No.380262 [Last50 Posts]
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?
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No.380270
>>380262
1. Technically, D&D. But if one defines OSRs as "modern games that try to emulate the old feel", then Castles & Crusaders.
2. Way I see it, OSRs strike a good blance between solid rules and openness to "ah, just invent the shit on the fly". I prefer my games to be well defined (I mean "their mechanical aspect") so I have to care only about little tweaking and small adjustments that suit my group. And that's what OSRs are.
3. Yes, and no - it's not translated to English. For all it's worth it's something between Old School Hack and Beyond the Wall kind of game with a few neat solutions of mine.
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No.380310
>>380262
>1. - What was your first OSR game?
The first one I got was C&C. The first one I played was Beyond the wall. LotFP is what really got me into it.
>2 - What do you enjoy about OSR games?
Pretty much what >>380270 said. The rules provide a solid base for the game but they are also easiely modified without breaking things. I also like the lack of feats, the sparse use of skills and a the much lower amount of possible +/- modifiers to everything.
>3 - Do you have any homebrew content for OSR games and, if so, will you share?
Kinda sorta. For LotFP. I mainly wrote them down as notes for myself. Not sure if I'll ever use them in game. Might as well share them, as I wrote them in engrish anyways. Sorry if some parts are difficult to understand. I really wasn't sure how to word them.
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No.380331
>1 - What was your first OSR game?
Depending on definitions, I would say either AD&D 2e or Basic Fantasy RPG
2 - What do you enjoy about OSR games?
Minimalistic with depth and various unique mechanics.
3- Do you have any homebrew content for OSR games and, if so, will you share?
I have a couple of monsters and a small number of magic items. One I'm proud of is called the Dagger Ring which summons a Dagget +1 for 1d6 rounds/day.
I am also working on a "grand campaign" of sorts that draws inspiration from a number of classic modules for the players to go through on their way to glory and riches (or, for one of my players, ale and whores).
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No.380427
How come people hate 2e so much? It seems to just be 1e but with lots of options.
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No.380428
>>380262
>1
Labyrinth Lords
>2
I like dungeon crawls, but also the potential for high level PCs to become major political players
>3
I mostly have dungeons and some fairly vanilla content.
>>380427
It's bland and is the edition where AD&D started to go to shit because Williams forced out Gygax. 1e DMG is the best D&D book ever published while I don't think I've ever needed or wanted to look through the 2e one.
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No.380431
>>380427
Many hate it for it's for it's history, to others the "lot's of options" are pretty skub. Personally, I have no reason to play it.
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No.380433
I came late into TSR, so I'm fine with 2E. It's pretty interchangeable with 1E with some slight tinkering, which is good by me.
Also, I see little love regarding For Gold & Glory. It looks like it's expanding into its own 2E inspired thing. The base book is unashamedly a core reprint package though. But, it's at a good price.
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No.380457
>>380431
>>380428
>bland and skub
How so? Compared to 1st of course.
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No.380458
>>380457
I say it's bland because it took out a few things (assassin, demons that were called demons, and playable half-orcs) and oriental adventures was never redone for 2e. The worst crime which is a result of removing gygax is its uninspired dungeon master's guide; Gygax put almost every bit of information he thought a DM would want in the 1e DMG. In my 2e campaign our DM had to refer to the 1e construction costs for our fort because the 2e DMG didnt have them. 1e has tables for everything, see pic related. Even if you run 2e which is arguably a better game I highly recommend skimming the 1e DMG.
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No.380679
>>380310
I'd really love to get some opinions on this. Is it at least possible to understand what I was going for?
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No.380723
>>380310
The attack bonuses seem decent enough.
Not too sure how I feel about the armor, would need to look into that more.
Dual weild seems a tad fiddly
Not keen on the minor item/side arm encumberance rules.
The fighter boon to retainers seems okay, the other classes not too much.
The skills are crappy. Healing is meant to be slow without advanced tech/magic and bushcraft is fine as is.
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No.380848
>>380458
While I will definitely agree with you that the 1st ed books had more flavour I still think some of the things we got in 2nd ed are clear improvements, mage schools and clerical spheres for example.
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No.380855
>>380723
Nice. Glad somebody took the time.
>The attack bonuses seem decent enough.
The lack of advancement for the other classes bothered me. I can see what the author was going for but I think it's a bit too harsh that they never improve at all. I partly based it on other OSRs while still keeping the fighter ahead of the others.
>Not too sure how I feel about the armor, would need to look into that more.
Forget about those. I don't like the armor rules introduced in the Firearms section but I've yet to find a good alternative and this certainly isn't the way to go. Maybe I'll leave them out and re-fluff the normal armor or just keep the rules as written.
>Dual weild seems a tad fiddly
I guess. Didn't really know how to format it. There's basically bits steps of optional rules in the section:
The intro is just "pointing out the obvious" as that's already how the rules work.
The +1 AC bonus during Parry/Defensive basically means you get the mêlée armor class bonus as if you were using a shield. Just getting a +1 all the time you de-value a shield too much. It also makes staves a bit more usefull.
The part about standard attack and press is just in case my players want even more. The former is actually how "Two weapon combat" worked in earlier versions of LotFP.
>Not keen on the minor item/side arm encumberance rules.
I'm not entirely sure about them either. On one hand, they might add too many exceptions to the relatively simple system. On the other, I don't think a dagger should weight as much as a spear and there's already the "brace of pistols" rule.
The minor weapon rule is for the classic boot knife or other last resort weapon.
The side arm rule is to give the players some incentive to go for some classic weapon combinations without weighing them down further.
>The fighter boon to retainers seems okay,
That's mainly for them to re-gain some some of the edge they lost when giving the other classes an attack bonus advancement and to fit the image of an experienced warrior.
>the other classes not too much.
That's mainly some notes in case one of my players wants to play something like a halfling thief, elven wizard or dwarven cook. I wouldn't want to make class and race a completely separate thing yet still give them some more options. This also fits my setting.
My main concern is the new option could have a clear advantage over the base classes but I hope that I managed to avoid this.
>The skills are crappy. Healing is meant to be slow without advanced tech/magic and bushcraft is fine as is.
Healing is based on a skill the author apparently included included in a new playtest document. It still is slow, even with the skill, as it is based on the healing rules. According to the rules, you get 1d3 HP for a full days rest. Using the skill means the character is under intensive care for the full day and receives, if the skill was used succesfully on him, [Med skill level]d3 instead. Having the fitting specialist tools is required too.
I agree about woodcraft. I'm not sure what I was thinking there.
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No.380901
Getting ready to run BFRPG and I'm using some of the supplements (allowing the Half-Elf and, since one of the players is a young girl, the Phaerim; Druids, Paladins and Rangers; and finally the Libram Magicka). Well, I'm still wanting humans to be viable and 10% bonus xp seems a little weak so I was thinking maybe that they can also choose 1 weapon to be proficient with no matter what class they choose as well as a +1 to two ability scores at 1st level (max 18 no matter what). Sound okay?
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No.380932
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No.380933
>>380262
>1 - What was your first OSR game?
AD&D is my first old-school. ACKS is my first proper OSR.
>2 - What do you enjoy about OSR games?
The lack of bloat in rules makes it really introduce to new players, and the community, for its flaws, puts out a lot of good and workable content which can be easily used anywhere. It's also smooth to run, as the grey space between hard rules gives more leeway to making up rulings on the spot.
>3- Do you have any homebrew content for OSR games and, if so, will you share?
I do, but I need to fully prepare it. I haven't had access to 8chan for about a week, but now that I'm going back to see this thread up, I think I'll start posting my work here.
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No.380940
Aaaaaaaaand, since this is the relevant thread, I'll allow myself to shill a lesser known (an assumption of mine) OSR game. For the record: I'm not affiliated, and won't spend next 50 comments trying to prove how great the game is. If you feel like so, check it, if you don't, no problem on my side.
Anyway, there's this very nicely done OSR with a gothic setting (think Marquise de Sade, bourgeois nobles engaged in Satanism, stuff like that). If you feel like playing a game along the lines of, say, "Brotherhood of the Wolf", "Vidocq" movie, or, perhaps less deadly "Darkest Dungeons" vidya, or some Lovecraftian story in contemporary times, then it might be what you're looking for.
Some selling points:
- It seems like a genuine effort to create something new, rather than retell same story the majority of OSR settings tell. I don't recall many settings dealing with same time period and genre. Also, there are plenty of tweaks to the OSR mechanics (like classes relevant to the setting, Perversity, etc).
- There's a free, non-illustrated version of the game on author's page. The site serves also as a well of inspiration and a library of useful random tables.
- As I understand it, the game is a solitaire effort by an outsider (I don't wanna risk and research the guy only to learn he is a transgender queer with green hair, an alter ego for someone I dislike, or similar shit), who knows a thing or two about gaming. The guy seems very determined to make the game good, so rather than politicize his game, he produces additional material of good quality, the majority of which is found on game's official page.
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No.381030
>>380940
Seems interesting, I'll give it a look. That's also something I love about OSR games. It's really easy to combine and re-use material from different systems. Even if I'm never going to play this game, there's a good chance that I can use at least some of it's material.
