/osrg/ OSR General - Actin Fast Edition

Welcome to the Old School Renaissance General thread.

>Links - Includes a list of OSR games, a wiki, scenarios, free RPGs, a vast Trove of treasure!
pastebin.com/0pQPRLfM

>Discord Server - Live design help, game finder, etc.
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>OSR Blog List - Help contribute by suggesting more.
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>Webtools - Help contribute by suggesting more.
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>Previous thread:
THREAD QUESTION:
>You have no time to prep, what's you're go-to scenario?

Other urls found in this thread:

ggnorecast.com/
twitter.com/SFWRedditGifs

As requested, mountain encounters.

This file is actually as old as May 2016, since I began it for an user who requested a mountain encounters infested with crystals and dragons. Sorry it took so long

Please enjoy~

Thanks! Not the original requester but cool!
>You have no time to prep, what's you're go-to scenario?
Recently I've been fond of those one page adventures if I have basically no prep time. Pic related has been the funnest.

Is it wrong to use enemies or traps that destroy or ruin the party members' equipment?

Of course not.

Why would it be?

You basically have three choices when it comes to consequences:
1) Death & Damage Nice name for a retroclone
2) Disfigurement & Dismemberment Another nice name
3) Losing precious stuff

>All others use D&D except items
Destruction & Desiccation?
Disintegration & Devaluation?
Deletion & Dulling?
Disenchantment & Debris?

So I'm not exactly sure *what* classes or races or whatever I'm going to use for my science fiction OSR game, but what I do know is I want them to be useful for multiple things.

Basically does anybody else like the idea of each class being both good at a ship related task (since I'd imagine a lot of time 'space crawling' is spent in a ship') as well as their normal class roll?

For instance;
>Soldiers (Fighters) are good at weapon stations
>Smugglers (Thieves) are good at driving the ship
>Technicians (MUs?) are good at repairing the ship
>Weird mystic psychic classes (Cleric??) are good at shields or sensors?

I'd like some ideas for this, to avoid implementing a useless 'pilot' class.

Are shields and sensors going to be active things or passive?

I'd make it active for purposes of engagement.

OR you can let the snarky ship AI handle it buts its a lot worse then the players doing it by hand of course.

Destruction & Devaluation.
You either lose your shit or it becomes less valuable(like cracked gems).

I kind of wanna see ironic ray guns now.

>Destruction & Devaluation
That what happens to local economy after adventurers bring bags of gold from those deadly dungeons of doom.

I just named the picture that picture that to show that what the ray guns look like in the sci-fi setting "unironically".

Troll decides to mess with party. Big thing, nasty combat threat, regenerates all chip damage done in brief encounters, but intelligent, sneaky and cunning. Mostly just wants to eat the party's horses.

Drop that in to whatever situation we were in last time, to buy time for me to get more creative.

Hehe, that does look like fun. It's a bit linear to my taste but I like the open-endedness of the encounters/challenges. How did your party do?

Any of you have examples of a sci fi dungeon module?
Possibly for space opera setting? I'm just curious.

They died. Fire room was just something they could not wrap their head around.

>Basically does anybody else like the idea of each class being both good at a ship related task (since I'd imagine a lot of time 'space crawling' is spent in a ship') as well as their normal class roll?
Strongly yes. Everyone has to be able to participate in each major activity of the game. (Note that by "activity" I mean on the scale of "dungeon crawling", not "combat")

Why does it have the grid version of the map when I open it in my browser?

what do you mean, exactly..?

He presumably means the fact that the thumbnail shows an isometric map, but the PDF also contains a typical top-down grid map, overlaid on the isometric. I see both of them on top of one another in-browser myself.

1) look at the Stars Without Number Skyward Steel supplement for different crew stations
2) maybe let them pick a parallel ship-class rather than tying it to their main class, or give them a choice out of two or three, with some overlap between D&D classes?

>I don't think DDG ever had stats for Morgoth, and Fingolfin wouldn't be a LBB Elf - first age elves are a bit too metal for that
Even just going by Gygax's reasons for level caps, it makes perfect sense that in the First Age elves had no level caps. The level cap *is* their power diminishing on Middle-Earth. They're leaving for Aman so they can gain more Fighting-Man levels.

