/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.
discord.gg/qaku8y9

>OSR Blog List - Help contribute by suggesting more.
pastebin.com/ZwUBVq8L

>Webtools - Help contribute by suggesting more.
pastebin.com/KKeE3etp

>Previous thread:
THREAD QUESTION:
>You have no time to prep, what's you're go-to scenario?

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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.