>There's a free, non-illustrated version of the game on author's page
All OSRs should have that, I don't bother with the ones that don't have a free version.
Talking about free versions and shilling:
Mazes & Minotaurs, a Greek Mythology based OSR game with tons of supplements and other material. It also has a viking-based setting called Vikings & Valkyries. All of this stuff is 100% free, you couldn't even pay the author if you wanted to:
http://mazesandminotaurs.free.fr/revised.html
http://storygame.free.fr/OLDMAZES.htm
Into the Odd, which is all about dungeon delving. It's fast to set up and run, there's even a one-page version. The full version has some more stuff but the free one is really all that's needed to play.
http://soogagames.blogspot.com/
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No.381039
>>380932
Okay, good. I'll run this by my players, see how they like it.
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No.381362
>>380262
finally, been waiting forever for OSRG to come to 8chan.
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No.381364
>1 - What was your first OSR game?
1e AD&D
>2 - What do you enjoy about OSR games?
Easily customized, and has the potential to work up towards a large scale play from humble beginnings.
>3- Do you have any homebrew content for OSR games and, if so, will you share?
I do, but not willing to share it at this particular moment.
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No.381490
>>380262
>Do you have any homebrew content for OSR games and, if so, will you share?
I made this the other day.
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No.381501
YouTube embed. Click thumbnail to play. >>381490
I like the pixel design.
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No.381514
>>381501
Thanks, it's the old Gold Box Pool of Radiance font.
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No.381791
YouTube embed. Click thumbnail to play. First of all, I have to admit that 3.5e was te first edition I played and that my opinion might be different of the old editions, if I didn't look through the lens of OSR.
The thing I like about OSR and the old editions is that they just feel so much more raw and original. Not everything about them is perfect but there is such a certain rough beauty about them. The late ones just feel more like they are made to sell, less like they are written by those passionate about their hobby. They feel like an old, sturdy wooden table while the new ones feel like they are made from plywood. Shiny but cheap and soulless.
Paging through 5e, I can just see some suits at a business meeting snapping their fingers and going "Yes! This is how we'll get the market." instead of people that wrote down the stuff they like to use for their hobby.
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No.381830
YouTube embed. Click thumbnail to play. >>381791
I forgot to mention this but the thing that actually brought this to my mind was movies. You just don't get those more experimental kind of things in mainstream these days.
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No.381853
>>380427
I didn't hate it, but maybe that's because we mostly just played with the main books (PHB, DMG, various monster compendiums). They sure did make a ton of dodgy supplements for it though.
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No.381912
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No.381917
>>381912
>/pol/
I really don't get what's /pol/ about that post.
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No.381952
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No.381954
YouTube embed. Click thumbnail to play. >>381952
>english dub
I didn't even know that existed. You are missing out if you don't listen to Kinskis mad ravings.
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No.381992
>>381912
Since when was being a history buff /pol/, Paladins? /j/ and /monster/ have more claims to the Templar and Paladindus.
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No.382412
So, not counting HackMaster's Robinloft, is there a proper knock-off adventure of Ravenloft?
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No.382936
Planning a game of BFRPG's "The Chaotic Caves" with some major tweaks. Check out the application.
https://app.roll20.net/lfg/listing/122405/the-chaotic-caves
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No.382969
>>380940
This sounds interesting.
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No.382979
>>382412
What are you asking about exactly?
A Ravenloft-like game (setting-wise), or Ravenloft-like adventure scenario?
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No.382984
Does anybody have a table for the likelihood of the party getting robbed?
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No.382985
>>382979
Ravenloft-like adventure scenario. I'm trying to get inspiration for a Gothic Horror adventure module and I've read most of the Ravenloft ones already, just wanting to read up on more.
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No.382986
>>382985
> Ravenloft-like adventure scenario
Hmmmmmm...
- Fortress of Fear (T&T)
- The Cursed Chateau (universal OSR)
- Red & Pleasant Land + Maze of Blue Meduza (universal OSR)
- The Lost Temple of Forgotten Evil (universal OSR + DnD 5th)
Also, make sure to check works by Gabor Lux. I can't point the finger on the exact thing, but I always have the feeling there's something gothic about plenty of his material.
Yeah, look at these and drop a hint whether they are any relevant to your interests.
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No.382990
>>382986
Thanks! I'll check these out after I wake up in the morning.
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No.382991
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No.383130
>>382990
to forewarn you, Maze of the blue medusa is basically useless if you use the whole thing, its a really jumbled and shitty megadungeon. Taking parts from it works wonders though.
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No.383131
Can I get something with this vibe by joining this fringe movement?
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No.383136
>>383131
Yes, actually and very easily as well. Pretty much any OSR system can replicate that kind of feel very easily. The entire idea behind OSR gaming is simplicity and back to basics fun, which means bringing back the "add the cool shit you like" mentality.
>joining this fringe movement
Are we a fringe movement? I thought most of us were just fat fucks who didn't want to buy new rulebooks because that's not as fun as settings or people who wanted to teach their kids/young nephews roleplaying.
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No.383140
>>383136
>Pretty much any OSR system can replicate that kind of feel very easily.
Yeah, I want 80s~90s Japanese Western High Fantasy.
Pic related.
Any clues?
>Are we a fringe movement?
Old School Revival
https://en.wikipedia.org/wiki/Old_School_Revival
>As of February 2018, according to the ENWorld Hot Games tracker, the OSR made up 0.55% of D&D discussion on the internet.
>0.55%
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No.383141
>>383140
Pretty sure theres a fan made zelda game you could play.
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No.383145
>>383141
No, but I don't want Zelda, those illustrations are only illustrative.
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No.383146
>>383145
Whats wrong with zelda?
The old zelda games were made to evoke the same feeling their art do though.
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No.383147
>>383146
I think he means that he doesn't want to play in the Zelda setting or to emulate the mechanics of a Zelda game. He wants something that matches the feel of old zelda art, which was made (as you said) to evoke the feeling of classic western fantasy.
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No.383148
>>383146
>Whats wrong with zelda?
Nothing, it's just that I've already played them all countless times.
The closest I could find was some crap named Beyond the Wall and Other Adventures.
So, the best still are the earliest D&D editions.
This needs to change, and I think it will be a matter of time until the medium receives a revolution, involving apps.
>>382677
>>382099
Like they said.
>>383147
You nailed it.
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No.383149
>>383147
Well I was figuring the zelda rpg would also evoke the same feeling as the art. I haven't played it though so I don't know for sure.
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No.383153
YouTube embed. Click thumbnail to play. >>383149
The feeling is evoked in these games, if you want to try them:
>The Legend of Zelda (NES)
>The Legend of Zelda - Adventure of Link (NES)
>The Legend of Zelda - A Link to the Past (SNES)
>The Legend of Zelda - Link's Awakening DX (GBC)
>The Legend of Zelda - Oracle of Ages (GBC)
>The Legend of Zelda - Oracle of Seasons (GBC)
I don't recommend the NES ones, specially because you haven't played a Zelda before. All the others are very good, they are games everyone should have played.
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No.383154
>>383140
>according to the ENWorld Hot Games tracker
you might as well get your statistics by throwing knucklebones at the wall, they'd be equally accurate. the ENWorld forum doesn't know a goddamn thing about anything other than what people on ENWorld like.
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No.383155
YouTube embed. Click thumbnail to play. >>383153
Fuck, I'll have to post some music, at least one from each game.
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No.383156
>>383153
I was specifically talking about the zelda homebrew tabletop rpg. Ive played the video games. I would also add wind waker and breath of the wild to that list.
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No.383157
YouTube embed. Click thumbnail to play. >>383155
Seasons.
>>383156
>TWW
>BotW
They don't have the old feeling, that one feeling from the illustrations.
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No.383158
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No.383159
>>383149
>>383153
If I recall correctly, the homebrewed Zelda-style RPG was all about recreating and emulating the content within the Zelda games, so boomerang, zoras, bombs, gorons, heart pieces, etc. The games are fine, of course, but honestly, I feel like Breath of the Wild kind of comes close to that feeling of isolation and desperation that comes from having limited resources. Just a dude, his sword, and hits wits to get him through dangerous ruins and monster-infested wilderness.. and the wilderness sprawls for as far as you can see, dotted with curious structures and remnants of some mysterious ancient civilization. High peaks to climb, dense woods to explore, sprawling plains to traverse on horseback. Etc etc.
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No.383160
>>383157
The feeling has more to do with scope than just oldness.
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No.383161
YouTube embed. Click thumbnail to play. >>383158
AoL.
>>383159
Oh yes, the feeling is closely related with a vast world and little people in it, giant places, wilderness, survival, magic creatures, etc
>>383160
The feeling is old, but oldness is not part of it.
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No.383163
>>383161
I don't think you know how to describe what you're feeling.
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No.383164
YouTube embed. Click thumbnail to play. >>383161
TLoZ.
>>383159
But I still don't think Breath of the Wild nails it, because it has a modern feeling to it as well. So, it's a mixed bag.
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No.383165
>>383163
How do you want it described?