Weirdly, this makes a lot of sense with how it's portrayed and described in the various books. After all, lots of elves are clearly still powerful; they're clearly not losing that but their ability to get even better. Also, it's fairly consistent that the oldest and most powerful elves are the most assmangled about it.

D'oh, that was supposed to be a reply to in the old thread.

Instead of talking about minimalism, can we talk about the fucking enraging practice of every single retroclone and OSR blog it seems these days punishing the Wizard for just casting basic fucking spells?

Why does every game need to have 'so gritty and dark' magic system where if you roll badly on a spell you get your dick melted off?

Let the Wizard be a fucking Wizard. Jesus Christ.

The browser's PDF reader is merging the layers when displaying the document, revealing the hidden "flat map" layer underneath the "isometric map" layer.
Opening the file in any decent PDF reader fixes this issue.

>Why does every game need to have 'so gritty and dark' magic system where if you roll badly on a spell you get your dick melted off?
It's the flavor of the moment. We started with "classic D&D fantasy game", then we went gonzo/weird shit like Yoon-Suin and A Red Pleasant Land, and now we are in the "gritty and dark medieval fantasy" with stuff like Dark Albion. I wonder what will come next...

Alright, but why is it IN the pdf

I think it's the influence from LotFP, personally. It drew a lot of people in, and did it with a gothic/just gross horror vibe, so they want CAS necromancers and CoC sorcerors meddling with forces they can't possibly comprehend. So that's what they try to design.

>Opening the file in any decent PDF reader fixes this issue.
>tfw opening the file in Preview does not fix this issue

there are way more possible negative consequences for traps:
- displacement (eg falling down a shaft to another level)
- triggering an alarm alerting enemies nearby
- temporary imprisonment, or delaying your progress (especially bad if you're being chased or there's a time limit)
- splitting up the party
- poison/hallucination/delirium
- destruction of the environment (eg a tunnel cave-ins, broken rope bridges, all lights go out)
- temporary inconveniences, eg being covered in foul-smelling mud or slippery oil
- social consequences (you just broke most sacred relic in the Church of the Purple Ghouls, now they consider you a blasphemer of the highest order)

Which games even do that? If you're talking about Dungeon Crawl Classics then I actually think the wizard is stronger than a normal D&D one.

>reading Raggi's blog
>"dude LoFTP is SOOOO transgressive we show tits and dicks and pussies not like the stuff dumb americans buy"
>"w-well i didn't put non-whites in the art because i'd have to write in slavery of non-whites and slavery is bad :( "

What a cuck.

He also prefaced one of this modules with a big smug speech about how he'll write whatever offensive shit he likes and he's happy stupid people are taking offense to it, inviting everyone to criticize it and do their worst... then when it appeared like one distributor may remove his offensive products from the shelves he threw a MASSIVE shitfit crying out to all his fans to go out and fight the bane of censorship...

Nothing about that is hypocritical. He wants to write offensive shit, he wants people to get offended, and he doesn't want to be censored. You can't just say because he 'cried' to his fans that makes him a baby, he didn't want to be censored. What the fuck kind of insult towards Reggi are you trying to make here?

The only problem is that it's not censorship to disagree to sell something in your store. The store owner has the right to do that. What's hypocritical is that Raggi basically bragged about how offensive his writing is, but when faced with the consequences of that (namely, that some people may be unwilling to display it on their shelves) he broke down.

I'm not that guy but I don't think refusing to distribute offensive material is the same as censorship.

Well, the distributors are a private company. It's not really censorship to choose not to sell a thing you don't have to legally sell.

He has the freedom to write what he wants. They have the freedom to not sell it.

Are we really starting this Raggi discussion again? Are all threads gonna be like this from now on?

So /osrg/, how long was it since you ran or played a session? How did it go?

A week
Bad

Next question, which oldschool monster is you're waifu?

The last time I ran an OSR game our elf blew himself to pieces by setting off his powder horns because if he didn't, the goblins in the dungeon were going to swarm over the party and it would have been a TPK.

Crazy bastard. The Cleric now has PTSD and is less racist toward elves.

Griffons.
Proud, Royal, and Brutal. Amazing beasts.

