No.380262 [View All]
Hello and welcome to the Old School Renaissance thread. Here we discuss old school games, games that emulate them and the stories that these games have weaved through our lives.
>Trove- http://pastebin.com/QWyBuJxd
>Tools & Resources- http://pastebin.com/KKeE3etp
>Old School Blogs- http://pastebin.com/ZwUBVq8L
>Thread Questions
1 - What was your first OSR game?
2 - What do you enjoy about OSR games?
3- Do you have any homebrew content for OSR games and, if so, will you share?
212 posts and 88 image replies omitted. Click [Open thread] to view. ____________________________
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No.399685
>>399682
>>399630
2d6. You need a copy of Chainmail for the charts to consult, obviously. When you see something like "Super-Hero + 1" it indicates to roll using the Super-Hero column, but add +1 to the die roll. The idea is that in OD&D, on a "hit", you inflict 1-Die of damage (d6) instead of delivering a kill - or, alternatively, the number of HD a creature possesses indicates how many "hits" it is capable of surviving. It's not very scientific, so be warned.
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No.399687
>>399630
> So if i want to play OD&D but dont want to use the d20 for combat, how would i go about doing that?
By not using it.
If you want more specific answer (the one that is useful to you), you should explain what is the problem with d20 (and those who give answers should've also asked this - instead of autistically making suggestions; maybe you want automatic damage, with no rolls).
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No.399717
>>399685
What about for monsters that arent on the chart?
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No.399719
>>399717
Eyeball that shit and pray.
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No.399721
>>399719
I think I'll find a better way.
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No.399722
>>399721
If you want an interesting alternative, look up the Dragon's at Dawn ruleset. It has an interesting "Armor Saving Throw" mechanic and a few other things, which let you get away from the d20.
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No.399724
>>399722
I mean I don't hate the d20 way of doing to hit rolls. I just want to see what its like to play OD&D the way they played it originality.
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No.399909
Alright so what I figured I'm going to do is take the Man to Man Melee table from chainmail and then convert the armor types to armor class. So that way I can just take any monster and use it on the man to man chart.
When it says that a fighting man fights as 2+1 men or something like that I'm assuming that it means he will attack twice and then add 1 to the last roll considering in war games you get an attack for each person in a squad. And since that guy fights as two people he would get two attacks.
The only thing I'm kind of stuck on is what "weapon" a monster would use when attacking a person on the man to man chart. I mean for things like goblins its fine but for things like gelatinous cubes and such I'm not really sure how I'll do it other than roll a d12 to see what "weapon" it has.
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No.407460
Since halfchan is a failure like always, I'm coming here for my osr fix.
Thinking of making my own RC clone but with the demihuman races having three classes each and humans having Cleric, Druid, Fighter, Magic-User, Paladin, Ranger and Thief. Good idea or no?
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No.407466
>>407460
Why make a retroclone when you can just make a book of alternate classes/races instead? A lot of zines do this.
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No.407469
>>407460
Look into Adventure Conqueror Kings (ACKS) and the supplemental material. All of this is in the treasure trove links in the OP. The supplements have some interesting race-specific class combinations that you may find useful for your ideas. Otherwise, you could do old-school crossclassing like in AD&D and just limit demihumans to certain classes. And only use the base classes of Fighter, Magic-User, Cleric, Thief.
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No.407474
>>407466
I mean, I guess I could do that.
>>407469
Anon, I like more than just 4 classes and I feel that the 7 listed hit a lot of the major archetypes of heroes.
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No.407642
Houserules for poison & petrification.
Poison
Two saves must be rolled.
>If the first save is passed, it deals 1 damage and there is no need to make further rolls.
>If the first one is failed and the second is passed, the character drops to 0hp and is weakened, becoming incapacitated for a turn. After that time, he must save or die.
>If both fail, the character dies in 1d4-1 rounds.
Petrification
Two saves must be rolled.
>If the first save is passed, there is no effect.
>If the first one is failed and the second is passed, the character is paralyzed for 1d4 rounds; afterwards he receives -20% to all rolls, and movement is halved. After one hour, he must save again or turn to stone.
>If both saves are failed, he turns to stone instantly.
My intention is to remove some of the instant, all-or-nothing factor from these, and perhaps make them slightly more forgiving, while still keeping them scary as fuck.
These rules are mostly for use by the PCs, NPCs and monsters will still save or suck.
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No.407651
>>407474
> I like more than just 4 classes
I think he meant custom class system that was in one of the ACKS supplements. You can fine-tune quite a lot of stuff there (which will give illusion of balance to you).
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No.407664
>>407474
The three classes you listed can all be played from the initial four. A ranger is basically a fighter with a bow, a druid is basically a cleric of nature, and a paladin is basically a fighter/cleric dualclass.