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No.383166
>>383165
Clearly and concisely.
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No.383167
>>383148
>>383145
>>383161
Express in mechanical terms the things you desire to see. These things:
>the feeling is closely related with a vast world and little people in it, giant places, wilderness, survival, magic creatures, etc
Can all be emulated with OD&D, and you can easily make adjustments by taking from the supplements and other things you like to get things more precise. But you could really do the same with a lot of systems, so you should really be more precise.
PDF related is a run-down of the "assumed setting" of OD&D. It's a wide open world, where cities are isolated from each other, great monsters roam the plains, the dead walk the city streets at night, managing resources is vital, and sometimes you get challenged to aerial jousting. It's pretty fucking whacky even if you don't include robots and time machines.
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No.383168
>>383166
So, you see, in post-war Japan, they still liked the Germans very much, and they had many things from there.
One photo that got famous as fuck in Japan was this one, Hohenzollern Castle above the clouds.
It's not only a Castle above clouds, this is high fantasy - you can go back to the spirit of Arthur Rackham, Wagner and the Grimm Brothers.
You have here also the aesthetics of Romantic paintings, with their dramatic clouds - it's almost begging you to evoke the Walkürenritt.
Now, compare it to these illustrations:
>>383159
>>383147
>>383140 (the Death Mountain one is based on another painting though).
>>383131
Or in the one I posted now, from Zelda II.
This is a feeling of "there's only you here, in this realm taken by darkness, of a once proud people, now scrammed - evil lurks in the misty forests, in the ancient ruins on the top of mountains, inside caves designed by powerful wizards. You must go and fulfil the Legend (says the Elder), to bring evil to end in the x regions of the continent, and finally defeat the one who brought this about."
Something like that.
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No.383169
YouTube embed. Click thumbnail to play. >>383167
>the dead walk the city streets at nigh
There wouldn't even be cities.
Have you guys ever watched the Dungeons & Dragons cartoon? That stuff is filled with the "feeling".
Listen to music related (it would be best if you watched it, but the video is not on youtube).
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No.383171
>>383169
I've watched the cartoon, I've watched Lodoss, etc. All of it. Read the actual PDF and you'll understand what I mean. It's only like 11 pages and it's an interesting read, while also important for understanding the concept of the 'implied setting' your rule-set brings.
If you want to emulate the feeling, take an OD&D base, adjust the random monster tables to adjust frequency, have your fluff describe monsters as on the larger scale rather than small (and possibly adjust HD from d6 to d3+3), and that should handle the brunt of it. For the "Japanese" feel you'll probably want Gygax's latter house-rule to start off at Level 3, or use a variant Arduin HP scheme that gives everyone a higher pool at the beginning and reduces progression over time (this works well to emulate something like Lodoss, where you see a more linear advancement). You could also look into the RC, which is a complete set, and had a pretty big impact on inspiring Japanese FRP development (though keep in mind the RC is much more convoluted - it's easily around 20 times as many words as OD&D).
This is important:
https://campaignwiki.org/wiki/LinksToWisdom/
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No.383173
>the feeling
There has to be a word for it or a way to sum it up in a couple words.
Like the feeling of romantic adventure or something.
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No.383174
>>383171
Thank you very much, great Anon.
I'll take it to heart.
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No.383178
>>383173
http://www.wikiwand.com/en/Romanticism
Calling it "Modern Romanticism", "Neo-Romanticism", "Late Romanticism", "Post Romanticism" doesn't feel even a bit right.
Better, but still bad terms may be "RPG Romanticism", "Comic Romanticism", "Nippo-Western Romanticism", "Neo-Fairy Tale Romanticism", "Mid-Century Disney Romanticism" (think of Sleeping Beauty, Bambi, The Fox and the Hound, etc), "Vulgar Romanticism", "Low Romanticism".
Who knows, let the Germans classify the feeling and give it a name.
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No.383179
YouTube embed. Click thumbnail to play. >>383173
>>383178
There are other unclassified feelings, specially from the late 90s and early 2000s.
For instance, a series that invoke a very nice feeling is Golden Sun - what is the name of the feeling? There are other games that share it - "Early 21st Century Adventure"? Who knows - it clearly lost the "fantastical" part of the stuff, it lost the "fantasy" label and are "adventures".
Then you have a plethora of PS1 games, such as Shadow of the Colossus, Prince of Persia, Wild Arms.
The list goes on.
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No.383183
All this talk about Zelda and nobody mentions Ryuutama. I understand it's non-OSR game (although I've been hearing that Ryuutama "kind of" "might be" considered "partially" OSR), but heck, it's not that you absolutely have to use one tool for everything.
That's what freaks like GURPS/Blades in the Dark fans think.
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No.383184
>>383183
If this was QTDDTOT, then I'd recommend it in a heartbeat. But since the question was about emulating a specific type of genre using games in this sub-genre, there was no reason to bring up a game that belongs to another sub-genre.
There's a lot of argument over what is and isn't OSR, but I would consider Ryuutama to be a very severe stretch. The major focus of the game is to construct together a collaborative narrative, with an emphasis on 'the desired story' as reflect in your elected color; in contrast, the general sentiment in the OSR is that the GM never steps in with a narrative, and instead allow any stories to develop naturally (note that some people are even outright hostile to having NPC antagonists, though there's a lot of flexibility). You could probably force the same style of game, but then you're doing exactly what you're saying - trying to force a system to serve a role, when there are others actually designed for it. From a mechanical standpoint, Ryuutama also lacks direct compatibility with TSR-era/OSR content, which is probably the most damning point for its exclusion. That doesn't make it a bad system - it's good at what it does - but it's a system for discussing in another thread. Unless, of course, the discussion involves cribbing mechanics.
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No.383227
>>383140
Good taste, anon. There's just a certain "fantastical" feeling to fantasy art of that time, which always manages to suck me back in. While it's a much more recent example, Dungeon Meshi is one of the things that really got me into OSR.
>Yeah, I want 80s~90s Japanese Western High Fantasy.
>Any clues?
I this can be done in pretty much all OSR games that don't have a specific setting. It really comes down to what system you prefer. Like, do you ascending or descending AC? Do you want Meta-humans to be their own classes or do you want races and classes to be separate? How common are magical items supposed to be?
>>383183
>Ryuutama
I love that game but it's not OSR, no matter how far you stretch that genre. Delving into dungeons in unknown places isn't really the focus of the tone and mechanics. If set in the Zelda universe, a game of Ryuutama might be about travelling from the Lon Lon-farm to the capital to sell goods, continuing on to Kakariko, to then join some craftsman on their journey to the Gerudo desert or something like that.
Actually, it might be a fun idea to have two games in the same setting. There's many RPG vidyas that have merchants and other NPCs appear right outside some dungeon in a completely hostile area, just so that the player can go shopping again. The ryuutama sessions could be about how those guys end up there.
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No.383236
>>383227
OSR doesn't necessarily need to be just dungeon-delving, that's just the classic for low-level. You can even make trade the emphasis of a game. The Ultraviolet Grasslands is a good example of this - it takes the point-crawl format and transitions it to surface play, with the points of interest involving mercantile stops as part of the setting. The thing that makes it definitely OSR, though, is the emphasis on accumulating treasure for the purpose of advancement (there's a nifty rule in there which I've adopted about defacing monuments to extract parts of their value; sure, you can't move that 10000lb priceless stone statue out of the dungeon, but you can sure as hell carve those little gems out of its eyes for a couple hundred GP).
That said, while UVG lends itself toward the murder-caravan, Ryuutama lends itself to considerably less murder. I mean, yeah, you don't need to be a murder-caravan, but when someone hands you an alien transmutation rifle that turns brains into pigeons, you're going to want to turn someone's brain into a pigeon.
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No.383238
>>383236
Alright, sure. I agree with that.
This still doesn't make Ryuutama OSR, which is the main point I was trying to make.
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No.383241
>>383238
>>383236
>>383227
>>383184
I'm not sure why to discuss OSR-factor of Ryuutama since I originally acknowledged that
> I understand it's non-OSR game
It's not. It's merely far better choice for this type of adventure.
>>383236
>someone hands you an alien transmutation rifle that turns brains into pigeons, you're going to want to turn someone's brain into a pigeon.
Coincidentally this is going to be a backbone of my next Ryuutama adventure.
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No.383243
>>383241
>I'm not sure why to discuss OSR-factor of Ryuutama
Mainly because you posted in the OSR thread and also added
>(although I've been hearing that Ryuutama "kind of" "might be" considered "partially" OSR)
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No.383247
>>383178
Pretty sure its just german romanticism. Say what you want about the art style being a bit different, but disney and zelda were both clearly trying to emulate it.
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No.383249
>>383241
See:
>>383243
It's not a question of "what game is appropriate for the genre", it's "what does the OSR offer this genre". It's also questionable whether or not it is specifically better or not, considering that the Anon in question was rather unclear on the exact objective he was trying to set. If you want a game about collecting precious treasures from massive, crumbling JRPG ruins, you want an OSR game. The genre specifically specializes in hunting after treasure. If you want to include war aspects, like Lodoss, you might also want to use the domain management and pseudo-wargame aspects that tie into the OSR. If you want to do 'from scrappy to heroic', you can also do that too (albeit with the expectation of a lot of scrappy death in the process). On the other hand, if you want to focus on another aspect, like court politics or traveling, then you want something different. This thread isn't really the place to be discussing those aspects.