>when it appeared like one distributor may remove his offensive products from the shelves he threw a MASSIVE shitfit
That wasn't even what happened, remtard. Someone ELSE's product got pulled from RPGnow (which is a virtual monopoly) and he said he'd pull all of his own stuff in retaliation if they didn't reverse the decision, despite RPGnow being one of his main sources of income.

In other words he put his own livelihood on the line for the sake of the principle of openness, but I guess that makes you a whining bitch, huh.

>blowing yourself up on purpose to save your friends
That's a good story. Metal.
Will you give him a bonus in his next chargen?

He still cried "censorship" over a business' decision not to sell shit they found distasteful. At best, that was a cheap cry for attention and nothing more.

I'll ask him, but likely he won't want one. He's been pretty adamant about following what he sees as the "spirit" of OSR, which is to play as is (unless a ruling needs to be made) and take the bad alongside the good.

Overall, my group is great. Love those guys. Now, if I could only get them to run OSR rather than talk about running OSR...

Does anyone besides Dyson make generic, unkeyed dungeon maps I can stock?

Love the guy's work but I'd like some more variety (plus all the cross-hatching is starting to hurt my eyes).

im an outsider, can someone try to explain rulings vs rules to me, without ever using the words "rulings" or "rules"? i've had a friend try to tell me about it but it just seems like semantics

The book tells you to do things (take turns, roll dice, etc.). Sometimes the book doesn't tell you what to do in a given situation, so you make something up (which might involve taking turns, rolling dice, or something differently entirely). You should stick with what you've made up when the same situation arises later.

Rules: "It says in the rules that if someone drowns and fails their save, they go to 0 hitpoints. Because of that, if I have negative hp and drown then I should be able to heal myself. It should work because that's what the rules say."

Rulings: "That's fucking stupid, you just drown and die."

Hit up the traveller thread, dig under classic GDW modules, and look at Death Station or Shadows. A lot of the Judges Guild modules for Traveller were basically dungeon crawls, too.

Well, there's the Eld dungeon in Slumbering Ursine Dunes. Research station sending out an SOS, lotsa treasure, lotsa death. Judges' Guild made a shitload of modules for Traveller as well, and most of them are for their own psuedo-setting instead of the main-line Traveller Imperium

>can someone try to explain rulings vs rules to me Sure.
>without ever using the words "rulings" or "rules"
No, that's a ridiculous constraint, I'd have to play madlibs.

Here goes:
"Rulings" are on-the-spot decisions by the referee about how to resolve a particular specific situation or issue. He may or may not opt to write these down as guidance for future resolution, but either way it's understood that he's not beholden to them moving forward.

"Rules" are procedures defined in advance for how to resolve every instance of one type of situation, and the referee is expected to either stick to these, or change them in advance and let the players know. He may improvise for specific conditions (e.g. inventing modifiers to rolls) but these improvisations are expected to be small-scale.

"Rulings not rules" is consequently about using Type A resolution in preference to Type B as much as possible. Rules will still be defined for the core mechanics of the game and especially those elements which players have some need of being able to predict (such as character generation), but these are expected to both be kept relatively few and, crucially, to also be subject to modification by rulings, so that for instance if you want to play a dragon the referee will ad-hoc a Dragon class, yet, the next time someone wants to play one, he might not be allowed to use the same class (because it was too good, or too bad, or the referee just didn't like how it played). The player would likely still be allowed to play a dragon, just not necessarily a Dragon.

Or again, maybe the referee resolves getting out of one net trap one way, but later resolves another net trap a different way. This might be because he changed his mind on what made sense, because the traps are subtly different, or because he couldn't be bothered to remember how he handled something that trivial last time: it doesn't matter, as long as the resolution method makes sense at the table at that moment.

>their own psuedo-setting

JG Traveller products were part of the big "land grant" project of the Classic era, where each publisher was granted their own sector of the map to develop as they saw fit.
It's true that they were pretty loose with canon, but canon was itself pretty loose at the time anyway. I don't mind the canon bending so much as the fact that most of them are pretty crappy adventures. FASA was far better.

>So /osrg/, how long was it since you ran or played a session? How did it go?
July, sadly. Scheduling has been a bitch, since most of my players are adults.

