>
>>55188812
Neither the players should be cautious or hire at least two guys to open doors, press switches, walk into the room with a shield in each hand, carry the torch, etc...
>>
>>55189062
>>55189113
Sure sure, whatever, but what's that have to do with TotSK not having save or die, but having save or die?
>>
Aside from Vornheim, what are some good pdfs/blogposts/ whatever for city generation and carousing on the fly?
>>
>>55189212

Judges Guild - City State of the Invincible Overlord
>>
>>55189391
>Judges Guild - City State of the Invincible Overlord
Is that a good product?
>>
>>55189651
Well Judges Guild I kinda expect that OSR charm
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>>55189170
What's TotSK?

>>55189212
Maze of the Blue Medusa is meant to be good (and same author as Vornheim). Also, Veins of the Earth, Return to the Tomb of Horrors (2e), Deep Carbon Observatory, Carcosa and Quelang are fun and wild too.
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>>55189746
>What's TotSK?
Tomb of the Serpent Kings. See:
>>55181374

>>55189212
> Aside from Vornheim, what are some good pdfs/blogposts/ whatever for city generation and carousing on the fly?

You can steal material from:
http://udan-adan.blogspot.ca/p/against-wicked-city.html

http://www.lastgaspgrimoire.com/welcome-to-corpathium/

http://soogagames.blogspot.ca/
>>
>>55189543

Before Vornheim and a few others, many considered it to be the go-to for an urban/city adventure & intrigue generator.

>>55189746

Skerples sample dungeon
>>
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>>55189819
>>55189820
No freaking way! I'm literally shitting. I made a 3.5 one-shot called the Lair of the Serpent King.

Holy parallel evolution! I will read the Tomb of the Serpent King.
>>
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>>55189970
Well, I did pick the name because it's really generic (because the dungeon is designed to be generic but interesting). Still, that's pretty funny. I hope you enjoy it. Let me know what you think!
>>
>>55189212
The classic carousing rules are Jeff Rients' ones that you can find on his blog; they're also in the "Broodmother Skyfortress" module, I think.
>>
>>55190005
I'm enjoying it so far, I like the Hammer Trap and the way that the players are free to do as they wish. I especially like the lessons, it's stuff I take for granted but my players may have never encountered.

Big shout out for the awesome map and whoever did the layout/graphic design (it's crisp). I'll go back to reading it.
>>
New thread
>>55191179
>>55191179
>>55191179
>>
>>55189212
Dude.
Last Gasp Grimoire.
Thread posts: 327
Thread images: 69


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