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No.383260
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No.383314
Not gonna lie, I would be down as all hell to be in an OSR game based on the same sort of style as classic Zelda games.
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No.383351
>>383314
Is pic related somewhat relevant?
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No.383355
YouTube embed. Click thumbnail to play. >>383351
I don't see how. He wasn't really asking for a shitty knockoff of Conan sword and sorcery setting with a furry-tier fandom. If he was, people would have recommended ACK already.
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No.383363
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No.383366
>>383355
I disagree. Gor features an interesting setting, with elements that are a rarity nowadays, and entirely within the interest of /tg/. To call it "a shitty knockoff of Conan sword and sorcery setting" is weird.
Now, I understand that the ruleset (good, old d6) might not be acknowledged as 100% OSR, but heck, it's definitely leaning towards OSR more to anything else.
>>383363
Interesting reaction.
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No.383369
>>383366
I agree, fellow channer, we all should indeed financially support this game.
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No.383371
>>383366
Gor is utter garbage and you are too if you're trying to push it. It's like FATAL - absolutely ridiculous and over the top sexualized fantasy with bad pacing and terrible writing. Here is Houseplants of Gor, a knock off that is like 100% how the typical "character interaction" goes like in Gor
http://www.rdrop.com/~wyvern/data/houseplants.html
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No.383372
>>383371
> The novels are too sexual for my sanctimonious ass, so the game has to be discarded.
I understand things on halfchan's /tg/ are bad, but I didn't realize they were THAT bad.
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No.383375
>>383372
Fuck off Zak, you're not welcome here either.
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No.383376
>>383372
Sex is fine but making it the end-all-be-all is just bad writing.
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No.383379
>>383376
I agree with GORean novels not being the absolute pinnacle of both erotic writing and writing in general, but heck, the game isn't half that bad: D6 is a solid ruleset, entirely within the realm of Old School. The setting is suitable for heroic fantasy along the lines of Corben's DEN, and the amount of eroticism is a question of personal agreement for every group.
As for the original comment - the guy asked for a game with a style similar to classic Zelda games. Skip or at least reduce the amount of fucking if it stings your eyes (I'm not sure why it should), and Gor doesn't seem that bad of a choice, I think.
>>383375
> Everyone I dislike is Zak Sabbath.
You're in luck: I'm not him, Anon. Zak would eat you alive and shit out an adventure scenario far more interesting than your whole existence. The book would probably get a few awards for being "original" and "full of ideas".
On second thought, you're perhaps not as lucky as one might think...
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No.383380
>>383379
I don't think you know what OSR is so I'll explain - it's games that are meant to emulate classic D&D (OD&D, Basic, B/X, BECMI, RC, AD&D 1e and early AD&D 2e), not "low fantasy" schlock like Gor.
And Zak is a hack who should just fuck right off.
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No.383382
>>383379
>Zak would eat you alive and shit out an adventure scenario far more interesting than your whole existence.
Okay Zak.
>>383380
Not to mention that, almost be default, a d6 based game system is not an OSR system. You might potentially replicate the feel, but even that's a pretty big fucking stretch.
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No.383383
>>383380
I don't think it's you, who understands what OSR is and what it isn't. For starters, there's no strict, closed to interpretation definition everyone universally agrees with. Been seeing designers, GMs and players alike who claim that it's not about the emulation of the ruleset per se, but about its feel and the philosophy (spontaneous ruling come to mind).
So yeah, no, I see no reason, no holy decree written in stone that says a game can't be OSR-ish, just because its character sheet is void of expected attributes, or that it uses a single dice instead of whole set.
Take it as you want.
> And Zak is a hack who should just fuck right off.
Heh, a bad memory?
Way I see it, his online presence isn't half that awful as people claim it to be. He is a bit weird, but quite nice, young fellow who enjoys and certainly doesn't shy of conflicts - whether people can muster enough strengths and wits to beat him is another thing.
>>383382
> Okay Zak.
Ok, definitely not-Zak.
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No.383391
>>383383
>Been seeing designers, GMs and players alike who claim that it's not about the emulation of the ruleset per se, but about its feel and the philosophy (spontaneous ruling come to mind).
You can call a chicken a duck, it doesn't mean it's gonna quack.
>System Cross-Compatibility
>Treasure = Experience
>Resource Management
These are three very simple fucking demands. Those are all it takes for a system to fall under the OSR category. If a game does not meet them, it is not OSR. Your game doesn't have rules for how long a torch is lit? Not OSR. You get XP WotC style from killing monsters and maybe quests? Not OSR (note that even 2E is marginal here, since this is a variant rule). You're running a fucking d6 system with stat-blocks that in no way enable direct transfer of content to another system? Not fucking OSR.
>Way I see it, his online presence isn't half that awful as people claim it to be. He is a bit weird, but quite nice, young fellow who enjoys and certainly doesn't shy of conflicts - whether people can muster enough strengths and wits to beat him is another thing.
Is he has bad as someone people say? No. But he's a fucking autist that still thinks Christian soccer moms are trying to come after him, actively works to defend left-wing political interests despite the fact that they hate him, and thinks that there's an alt-right invasion of the game industry because he's mentally incapable of distinguishing people in categories broader than the absolute most black-and-white of "people like" and "people I dislike". If he actually sobered up and realized that, there wouldn't be any problems.
Content wise, he's a mixed back. Red & Pleasant Land is unironically good content, but most of his work is incredibly overrated. He's not exactly up against the strongest competition in the present industry, which leads to him getting excessive amounts of praise, and in turn, makes his ego far larger than it has any right to be. If this were still the 70s and 80s, the heyday of high-quality content, he wouldn't have received a fraction of this praise, and yet he seems entirely unaware of that. Case in point, you have something like his arguing with Varg (truly a wonderful pair!) where he does exactly what you did - immediately retreat to the line of "I've published award winning books". Not to mention he's basically a /pol/ caricature of a Jew who literally rants about his family being stuffed in oven. Don't believe me? Read his latest post.
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No.383393
>>383391
>You can call a chicken a duck, it doesn't mean it's gonna quack.
Yeah, but at the same time, if you're hungry, you won't mind eating a geese instead of a duck.
> These are three very simple fucking demands.
None universally accepted as specifically the one absolutely crucial to call a game an OSR. Or, am I missing something and there indeed is a stone tablet with OSR creed carved on its face, the one everyone who wants to play OSRs must swear on?
> Is he has bad as someone people say?
Hard to say, I'm not as close with him and I'm around here long enough to know that there might be a difference between someone's online persona and his real life, or that people often switch between their Jekyll & Hyde sides.
> But he's a fucking autist that still thinks Christian soccer moms are trying to come after him (...)
So?
> but most of his work is incredibly overrated.
Depends on whom you ask, I suppose. Usually what I hear is exactly the opposite of what you're saying: people consider the majority of his RPG-related works as good (if not better) with only some kind of meh.
> Don't believe me?
It's not that I don't believe you, Anon. It's just that I simply don't acknowledge your opinion as anything that should influence mine.
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No.383396
>>383393
>None universally accepted as specifically the one absolutely crucial to call a game an OSR. Or, am I missing something and there indeed is a stone tablet with OSR creed carved on its face, the one everyone who wants to play OSRs must swear on?
There also isn't a universally accepted definition of pornography, and yet our legal system very clearly gives the reasoning of "I know it when I see it" because, as a general principle, it's accepted that people should be able to distinguish between the statue of David and a Playgirl cover in terms of artistic merit. If multiple people look at a system and say "that isn't OSR you stupid faggot" then it's pretty damning evidence that you're a retard.
Then again, looking at your this post and your last ones, it's clear that you don't actually know shit about what you're talking about. If you want to be a retard, go back to cuckchan's /osrg/. I'm sure they'd appreciate the extra company.
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No.383477
>>383396
> There also isn't a universally accepted definition of pornography, and yet our legal system
Then it's good we're not discussing this in court and the outcome doesn't rely getting a sentence, I suppose, eh?
> If multiple people look at a system and say "that isn't OSR you stupid faggot" then it's pretty damning evidence that you're a retard.
Multiple people are looking at Earth and say it's flat. I know it might come as shock to you, but in real world it's pretty much granted, that plenty of people may be wrong. There's no such thing as "truth by volume", oh simple one.
> Then again, looking at your this post and your last ones, it's clear that you don't actually know shit about what you're talking about.
I'd say that you're void of serious, substantial arguments and you're attempting to go old "I can't find a good counterproof, therefore yooor stoooppid", aka old, primitive "attack a person, not an argument". Which is not a "win" condition, Anon.
> I'm sure they'd appreciate the extra company.
You seem very sure about how people are there nowadays. You certainly spend a lot of time there, right?