Ran Scenic Dunnsmouth. Had one player literally curled up in the corner of the room freaking, another's character get dragged off by a hot spider-chick into a cave for consumption and bedding until the insane Irish pirate pulled guns on her. They wandered into a crypt full of bog-mummies, which had everyone freaking the fuck out.
The party also convinced a mad Orthodox priest that their (Moslem) Cleric was a) Orthodox, and b) his relief, sent from Constantinople itself. Fun so far. The party are now debating just sneaking back to their boat and getting the fuck out of Dodge before the locals figure out what's up, or going back in and burning the whole damned place to the ground one incestuous spider-fucker at a time.

Imagine that a record label refuses to distribute a minor artists' first EP for "content concerns", and an artist who routinely charts #1 and has multiple titles in the top twenty of all time for the studio with >even more offensive< content says "that's hypocritical bullshit, publish him or I pull out". Is that wrong? Hell no, it's exercising market power to bring a distributor to heel. It's exactly the same as boycotting, or (indeed) refusing to serve someone, and part of the process of the market.

Legalism and the word of the law vs improvisation and spirit of the law.

>Hell no, it's exercising market power to bring a distributor to heel. It's exactly the same as boycotting, or (indeed) refusing to serve someone, and part of the process of the market.
Yes! Excellently put, this whole thing.

>Is that wrong? Hell no

I think you're on point, but you won't get very far with the Raggi haters. Pic related.

...

>im an outsider, can someone try to explain rulings vs rules to me, without ever using the words "rulings" or "rules"? i've had a friend try to tell me about it but it just seems like semantics
I'll try a slightly different tack here for a sec.

Once upon a time there was an awesome game. It had tiny books, with a good framework for playing, but it was missing a LOT. So people made decisions about what would happen next based on the circumstances, acting like referees in a really loose wargame. It was Good, but there was a lot of confusion about what the Hell was going on. Still, since it was marketed mostly to older dudes who played a lot of wargames (and their metalhead little brothers), it was working.

Then, after a while, people got tired of constantly having to ask what decisions the referee had made when they changed groups or went to a convention or whatever, and some people wanted more realistic combat. So a dude named Perrin made a new game that tried to think of everything. It didn't, but hey, it was kinda cool.

Not to be outdone, one of the guys who came up with the framework published a huge-ass pile of loosely-connected ideas that patched a lot of those holes (but still not all of them) and said "here's what I do, go wild". And some of his friends also put >their< ideas into other books, and the game split into a couple different branches. And you could tell roughly what was up in a convention game or home campaign by referencing those books, and it was Pretty Good.

Next, the company that was making the game decided that it was better to have a clear and consistent book that they could give to teenagers than have to have the whole thing be passed down and puzzled out between beardy gits. While they were at it they made a whole bunch more stuff up to cover even more gaps and then proudly declared that no-one needed to make anything up any more, and even if they did the company would publish stuff for that too..
(cont)

Since I'm already deep into TL;DR country I might as well expand on this: most of the time, preferring the "rulings not rules" mindset springs from or at least incorporates a desire for the players to engage with the adventure, or fiction, or whatever you want to call it, rather than with the rules. Ideally, players should be responding to the situation in a natural way, not figuring out what "moves" they can make. The thing mentions is a typical case of someone trying to use a "move" in a board-gamily clever way and being overridden by common sense about what would occur in the fiction.

The same general principle applies to those parts of the game that aren't involved in active play, so for instance it's totally okay to want to play a dragon because dragons are cool, but wanting to play the Dragon class because of its cool powers is largely frowned upon. A common side effect is that in groups playing this way it's often more okay to play various monsters or other crazy shit, because nobody needs to worry that "that prestige class is broken".

Is there a set of rules out there for drawing up your own randomly generated hexmap?

About a week ago. Campaign session of Word of the Lost.

Robot death-rayed the longest running characters head off (3rd level Specialist. Literally came downstairs and joined in for like 10 minutes, poor guy.) Elf and Witch retardedly jumped down the center dungeon hole while running away to fall to their deaths. Dwarf and Thief run off into the jungle to lick their wounds.

It was alright. Tho the hole jumping was one of the dumber things I've witnessed.

(cont)
And then, the company making the game starts to go after the people making up their own shit to play with, even though they used to encourage it. And everyone gets a little pissed.