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No.407665
>>383371
You've never read the Gor books have you? Tarnsman of Gor through Priest-Kings of Gor is a lot less sexual than some of the other fantasy fiction published in the mid 60's.
> a knock off that is like 100% how the typical "character interaction" goes
Are you retarded, Tarl Cabot literally flies the first slave put into his possession to her homeland to be reunited with her family in relative freedom. Tarl actively aspires to eliminate slavery and subjugation from Gorean culture and refuses to treat Talena with anything less than gentlemanly dignity when she stops being a bitch long enough for him to not worry about her foiling his poorly thought out plans, something she calls him out as a limp-dicked pussy for and instead of keeping her as his slave as she actively offers herself as once shes' come around to his earth-man ways he refuses, properly marries her and sees her put upon a throne to rule as a free woman.
I say this as a guy who bought some of the Gor books specifically because I wanted to read slave erotica and got a marginably passable Princess of Mars pastiche instead. Don't be a faggot, if you haven't read a book don't act like you have.
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No.407679
>>399724
I know this post is two months old but DnD originally was a supplement to change the context of Chainmail which is a wargame. You wanna play it like it was originally played then you just grab chainmail and play it along with the 0D&D book. But since the 0D&D book is hard to get here is this handy pdf instead.
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No.410450
I like Knave (fite me), I think it's a great game for oneshots with people who have little to no ttrpg experience which is my usual gaming group because I can't find a group that commits. I know it gets a lot of hate here, can anyone tell me why they don't like it or what they'd change about it?
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No.410455
>>410450
>Knave
Never heard of it and never saw it mentioned here. Got any more info on it? Yes, I know I could just search the web but talking about systems is what this thread is for, right?
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No.410614
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No.413213
Anybody have suggestions for an OSR Sci fi rule book? I know SWN but I want to try something new.
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No.413265
>>413213
What kind of sci-fi do you want? Hard? Soft? Science-Fantasy? Wacky/gonzo?
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No.413269
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No.413277
>>413213
Seconding >>413269's recc of Gamma World because the only good sci-fi retros are SWN and Gamma World.
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No.413317
>>413265
I'm fine with any
>>413277
I will look into them. Thanks
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No.413417
>>413213
The lotfp-based Machinations of the Space Princess but I haven't tried it myself.
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No.419407
This thread is practically dead but whatever.
What do you guys think of the theory that gary gygax made the combat rules im AD&D not make complete sense on purpose so that budding DMs would be forced to use their heads and make the system work?
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No.419409
>>419407
That sounds retarded.
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No.419858
>>419407
What >>419409 said. It's more likely that any errors or lack of clarification in the rules are just stuff that never game up during his games
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No.420031
I hope this is ok to post here: /O-S-R and /KING-CONAN are now at b!t<o>ly. Password for O-S-R in attached wishlist doc. And if you guys have anything on the list, a share would be awesome. Gracias amigos!
>>380262
>>Thread Questions
>1 - What was your first OSR game?
Basic D&D.
>2 - What do you enjoy about OSR games?
You can't normally solve every problem with a "build." Everyone's gotta hang on the ref's words, ask ?'s, and proceed with caution.
>3- Do you have any homebrew content for OSR games and, if so, will you share?
I both sell and freely share my stuff ;)
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No.420863
It occurs to me that I've heard mention of Dungeon Crawl Classics over the years, but never any in depth talk about how the game plays and how it differs from other OSR material. Other than knowing that it uses the weird dice and that the book is fucking huge, I don't know much else about it. Anyone feel like giving a quick rundown elucidating the finer points of DCC and it's spinoff games like Mutant Crawl Classics?
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No.420943
>>420863
>Dungeon Crawl Classics
Never looked into that one because it uses those weirdo dice. Compatibility is one of the main perks of OSR for me and either those make dice make it harder to converse material or in case they don't then I'd wonder why the authors even bothered to have them.
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No.420951
>>420863
DCC has everyone start at 0 level, where your characters are all butchers and bakers and candlestick makers. If you get 10 experience you pick a class and become it. Classes don't have different experience tables and it only uses the fortitude, reflex and will saves. The game is heavy on RNG, your starting profession is rolled (which also determines race), your starting bonus languages are rolled, you roll to see what spells your character knows and what side-effects casting the spell entails. Warriors roll a die every attack to see what their attack and damage bonus is, you'll roll for a "lucky sign" to see what stats your luck stat modifier applies to (luck replaces wisdom). The game advises you to do all this random generation to prevent min-maxing and create unlikely characters you'll grow attached to, however the game is very lethal and typically only rolling high or describing your plan in such detail that no question of chance comes up will save you. All the weird dice can be substituted with combinations of regular dice (need a D16? just roll a D8 then flip a coin, heads adds 8 to the result) but the real killer is character sheets. A starting level adventure has you make four 0 level characters and play them assuming that most or all of them will kick the bucket. The game doesn't have feats but published adventures will have permanent stat increases and decreases in them and the chance to earn unique abilities that are permanent.