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No.383494
>>383477
>I'd say that you're void of serious, substantial arguments and you're attempting to go old "I can't find a good counterproof, therefore yooor stoooppid", aka old, primitive "attack a person, not an argument". Which is not a "win" condition, Anon.
You seem to misunderstand something. There's no counter-point to be made because you have never actually made a point. Your entire argument is that the OSR does not have a definition and thus can include anything, which is something that is inherently impossible to argue for. Hence the chicken-duck comment - You are dealing, not in "what is", but in "what is not". Since you're incapable of doing so, I'll demonstrate a proper argument, based on things I've observed:
>The OSR is: Compatibility, GP=XP, Resource Management
<Counter-Point: 2nd Edition is certainly old-school, and doesn't default to GP=XP.
>Argument a: This rule is included as a variant and was used frequently. It does not violate the rulings.
>Argument b: 2E introduced the 'Options Bloat' and splats later seen in 3E, and marked the transition to new-school, high-fantasy play. Further, it was not managed by Gygax or Arneson, and marks a massive departure. It is a TSR release, but should not be considered part of the OSR.
>Argument C: Well, then it isn't OSR.
Argument C is a bad argument, because it simply dismisses the counter-point rather than attempting to either give justification. A and B, on the other hand, are two points that leave something of substance, and can then either be approached by a return counter-argument, or accepted.
On the other hand, your 'arguments' consist entirely of 'no u' and 'hurr durr you're wrong and so is everyone else because I feel this way'. That's not an argument - that's mental gymnastics. When you do actually state something (i.e. "Zak Sabbath is X") and receive a response, you immediately jump away and take a stance of "well I didn't care anyways", which is entirely disingenuous in any conversation. It's shit-posting logic for retards 101, and I can't help but feel that I'm the actual idiot for even responding, other than in the vain hope that it might dissuade someone else in the thread from making the same mistake.
If you have an actual argument to make - an actual argument of "X RPG is OSR because W, Y, Z", as opposed to "X RPG is OSR because I feel like it" - then we can actually have serious, substantial arguments. But until you actually justify yourself, or construct an argument, any further discussion is impossible.
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No.383507
>>383494
> You seem to misunderstand something. There's no counter-point to be made because you have never actually made a point.
YOU seem to misunderstand something. Your whole logic is based on a definition that does not exist. No wonder, we're living in a Fortean reality where it's easy to tell the difference between, say, *.World based mechanics, and AD&D. However, there are plenty of games that draw more or less inspiration from (and therefore stay true to) both opposites, what makes the process of labeling them difficult if not impossible. It's practically Sorites Paradox, where the only way to tell the difference between one and the other is to arbitrarily define an artificial and questionable border between both.
So, no. It's not that I don't make the point. My point is that you have none. It's like in "Pirates of Carribean" movie, where they discuss "Pirate's code". Nothing more, nothing less.
> On the other hand, your 'arguments' consist entirely of 'no u' and 'hurr durr you're wrong and so is everyone else because I feel this way'.
Anon, I'm a reasonable man, but I don't simply take "this is how I think it is, obey" for an argument. You have to try harder to convince me, if you absolutely have to, but it's gonna be neither short nor easy process. After all, we are, at least in theory, RPGamers, and it's supposed to imply certain mental qualities. Also, if you decide to resort to such a primitive form of discussion as throwing insults, or God forbids, argument from the position of an authority (respect is earned, not granted)... Well, you're gonna get what you deserve.
Which is: a treatment kids in kindergarten deserve.
> But until you actually justify yourself, or construct an argument, any further discussion is impossible.
You seem to think it's any important what we're doing here. Justify yourself, construct an argument... Why? It's a lightweight discussion in the godforgotten province of the Net. Don't act like someone's life depends on the outcome. Take a deep breath, think about panda bears, take a short walk... If that changes nothing, reconsider your online existence. It might be you value it too much.
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No.383514
Nice, thread is kill.
Another one that faggot manages to kill.
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No.383518
>>383514
I came here to talk about OSR games, not to argue about what is or isn't an OSR game. Jesus christ, some people are insufferable.
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Post last edited at
No.383570
What are your thoughts on changing all d20s to 3d6s? It would make rolls to hit more regular and greatly reduce the chance to roll a critical success or failure (supposing that we change those from rolling a natural 1 or natural 20 to be rolling snake eyes or boxcars, i.e. a natural 3 or a natural 18). Has anyone ever tried this in their games? And is there any reason that the d20 was chosen by Gygax to use for rolling to hit?
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No.383571
>>383518
Then talk about them, but drop the name first. Namefagging is unnecessary.
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No.383572
>>383507
>YOU seem to misunderstand something.
I didn't really see you make any good argument so far. All you did was trying to act smug while not adressing any of his points.
There's a difference between RPG with an old-school feeling game and an OSR, and it seem like the later is sometimes misused like gamedevs misuse rogue-like or souls-like to sell they shitty pixel viyas. The one most important factor of OSR is that it is compatible with the old editions (and therefore other OSR games) with little to no adjustment. It's as simple as that.
You also failed to tell anything about the game you tried to shill besides
<it's d6
<it's not OSR
<it's set in a shitty sword and SPESS setting that some BDSM LARPers enjoy how was that related to Zelda and old high fantasy again?
<visit my blog, goyim!
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No.383576
>>383572
>I didn't really see you make any good argument so far.
So? If you don't see anything worth of responding, simply don't. It's not that it's gonna break my heart or something...
> There's a difference between RPG with an old-school feeling game and an OSR,
Yeah, hence the question about relevancy of the game to that other guy's needs and tastes, rather than a straightforward recommendation.
> You also failed to tell anything about the game you tried to shill besides
No need to. /tg/ is not oblivious to what Gorean Adventures are, as proven ITT. What to expect of a RPG based on it is a simple thought process. As for d6... It's popular enough system to assume every gamer worth his salt knows what it is. So, yeah, no. No need to.
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No.383577
>>383570
>And is there any reason that the d20 was chosen by Gygax to use for rolling to hit?
For the exact opposite reason of why people advocate for multiple die - to create a liner distribution. Gygax talks a little about curves and distribution in the 1E DMG - he wanted there to be one for ability scores, but not for attack. It wasn't just a whim, either - making use of the d20 was important enough to justify, in the minds of Gygax and Arneson, making purchases which included the whole set of "novelty die" (d4, d8, d12, etc.) and reworking in-game mechanics to use them (rather than just d6 and d20) because of that.
OD&D also offers the Chainmail system as a basis, which is 2d6 based. I've seen some attempts to translate it over, but it gets really wonky when working with Armor Class. Somewhat more playable is the system used in Dragons at Dawn, which is based off of the earliest Arneson games, and uses a 2d6 system for combat and saving throws, and handles armor as a potential deflector with its own 2d6 chance. However, it's worth noting that Arneson himself switched away from this Chainmail-esque pattern; if I recall, the d20-based system that we see was based off of another of his games, which either involves naval or tank warfare.
In practice, 2d6 can presumably work. 3d6 I don't think anyone has ever worked with, aside from in games like GURPS that natively use it - and if you're going to do that, you might as well just use GURPS, since it's a functional system. The main issue comes down to numbers, and from that, compatibility - If you revise the system to a different core mechanic, you're isolating it.
For the record, 3d6 doesn't greatly reduce the chance of natural minimum/maximum, it drops it off the board - from 1/20 to 1/216, or from about a 5% chance to 0.5% percent. If you consider how rare combat is meant to be in OSR-style play, you're looking at maybe one critical every couple of sessions. If you wanted to be mechanically interesting, you'd do something inspired off of the Critical Die of Chivalry & Sorcery - If you roll double 1's or double 6's, it's a critical; the third die, ranging from 1 to 6, indicates severity. Or, alternatively, you could have 2+1 die, and always have two die represent something, while the third gives severity. But for combat, at least, you already have the damage die for exactly that purpose.
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No.383579
>>383518
>Stop namefagging
Thanks, Chrow.
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No.383646
>>383314
Found this recently, might be good, right?
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No.383676
>>383646
>Lamentations of the ZELDA Princess
Nice, didn't expect that.
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No.383759
>>383676
I wish to Mamoru this... I want to protect this (rare) smile.
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No.383766
>>383759
She's a treasure.
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No.383820
>>383676
>>383766
>Swedish lesbian
Yeah, have fun with that.
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No.383846
>>383646
No, it's completely out of character.
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No.383852
So lets say theres a hidden door in a room. Do you not mention it at all and let your players tell you theyre looking for hidden passages or do you subtly hint that its there? And if so how do you hint at it?
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No.383853
>>383852
Don't mention it unless the players are either looking for it or if an elf happens to notice it.
For the elf, say that something about the room feels off to them.
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No.383854
>>383852
I like to hint at it with things seeming slightly out of place. A brick wall in a rough-hewn cave. Unusual features of a building ("why doesnt that wall have any windows?"). A section of wall where machinery conspicuously enters but does not visibly leave. Etc.
These don't indicate a hidden door necessarily, but do indicate hidden shit in general - which is good enough for me. Even if they don't know where the door is, they know hidden passages or rooms exist.