Long story short, the company decides that the guy running the game should be reading out of the books literally all the time and they make new stuff to cover ALL THE HOLES YOU GUYS and anyone who wants to run something fast and loose is a Bad Person. Also they destroy the gaming industry, but that's a tale for another day.

So those of us who like fast and loose and playing a game instead of being a library computer go "fuck you, I'm making my own game with blackjack and hookers". And So It Was.

Basically 3e had a philosophy of "the DM is the bad guy, here's rules to keep him in check" - an adversarial, contractual relationship - and the earlier editions had varying flavors of "The DM is also a player, let's keep this shit rolling". More of a cooperative relationship, with a lot more trust. Sure, if that trust gets abused it sucks, but when it works it works WAY better.

>Sure, if that trust gets abused it sucks, but when it works it works WAY better.
As Zak likes to say (paraphrased), "if you're playing with an asshole, this doesn't work, but if you're playing with an asshole, nothing works. Why are you playing with an asshole?"

ugh can't stand "Gritty & Dark Fantasy" settings, at least in the OSR, because they pretty much are all the same, and are boring as hell(especially since they're often so low fantasy that you might as well just run a historical game using BRP or something)

>So /osrg/, how long was it since you ran or played a session? How did it go?
if we're only counting OSR stuff, then it's been years, as I moved away from my main group back in 2013 and have yet to find a replacement group(or indeed make any friends or have anything of a social life in my new location)

DMG 1e

>anyone who wants to run something fast and loose is a Bad Person

Gygax™ started that meme with his "If you aren't playing AD&D® by the book then you aren't playing AD&D®" propaganda.

>Gygax™ started that meme with his "If you aren't playing AD&D® by the book then you aren't playing AD&D®" propaganda.

That was the company line when they were doing the tournament thing.

What's yer campaign look like, osr? What kinda game you running?

On the one hand, yeah, but on the other the non-"A" D&D line was still going "take what you want from AD&D, but we're doing our own shit over here and liking it". So it kinda presented a haven for the R-!R crowd.

I've got a couple right now. Both are grotty mid-fantasy alt-historical games. The one I ran Scenic Dunnsmouth in
(see )
Is a Picaresuqe where I haul out modules and the old character sheets and we go for it with little in-between time. It's with a group I get together with reliably but on short notice, and we usually only have a few hours to play, so I focus on maximal gaming time over banter and "getting there". I also don't generally have much prep time, so I go for pre-published stuff. I keep that one in an a5 folder and it's ready to go pretty much whenever.

The other game is a pack of drunken pirates roaming the world fucking things up, and more of a consistent campaign. It's all friends of mine from college, so we're in the late-20s to late-30s and it's difficult to schedule, but fun as Hell.
They are Bad People. Pic related.
This one is the huge 3-ring binder I posted a couple threads ago, where I actually track long-term consequences and factions and shit.

Thanks.
let me gift you a space slave for your services

Hi everyone.

Pretty new to the whole OSR thing and RPG's in general. My system I prefer right now is The Black Hack because it is so easy for me to comprehend, but I love to look over other systems.

Recently been looking at White Box : Fantastic Medieval Adventure Game by Seattle Hill Game. This is the next easiest game I have found for me to comprehend all the rules. The way it is written is so clear!

I have found one of the rules inside very interesting though, which is the Treasure rules! The whole XP to treasure stuff is awesome, and then trading out the treasure for items.

So my two questions are as follows:
1) Do people actually like this rule and has it been useful in practice? The whole trade in thing and the fact that xp converts to the treasure given as well.

2) How exactly would I be able to explain that a goblin has a bunch of gold, when they have no use for it. Or how an owlbear has a bunch of gems?

For reference, this is chapter 9 of the book.

You could adopt a version of the LotFP skill system, or have players choose a background.

I think this is one place where OSR falls down a bit--it's difficult to have much meaningful mechanical detail to your technology without bringing in a skill system of some kind.

OSR dungeon crawling often gets by without it because we can all kind of imagine how things work. We sort of understand the basic characteristics of rope, doors, flaming oil, or "drink this and something happens".