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No.421029
>>420863
It's 3E with increased lethality that calls itself OSR.
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No.421033
>>420863
DCC started out making PSR inspired dungeons for 3.5 but the homebrewers a shit engine that is not OSR. It's more like Fate hosed down in OSR juice. Don't bring it into OSR, it's less OSR than eve actual 3.5
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No.422824
>>421029
That's not really true. Each spell is a legit danger to the party just as much as it is to the enemies; Being an elf, dwarf and halfling is your class just like it was back in Basic D&D; Classes cap at level 10, not 20; Every class is dangerous in combat at every level, even the non-spellcasters with the inclusion of the critical hit tables; It uses a sliding scale of dice from the d3 to the d30 and various abilities, spells and just leveling up increases the size of the dice you use for various things; there are no "skills" as 3e has them but there are "Thief Skills"; ability score adjustments are much more shallow than in 3e; Alignment is incredibly important and also determine your class's title and what bonuses a Thief gets for their skills; Everyone starts at level 0 and you usually burn through 1 to 4 0-level characters (randomly determined at their creation) until the "0 level funnel" is done and then they level up to 1.
There is lots more, of course, but that's a good quick overview.
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No.422837
>>422824
>>420951
Alright so it sounds a bit more like playing some rougelike dungeoncrawl game at the table than an OSR. I would check it out, if it weren't for those weirdo dice.
I can't believe I spend the past few hours reading some shit webcomic just because I wanted to post a dungeon crawl image.
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No.422839
>>422837
There is a free dice app built specifically for the game that has all of the crit tables, spells and more.
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No.422844
>>422824
This, every mage is a magical Chernobyl waiting to happen serving an alien diety with no good plans for this world.
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No.422907
>>422844
That may be way more intense than most players are willing to indulge in, but personally, I find that way more interesting than the typical wise old magic man who just gets to do whatever he wants all the time. Magic is dangerous and people who wield it freely should reflect that danger in very clear ways.
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No.422911
>>422907
>Magic is dangerous and people who wield it freely should reflect that danger in very clear ways.
>Not just using magic anyway and not giving a fuck about dumb shit like consequences.
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No.422919
>>422907
>>422844
I have the opposite stance - I find it excessively boring. I like the idea of magic being something risky, but I like it when the risk comes from screwing something up or dabbling with demons and faerie things on a "quick path" to power. Humans have an instinctive urge to codify things, to give them classifications, and to figure out how they work. Magic makes much more sense as something like the Mages Guild in TES, the Association in the Nasuverse, or the Blue Principles followers in Dying Earth - so long as you take the right precautions, and tread within the grounds of what everyone else has done before, you're fine.
Step outside of those boundaries, experiment a little bit too much, or try to take short-cuts, and you might find your soul being carried off by a demon, or dispatched by a rival, or otherwise in a very discouraging position. But at that point, it's mostly your own damn fault.
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No.422950
>>422911
>not realizing this is exactly what mages do in DCC or even in most systems
>not realizing this is why those consequences are so clearly spelled out so rules lawyering faggots don't end up Greenwooding the setting.
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No.423807
Pre-Greyhawk supplement OD&D without a third party compiling it into a single volume is unplayable garbage.
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No.423874
>>423807
Whats wrong with it? You just dont like having separate books?
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No.423884
>>423807
Non-factual statement. Furthermore, your specific clarification of pre-Sup I seems to be a misnomer, when considering that Sup I only adds to the complication and does nothing to simplify running the game - if anything, you get shit like the cursed item overflow to make things more of a mess.
People who can't figure out LBB don't have the creativity and intelligence required to run a fantasy campaign. You can content that it's obtuse and poorly formatted by modern standards, but to decry as "unplayable" is incorrect.
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No.423999
>>422844
So, like in... F.A.T.A.L.?
>>422950
> so rules lawyering faggots don't end up Greenwooding the setting.
Oh. Another clone of Wankerfox, or the same that exercised scent glands a few threads below?
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No.425733
Anybody have a preference for OD&D vs B/X D&D vs AD&D and why?
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No.426042
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No.426043
>1 - What was your first OSR game?
AD&D 2e
2 - What do you enjoy about OSR games?
Games that are very light and others that are rule dense.
3- Do you have any homebrew content for OSR games and, if so, will you share?
No.
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