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No.383856
>>383852
The elf can sense when something's wrong. No automatic detection - I set the condition for all my secret doors. Usually, I try to design things in such a way that, if you were mapping, you could notice something was off. Or just have a strange layout.
Most of my players get it, but I have one retard who still says shit like "I search for secret doors", to which I must always respond "Okay - how?"
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No.383863
>>383846
What do you mean?
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No.383868
I recently moved my entire group over to DCC RPG from 5E after we decided we really hated the 5E adventure paths and found more enjoyment playing old AD&D modules I picked up, the Desert of Desolation trilogy and Dwellers of the Forbidden City particularly.
I don't think any of us will ever look back, but I wanted to see how DCC is generally regarded in the OSR community, as its just the first one I stumbled into. It fits our group pretty well in all honesty, but I'm willing to branch out and pick up some other manuals to kinda mix and match accordingly.
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No.383873
>>383852
It depends on the situation really. If you want it to be obvious you could have stuff like an out of place carpet on the wall, dragging marks that seem to randomly end or a puddle of liquid that seems to strangly cut off at the wall.
In any other case, remeber that the players should be mapping. The floorplan itself should be the biggest hint. If there is no obvious way to go on or if a room should be there but isn't is the time players will start looking for hidden doors. For example, this door in Tower of the Star Gazer is actually some riddle but I was too lazy to run it that way so I just replaced it with a secret door. There is no visual hint on the wall but it obvious that there's a hidden room if the players are mapping, and since there is a seeminly useless room with just a small coffee table, that's where they'll start looking first.
It worked out perfectly with my last group, they immediatly spammed the search check in that room. With my current group, I'm not so sure about that since nobody is really mapping.
In any case, I'll tell them what they missed once they leave that "tutorial dungeon" for good.
>>383820
>Yeah, have fun with that.
Thanks, I'm having a lot of fun with it.
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No.383874
>>383863
It doesn't produce the feeling and it's very subpar, it's at best deviantart-tier or tumblr-tier.
So, it doesn't have anything to do with the previous conversations - having Zelda there doesn't mean jack shit.
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No.383876
>>383868
DCC is in an odd spot. There's a lot of love for it in the OSR, but at the same time, it has a couple of glaring issues. It's fundamentally closer to 3E on a mechanical level, and even with its 0-Level memes, characters past that point rapidly become much hardier. The game puts a much lower emphasis on resource management than most of the OSR, as well. Old modules can be converted to DCC, but it takes considerably more effort to do so than with, say, LL or LotFP.
On top of that, there's a few major differences of tone in the magic system. In most old-school games, magic is reliable - You know a spell, you know what happens when you cast it. Not so in DCC - You could grow a donkey from your penis at the flip of a coin. There's also the "weird dice", which some people like, and others find pointless.
Really:
>It fits our group pretty well in all honesty
This is all that matters. There's a lot of other systems out there, but it all boils down to what your table needs. DCC is a game where a bunch of peasants run through a dungeon to get slaughtered, and then the tough ones survive to go into more dungeons, and sometimes tentacles pop out of places they shouldn't. For my part, it's not my favorite system, but it is popular, and it does have its niche. If you like it, use it.
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No.383884
>>380262
1. Labyrinth Lord (Though I started roleplaying with AD&D)
2. Simplicity of rulings and the amount of content that's out there, plus the ease of homebrewing.
3. I have a ton of homebrew content. Not just for OSR but for pretty much every system I DM. Personally for me homebrewing is one of the main appeals of this sort of hobby and OSR very much caters to that. But the vast majority of my stuff is saved on physical notebooks and cards. If I get off my lazy ass unlikely maybe I'll translate some of it to a cheapo pdf or something. Most of it isn't amazing or groundbreaking though so I don't think it'd be worth it.
Right now my OSR of choice is Basic Fantasy Roleplaying. It's compatible with pretty much everything I need it to be compatible with and it has a lot of content. Plus it's a free download so I can shove it down the throats of new players without too much issue. Besides that Lamentations of the Flame Princess is one of my favorites for many of the above reasons. And if it counts Index Card RPG is up there as well.
>>383868
What >>383876 said. If it works for you and your group and all of you are having fun then keep on keeping on. If you want some stuff to scavenge and steal from check out all of the old 2nd ed stuff and content made for the rest of the games mentioned in this thread. Chances are you'll find something that'll fit your fancy. If you want something more specific go look at Dark Sun it's good shit.
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No.383909
>>383884
>Plus it's a free download so I can shove it down the throats of new players without too much issue.
I use my personal home-brew system PDF explicitly so I can pass it to players without worrying about legalities, or needing to include a second house rule document.
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No.383950
>>383909
That sounds like a great idea. I should definitely do something similar. It'll at least save a bunch of time down the road the next time I need to teach new players.
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No.384374
Has anyone here played Chris Perkins AD&D 3e? It looks like it's 1e with just a few minor tweaks and modifications in places.
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No.384400
Might as well repost these here. It's the original character from the campaign Record of Lodoss War was based on.
The field between the portrait and the name is the alignment. Parn and Eto are lawful, the others are neutral. Below that are the class to the left and the level to the right. The number in the shield is the armor class what the hell is Deed wearing? Holy shit, she must have looted some magical armor bullshit to get such and amazing armorclass , the one to the right the Hitpoints.
As far as I can tell, the column to the left are the attribute scores, in the old "Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma" order. Next to that are the modifiers. The column to the right are the saving throws.
The line is for known languages, below that the spellcasters wrote down their spells, Woodchuck noted his thief abilities and I assume Ghim wrote down down the dwarven abilities.
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No.384482
>>380262
1. The Black Hack.
2. The relatively lightweight nature many take on: I never fully understood why games such as D&D required three massive books to actually play. I knew it was to make money, but surely one could cram the content down to a short five or six page manual. Hell, I've since found fully fledged systems which are but a single page, and tried my hand at making a few as well.
3. As of late, I've been making my own fork of The Black Hack, and have been making it less and less recognizable. Stats are now 1-12 rather than 1-20, there are four classes with only one spellcaster, there are traits which can drastically alter your class or simply give you a bit of starter equipment, and I keep tweaking things. Its gotten so far along that I have three separate parts to it: the base rules, a supplement with additional rules, and a complimentary open-world micro-setting module with an included quest, a repeatable mission, a micro-dungeon generator, and fluff which I hope to add on to in later modules.
The base setting: Generic Alternate Earth, but it actually is Earth, and we're at a weird state in technological development. Electricity is commonplace, gunpowder kind of exists, but people still fight with sword, pike and arrow. The world is bigger too, and there's a slightly higher ratio of land to water due to the various islands and microcontinents. Australia was colonized so early on that the Australians are exporting invasive species instead of importing them. It's undeveloped so-far, with most of the fluff coming from the aforementioned module.
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No.384548
>>380940
Hot shit anon, this is actually really nice and actually seems right up my alley as far as the intersection of reality and fantasy goes for me. Maybe dust off some M.R James stories and see if I can adapt them into one offs.
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No.386164
Anyone here want to tell me how they can expect the osr community to do anything but stagnate when every old ass grognar hoards 4 or 5 copies of players handbooks and snatch up any affordable ones they find?
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No.386167
>>384548
Best of luck, then.
Also, consider visiting game's site. Every now and then author posts new content in form of either some random tables or inspirational resources. There's enough stuff to produce a separate sourcebook for the game (or one similar in tone/setting).
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No.386201
Oi, /tg/, what are your favorite maps/dungeons/modules for OSR? Maybe you have some nice homemade ones? I'll have to go internetless for quite some time, and I want to stock up on cool shit to play meanwhile. Give me your best.
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No.386230
>>386164
That's part of the reason retroclones exist. You don't need a B/X or 1E if you can just pick up LL, and S&W covers ODnD for most respects. And if you don't want to do retroclones, PDFs for TSR games are quite easy to find for free, and WotC has released almost all of the pre-2E books as PDFs on DTR, and even as physical books in some cases. Though I wouldn't advocate paying any company for something it didn't create, least of all WotC.
I definitely agree with you, though, that collectors are obnoxious. TSR books are pretty easy to find on eBay, but if you want more obscure game systems, it's almost impossible. And none of the fags who buy this shit are ever going to risk damaging their copies to make scans - There's one blog by a collectorfag who goes on about how much he hates the fact that people only pay attention to DnD instead of all of these great systems he has, while giving no realistic way to actually play the damn things.
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No.386266
>>386230
I know theres retro clones but its hard enough to get people to play older editions of dnd let alone a game no one has heard of.
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No.386272
>>386230
Speaking of retroclones can anyone tell me if basic fantasy roleplaying game is any good and what the difference between the editions is?
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No.386276
>>386272
>can anyone tell me if basic fantasy roleplaying game is any good
It's probably my favorite of the Retro-clones currently available. Compatible with pretty much anything you may need or want it to be compatible with. It has pretty decent support and the rules are clear, simple, and straight to the point. You can also download the books for free on their website so there's no reason why you can't just check it out yourself in your free time. Not so sure about what the differences between the editions are since I started with the newest edition myself, so I can't help you too much there.