You could just gloss over the technology. In the original Star Wars for example, you don't really have people distinguished much by technical skills. Han Solo is just generally a great flyboy who can get the ship to go just by banging on the console. If you have a good attack bonus, you'll be good at operating the turbolaser--if you're good at spotting hidden things, you'll be just as good at it when you're looking at the radar screen.

And when players have a narrow technical role... what do you do when the pilot dies?

If it were me, I'd be tempted to run the sort of thing where everyone is a member of the Rocket Patrol or whatever. They've all been trained to fly the ship and operate the critical systems, on top of being a scientist or a marine or a psychic.

>Do people actually like this rule and has it been useful in practice?

Yes. I personally don't use it as written since I don't like all the book-keeping

>How exactly would I be able to explain that a goblin has a bunch of gold, when they have no use for it.

I tend to forego coins and replace it with things of similar value. The goblins have 10000 coppers? Nah, they've got copper circlets and bracelets and necklaces and shiet.

Generally, even though something isn't valuable it still might be really pretty.

Thanks! So if you don't use it as written then how do you prefer to use it?

And also how do you like the system as a whole? This is the first system I have read that might make we want to switch from The Black Hack

>Do people actually like this rule and has it been useful in practice? The whole trade in thing and the fact that xp converts to the treasure given as well.
Yes gold to xp is one of the most popular rules in OSR.
>How exactly would I be able to explain that a goblin has a bunch of gold, when they have no use for it. Or how an owlbear has a bunch of gems?
It depends on the setting and circumstances. Like the owlbear could have killed a wealthy merchant and dragged his corpse to his den, or the goblins may collect gold to sacrifice to their dark god. Alternatively they could just be greedy-ass goblins.

1) getting XP for treasure is a classic and much loved rule. It's a neat incentive to be sneaky graverobbers, and since you get treasure by going on dangerous adventures, it's a useful proxy for how much danger and risk the PCs get up to. You don't get shit for "grinding mobs".

Trading treasure for magic items is one of the reasons I dropped third edition many years ago, but I don't know how it's handled in the system you're talking about. I do not like reducing magic items to a predictable commodity that can be bought and sold.

2) They got lucky enough to steal it, or in the case of a nonintelligent foe, the treasure is scattered about among the bones of previous victims. Generally those big hauls are in a lair, but that can vary alot depending on whether you're using the old school treasure types and stuff.

I like clear and simple games, but I also like more meat than what The Black Hack goes for. White Box is basically reworded Swords & Wizardry (which is OD&D retroclone) with house rules of its own. It's fine. I would use before The Black Hack unless I was going for a pick up game. Actually, scratch that, there are better pick up OSR games than The Black Hack.

Absolutely use treasure-as-xp rule, otherwise you won't run an OSR game. You can simplify it (like every 100 gp = 1 xp and you need 10, 20 or so xp to advance if you want to get rid of zeroes), you can bolt on another things that might grant xp, but absolutely use it as written for starters.

>no use for gold

I had a tribe of gnolls in one game that punched holes in the coins they took from humans and demi-humans and braided them into their hair.

Another thing you can do is have stuff like bottles of wine that the goblins have looted from a caravan or something. Valuable potentially, but also something goblins would be likely to use since they probably can't make wine on their own.

Another option is jewelry they've stolen, or silks, or any number of valuable commodities. Can you imagine how silly a discussion about how to transport back some high quality hardwood furniture the goblins filched could be?

>We're gonna need a cart
>>Then we'll have to pay someone for that
>Well, give them a rocking chair
>>No, I'm keeping that
>Then how about some silk?
>>A farmer is going to take silk for his cart
>Maybe for his wife?
>>A peasant's wife in silk, how droll

Eh, I've no strong feelings regarding White Box and I actually don't know all that much about it.

I use XP as more of a rough set of guidelines. I tend toward to weigh good roleplaying, treasure, story goals, and good tactics equally and level the players up after about after a few sessions, although it varies with the system.

Also, you may like The Zebra Hack, it combines some elements of White Box and Black Hack, although it does have some bad omissions/errors like missing spells and suddn references to Evil in a game of Law v Chaos.

>How exactly would I be able to explain
why would you need to explain it?

Trying to make dungeons "make sense" is a terrible idea and you should give up on it. If you try, you will end up designing dungeons that are much less fun to explore.

Ahhh so not a big fan of The Black Hack.