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No.386278
>>386266
If you're dealing with friends in person: Just say "Hey, we're going to play D&D". Help them through character creation and such. Players don't read the rules anyways most of the time, they just need to know how to play, and actually playing is best for that. If you're dealing with people online, then it's even simpler - There's always people in the same position of trying to find players. You just need to be proactive. Even if there's only 50 people looking to play a given OSR game, you only need around 5 to run it.
>>386272
It's what it says - Basic Fantasy Roleplaying.
Games in the OSR break down in two ways, for the most part. The first category is straight retroclones. The second is more specialized systems. BFRPG technically meets the second category, but it's specialization is trying to do everything. It's the GURPS of the OSR. That said, it's a function system, and more importantly, has one of the more accurate representations of ship cargo capacity of any retro-game.
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No.386502
Has anyone here bought Gardens of Ynn? If so is it any good?
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No.386641
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No.386648
>>386502
It's pretty good in the fact that it has a bunch of monsters and a great amount of charts for generating locations and events. There isn't any plot, villains, or pre-written encounters to it though. Overall it's great as another toolbox that you can steal from and use to generate campaigns but if you're looking for a Point A to Point B adventure you'll be sorely disappointed. 3 bucks for the PDF isn't too bad of a price point for what you get with it but you could always just pirate it.
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No.388002
>>383868
Recently ran my group through the Tomb of the Ghast Queen funnel and had a lot of fun with it. The only complaint was that most of the players didn't care for the Zocchi dice.
It was priceless at the first character death though when the shaman grabbed the gem out of the statue's hand and was dissolved by the acid trap.
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No.388017
>>388002
> only complaint was that most of the players didn't care for the Zocchi dice
Does anyone?
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No.388023
>>383379
>You're in luck: I'm not him, Anon. Zak would eat you alive and shit out an adventure scenario far more interesting than your whole existence.
«…also, he's handsome»? 🤡
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No.388309
>>388023
>Jew
>handsome
Anon, there's a certain border even hardcore homos wouldn't dare to cross.
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No.388375
So does pic related not exist anywhere on the internet? Pretty sure its not in the archive. Can anyone help me out?
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No.388461
>>388375
Not that I can find sadly
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No.388790
Some OC for all the fans of DCC
.
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No.388826
>>388461
Thats disappointing. Ive heard that Lejendary Adventures was actually pretty good and had a slightly more od&d feel than the game gary made before it.
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No.388828
>>388790
Funny, just passing through figuring I'd check if there's anything for DCC on /tg/ and voila!
Thanks!
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No.390114
Why is this such an iconic and well received module? It's so bland and yet it WORKS SO WELL!
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No.390140
>>388826
I'll post what I have.
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No.390142
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No.390143
Lejendary Adventure Essential Bestiary was slightly too large:
ss file/op97w0
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No.390144
Hall of Many Panes:
ss file/qf6wyc
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No.390204
>>380262
>1.
1st ed./2nd ed AD&D, though OSRIC was my first OSR game. I prefer DCC and FG&G nowadays.
>2.
It feels more freeform. Rules tend to be where they need and they're usually easy enough to excise or edit.
>3.
I used to homebrew, was never really that good at it. If I can reanimate old hard drives, I have some monsters in 2e stat block format. A lot of them were balls retarded though. I could try to recreate some planescape and ravenloft monsters from memory, maybe.
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No.390205
Speaking of FG&G, anyone check out any of the stuff beyond the main book? The entry prices are cheap enough, though I wish Humanoids and Undead was available in digital. As for homebrew, it wouldn't be too much different than regular 2E. So, that's no big deal.
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No.390211
>>390142
I don't doubt that Lejendary Adventure is a good game, but just trying to read it feels so bad. Gary was so arid of WotC dropping a lawsuit on him that he changed universal basic TTRPG jargon. Like a 12 year old dry humping a thesaurus so his kewl homebrew will feel new and interesting.
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No.390786
Found some maps of mine, posting them here for everyone to use as they see fit.
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No.391075
D&D 3.5 was the first I ever played, and it brings back some good memories of greasy dungeon crawls.
Warhammer Fantasy Roleplay provided the grit that I felt my D&D experiences lacked, but at the cost of less dungeon exploration.
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No.391113
>>391075
Neither of those are OSRs though.
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No.391137
Quick hexcrawl map I made.
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No.391177
>>391113
WFRP is old as shit what are you talking about.
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No.391201
>>391177
WFRP is old-school, not OSR. OSR specifically refers to content from the renaissance, and sometimes to a few baskets of TSR material and TSR derivatives from the time period. AD&D is old-school, OSRIC is OSR. In general, OSR specifically deals with TSR D&D based systems, and not all old-school games - Traveler, for instance, is not OSR, but is an old-school game.
That's why you see other terms like "DIY D&D" and other crap get thrown around, or "TSR/OSR". There's no set in stone rules, but there are generally accepted boundaries.
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No.391204
>>391137
Desert hexcrawl map.
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No.391205
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No.391207
1) My first foray into OSR games was Dark Dungeons, which many laud to be the best clone based on the best edition, which is supposedly BECMI RC. I did recently pick up a copy of the RC as well from DriveThruStuff, as WotC is now selling both Print on Demand and digital copies
2) As I got into tabletop long after 3e came around, it's partially the retro feeling as well as the structure to the rules that feel more natural with post-3e.
3) I wish.
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No.392419
>>380427
I came from 2E, and I think it's the best edition tbqh.
The rules system was easy to learn and got out of the way while you had fun. To differentiate between your cookie cutter classes you had to actually role play, which made for memorable characters and stories.
I switched to 3e with everybody else, and didn't realise what I was missing until I went back to the rulebooks years later and remembered the awesome Times we used to have playing it.
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No.394600
>>380427
>lots of options.
That's why people hate it.
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No.394729
What hex mapping programs are good and free? Or does anyone have a link to a non free one?
>>394600
I'll never understand this. Theres nothing stopping people from just playing the core game. I mean shit, theres tons of stuff for each edition of dnd from dragon magazine. Does that mean every edition has to many options?
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No.394748
So I am running UR counterburn in standard. I haven't had opportunity to play it at FNM because of work.
Everybody says that XMage players are terrible, and I am not inclined to disagree. I usually play on the .de server, but having tested the deck against my buddies I can say it will consistently piss off other players.
Will post a decklist later.
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No.394749
>>394748
Fuck. Wrong thread. Please send kill.
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No.394751
>>394749
Too late. You have to post something OSR related now.
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No.394809
>>394751
Damn... I though this general was dead.... :-)
Nice to see it's still kickin' it old school.
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No.395005
Well.... Sort of at least.... :-)
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No.395038
>>395005
I mean, I'm still kicking it old school. Problem is work keeps me busy a whole hell of a lot of time so I don't get much time to post here and such.
Here, have a nice PDF I found recently, some anon took B/X and made 1 document but tweaked it a bit (ascending AC is the biggest offender but is thankfully quite easy to remedy).
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No.395523
>>395038
What's wrong with ascending AC?
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No.395530
>>394751
Well I just got my hands on a 2nd ed dnd dm's. I want to run a gritty, grimy, grungeon grinder run. I only have like 2 people that would join in irl and don't have the players handbook
Living in a town with only 2 tiny gameshops and a whole lot of idiocy from all the bubbas and super dykes and playing via internet is annoying as shit. Any suggestions?
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No.395539
>>395523
Different anon, but: Depends.
If it's an ACKS like system (starting at 0) then it's not so bad - hell, I love the throw system, it's easy to use and teach. But the d20-style system is extremely inefficient and leads to the bloating of numbers. THAC0 is a "meh"-tier system but effective - Target 20 is better in every way, and the absolute best system if you're sticking to a low-level range with regular progression; That said, the ACKS throw system does better for irregular progression, and is better for the "character focused" style.
>>395530
Run a game online.
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No.395562
>>395539
Yeah I did a quick google and found similar sentiments. I started out with Basic Fantasy RPG and I've been gradually molding/adding rules over the course of the campaign as I've read into more OSR stuff.
So I'm going to convert to an ACKS style throw system and see how we go. I think it will be an improvement.
>>395530
>>395539
I agree with this anon, run a game online. It is a far more superior experience to play with people you like online as opposed to people you don't like in person.
On the flip-side, running a game with two players is fine too.
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No.395967
>>395539
>But the d20-style system is extremely inefficient and leads to the bloating of numbers.
That's only a problem if you let the numbers bloat, as is often the case in games with a lot of magical items and Attribute increases. I don't see a problem with it if there's a limit on how high the AC can get.
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No.395969
>>395967
>I don't see a problem with it if there's a limit on how high the AC can get.
This is the reason why I have an unspoken rule in my games to not have AC go above 20 (or its equivalent) because once it gets to that point it becomes an arms race. Sure, superheroic games are fun once in awhile but when every game becomes like this and PC's are nigh unkillable and world ending threats happen every week just to give them a minor challenge then I think we have a problem.
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No.395979
>>395967
Let me point you to the original Deities & Demigods (Supp IV), where Gygax published a book under the premise of "I keep hearing a lot of bullshit, so these are the ultimate caps that shouldn't be passed over because these are gods". Do you know what happened? People turned their games into Dies Iraes and made that into a new monster book. Putting hard limits didn't improve things, it made them worse.
On the other hand, the d20 system with its focus on build creation actively encourages you to stack things up as much as possible. That's how you get the Immortals Handbook. You can push the blame entirely on the players if you like, because "well I don't do that", but it's a simple matter that people will take the rule-set they're given.
Rather than make an inferior system work, use a system that's better designed to start with. We don't use matrices anymore because they're inefficient at the table. We don't need to use the d20 system - and hell, never should have - when we've got better alternatives. Even the fags at WotC for the most part abandoned the damn thing, which should be telling enough.
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No.396059
>>395979
>builds
Wrong thread for that.
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No.396286
>>394729
bump for my hexmapping question. Help please.
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No.396290
>>396059
Read this article:
https://en.wikipedia.org/wiki/D20_System
Then read that post again very carefully in context and reflect on being a retard.
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No.396292
>>396290
Yeah. I'm saying the "D20 system", as in the stuff based on 3E, has nothing to do with OSR. Go complain about your period somewhere else.
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No.396312
>>396292
Not that anon, but it's a frequently used system in OSR games so it's pretty relevant, not to mention that the discussion was about which system would be best for an OSR game. Don't know what the fuck you're on about.
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No.396342
>>396312
>a frequently used system in OSR games
3E based d20, with it's feats and Ability Scores that you get to increase every few levels, is frequently used for OSR? I don't think so.
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No.396356
>>396292
Look at the context you illiterate nigger.
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No.396380
>>396342
The d20 system, that is the system of rolling a d20 and adding modifiers to beat a DC, which does not necessarily imply the use of feats and ability score bloat, has been used in three of the OSR games I've played. That's D&D 5e, BFRPG, and DCC.
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No.396385
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No.396387
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No.396402
>>396387
Not him but it's not, it's a blending of 3e and 4e with some indie bullshit tacked on like advantage/disadvantage. Also it overpowers the half-elves and shit.
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No.396407
>>396402
Yeah nah, my problem was the disregard for everything else in the post, and in previous posts, not with that claim.
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No.396560
>>396380
>which does not necessarily imply the use of feats and ability score bloat
Id say it does imply it because it specifically mentions skills and abilities in the mechanics.
https://en.m.wikipedia.org/wiki/D20_System
Also 5e isnt osr.
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No.396591
>>388375
I find this so crazy because I bought a copy when I was a kid in some discount bin for a couple bucks.
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No.396612
>>396591
You would be my hero if you scanned it. I cant find it anywhere and copies on ebay or anywhere are all over 100 bucks.
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No.397564
I guess I'll never get my scan
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No.397755
>>397564
Sorry, anon, just some things will never come to be I think like how I want the notes and details of Castle Greyhawk and the original Blackmoor notes but never will...
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No.397988
>>397755
Well i think gary said he had multiple versions of the greyhawk dungeon notes. And since they were for his personal campaign, they were mostly quick jots and little scribblings like most dms have for their campaigns. He himself said they wouldnt be much use to anyone. No idea about blackmoore though.
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No.399211
So is there anything OD&D has that's better than later editions?
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No.399261
>>399211
>So is there anything OD&D has that's better than later editions?
In terms of mechanics or settings/adventures?
>Mechanics
OD&D and by extension B/X D&D, which a lot of OSR retroclones are based off of, is exceedingly simple and easily modified. Since most of the rules can be jotted down in a few pages with the rest of the book being lists and tables for the most part. It allows for a more experienced/creative GM to make ample use of Rule 0 and homebrew the hell out of his game much easier. Granted you can homebrew any kind of system if you put your mind to it; just the simplistic nature of the rules in the older editions and games styled off those editions make that easier since you don't have to worry about one little change completely warping the entirety of the ruleset and breaking the system.
Another thing that the older editions do is give you a different style of play that the later editions just plain out stopped catering to. Which is a gritty, low fantasy, everyone could die in one hit without proper planning styled game. This very much comes from D&D's wargaming roots but the lack of hirelings and the superheroic powerlevel that many characters begin at makes the feeling of the game completely different from its earlier roots. Sure, you can very much try and make that sort of game but by the nature of the power scaling you're going to have a much harder time killing a character who has 3 death saving throws in a party with a cleric who has 3 Healing Spells at the ready vs a party where reaching 0 HP is immediate death (And most of the time you'll be lucky to have HP over 8) and the cleric doesn't learn any spells until 2nd level. Challenging such superpowered characters also become harder, when you have so many options in combat at such a low level the same creature that would have easily have been a life or death encounter for an OD&D party is just a saturday stroll for later editions. Or in short: OD&D was more of a wargame that tested player skill, planning, and problem solving creativity while later editions were more about character building skill, what you can do on the sheet, and rules jinking. I wouldn't say one is particularly better than the other but it's two very distinct styles of play that is up to preference.
>Settings and Adventures
Not sure about others but I still make liberal use of the old Dungeon magazine dungeons and adventures. There's a sort of timelessness to them that still hold up to this day. Most of them are very much built as self confined things that can be plopped anywhere in the campaign, they go indepth on the things you need to know such as the mapping, treasure, encounters, and a variety of random tables that you can make use of. Overall they're just far more game-able and interesting than a lot of the modern day stuff which seem to very much railroad the players as opposed to allowing them to choose their poison. In general a lot of older school design philosophy was built upon player choices, and while this is something you can still do regardless of system, I have found that those players that come in from the newer editions expect more railroad. Though keep in mind your mileage will vary on that as I'm just speaking from personal experience. Many of the older editions were also the ones that introduced some of the best and long lasting settings that the game has to offer without any of the modern day pozz.
TL;DR: The OSR due to its simplicity and timelessness allows me and my players the most amount of freedom to toy with it in anyway that we please without being so freeform that it loses all of its flavor and framework.
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No.399302
>>399261
Thanks but i meant specifically OD&D conpared to other OSR editions like B/X or AD&D.
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No.399409
>>399302
My bad. At the very least if anybody new to OSR comes in they'll have something to read. To better answer your questions though I think it comes down to 3 things.
1. There's only 2 types of dice that you'll be using for everything in the game: d20 and d6. All Hit Dice, damage, and attributes were based off of the d6 and any other rolls were just d20. There were no other dice necessary in order to enjoy the game. Yes, this means that daggers and greatswords did the same amount of damage for the most part. The key difference for them when it came down in actual play is the roleplay aspect. In tight halls and crawlspaces you won't be swinging that giant greatsword around, at least not if your GM was competently paying attention to that sort of thing. It wasn't until the Greyhawk supplement that different types of dice were introduced.
2. Separation of Race and Classes... for the most part. While humans could be any class the Demi-humans were restricted to specific ones. Dwarfs could only be fighters, Elves could be Fighters or Magic Users and could switch between the two at the start of the adventure(They had to choose to be one or the other at the start of the adventure they couldn't be both at the same time. However they could wear Magic Armor even as a Magic User which was a HUGE bonus.), and Halflings could only be fighters. These restrictions are actually what lead to them making Race AS Class for B/X since it didn't make sense to give them the illusion of choice. Also there was no Thief class originally, that was added later and allowed the Halfling to choose between Fighter or Thief. These class restrictions could easily be ignored if you wanted to though and it didn't break the game to do so.
3. Pretty much nothing in the way of real modifiers. Having a high Charisma would give you a bonus to the amount of hirelings you could have and having a high attribute score in your Prime Requisite gave you an XP bonus. Outside of that the numbers didn't really matter at all as there were no modifiers to To-Hit (except for a high DEX which gave +1 if I'm recalling correctly), damage, AC, or most anything else that you've come to expect modifiers to exist for. HP mods were pretty much limited to +1 or -1 to your Hit Die roll but that's if you hit the extremes on either end. Later OSR's that were created to emulate OD&D like Swords and Wizardry did expand upon the modifiers a bit. Even so you'll not be looking at anything higher than a +2 and that's if you roll especially high.
There's probably a few other things that I'm missing/misremembering about OD&D that others can hopefully correct me on. Truth be told I don't think there's anything that OD&D particularly does that could immediately be called "better" than B/X or AD&D. If rules complexity is something you put a lot of stock into then the system isn't going to interest you at all. But what you do get is D&D in its simple primordial state. Easily changeable in anyway that you please. Which for someone like me who loves homebrewing and is slowly losing patience for long winded rules the older I get, it's perfect for my needs. Hope this helped you out, anon.
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No.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?
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No.399656
>>399630
Use 3d6. Or a d12, if you're feeling frisky.
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No.399660
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No.399671
>>399660
Yeah, 3d6. That's what 'Ops & Tactics' and '3d6 In Order' did, and it works perfectly fine. I mean, come on! It's just two numbers short of a 20. Sure, you can only roll 3 through 18 (4 numbers short of what the d20 offered), but it doesn't make that much of a difference.
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No.399682
>>399671
3d6 for combat? And use the d20 chart?
I meant more like using the chainmail man to man rules.
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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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