I think I might have miss worded my original post. I am not talking about how the amount of gold you get is also some XP.

I just meant that in this version of the game they give an example of 4 skeletons = 100 xp. So that also means they are carrying 100 GP worth of treasure. There are tables so that instead of giving the party 100 gp straight up, you can swap 100 GP for one roll on a "Minor-Item Table" that the party would get instead.

Maybe I haven't looked critically enough at other treasure systems and this is actually really common and I just don't know it.

>I just meant that in this version of the game they give an example of 4 skeletons = 100 xp. So that also means they are carrying 100 GP worth of treasure.

How weird. That's not how it works in most other OSR games. It's usually monsters give some minor XP, and the other treasure in the dungeon is put by the GM or rolled because there's a lair in the dungeon.

Plenty of monsters just don't give gold at all.

I realize I really might have messed this whole thing up. I appreciate everyone answering my question though.

I took the treasure rules and turned them into a quick image for people to see what I am talking about.

>4 skeletons = 100 xp. So that also means they are carrying 100 GP worth of treasure.

You are either confused or White Box is hella weird. Usually, killing (or defeating) monsters and taking treasure both give XP. Killing (or defeating) monsters just gives a lot less XP by RAW. Although you could go full Diablo and have monsters literally explode into a shower of treasure.

...

Huh, weird. It's an interesting idea to express monster XP in treasure directly, but this game actually awards XP for killing monsters and for getting their treasure, while tying the amount of treasure to monster's XP as indicated by "the monetary value of a treasure ought to be about 2-3 times the monster's value in experience points" and also by "Gaining Experience" in chapter 5 paragraph. Weird. Yeah, that's exactly the kind of stuff that separates it from Swords & Wizardry and other retroclones.

Not a fan of The Black Hack, yes. I wouldn't advise against using it but I'd still encourage you to start with almost anything else.

>go full Diablo and have monsters literally explode into a shower of treasure.
I kinda want to do this now
It sounds great fun for a less serious game

>monsters literally explode into a shower of treasure
Battle Clerics of Midas! Yoooo!

This

>a goblin has a bunch of gold, when they have no use for it.

Think of it this way: These monsters out in the wilds don't have trade and aren't going to buy the gold, but they all know that it's shiny and pretty, and that other races will kill you to get it.
This can make it a status symbol, worth fighting for. A warlord can impress with how much of this useless stuff he has piled up around his throne. "Look at my hoard, it's twice the size of the neighboring tribe's. Let the humans come and try to take it, and I will hang their skulls above it by the dozens."
There's also impressing mates with shiny ornaments to your nest/lair, for beasts that have instincts similar to crows.

>someone combined The Black Hack and Apocalypse World to create The "Indie" Hack

This is some next-level bandwagoning cancer

Are there any good OSR actual plays?

>How exactly would I be able to explain that a goblin has a bunch of gold, when they have no use for it.
Why wouldn't they have any use for it? In my game the goblins would use it to buy booze, cigars and whores.

Even if you had more typical goblins you could imagine them having some bizarre plan, like when they have enough gold they're going to buy a house in town and all three of them will stand on top of one another at all times with the top one wearing a fake beard, which they're convinced nobody will see through, and they'll live the life of a burgher.

>I'd like some ideas for this, to avoid implementing a useless 'pilot' class.
Separate "ground roles" and "ship roles" (good ground fighter aren't necessarily good at manning turrets, etc.), but have each player take two roles (one ground and one ship).

On a recommendation from here I listened to GGNoRe play through Deep Carbon Observatory using Into The Odd. Sadly it seems like they've gone back to 5e though.
ggnorecast.com/

I mean, I recorded my last session and I thought it was good. Minimum memes and honest attempts at roleplaying. Last session was mainly carousing and the camera ran out before the party got into the dungeon. We play tomorrow and the session should be a more straightforward dungeon crawl. I post a link in the next /osrg/ after uploading it to youtube.

>acting like referees in a really loose wargame.
Not that user, but expanding on this slightly:

In the original wargames (Kriegsspiel, Little Wars, etc.), you needed a 3rd party referee.

>when they have no use for it.
Why do they have no use for it?

Might be they employ a few mercenaries/bandits.
Or their horde imports food from unscrupulous merchants.