/osrg/

What's the best kind of dungeon structure?

>Prior: →
Trove: pastebin.com/QWyBuJxd
Game finder?: discord.gg/qaku8y9
Blogosphere: pastebin.com/ZwUBVq8L
In-Browser Tools: pastebin.com/KKeE3etp

Other urls found in this thread:

gloomtrain.blogspot.com.es/2016/03/pyromancer-class.html
en.wikipedia.org/wiki/Wikipedia
hackslashmaster.blogspot.com/2011/05/on-magic-weapon-table-part-i.html
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-18-sons-of.html
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-28-gyre.html
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-38-hallamite.html
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-48-sorcerers.html
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-58-knights-of.html
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-68-ophidians.html
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-78-knights-of.html
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-bonus-ningen.html
twitter.com/SFWRedditImages

>What's the best kind of dungeon structure?
Stonehell kind. Megadungeon with many entrances and exits, yet a single area fitting to a couple pages.

>What's the best kind of dungeon structure?
I love the sort of dungeon that used to be one thing and has now been taken over / repurposed as another.

I'm sketching out a dungeon right now that used to be a secluded magical insane asylum until the prisoners broke loose and took over. Probably gonna have some spooky caves with psychedelic slugs or something running underneath it, but I still need a few more ideas to flesh the place out.

I like the kind with a one-way entrance. Get chucked into a hole that opens to caverns and try to find your way out.

Yes! I love these.

What are some interesting, different ways to do them? 'Cause my players started joking that all of my dungeons involve really long falls...

What is your favorite skill system? do you even use one at all?

DCC's skills and ACKS's proficiencies both have their good points. I also like 2e's weapon mastery.

Have it seem like a regular entrance, but then have an earthquake occur at some point and crush it. You can get really creative and have it change the structure of the dungeon if you're willing to go that far.

>dungeon that used to be one thing and has now been taken over / repurposed as another
This. I enjoy the layers of mixed up stuff that can build up, have some explanation but also allow for seemingly random encounters. How To Host A Dungeon really got me into thinking like that.

The asylum could have a bazar run by delusional weirdos with barely comprehensible barter systems and semi-functional oddities.

Its more of a hex crawl thing, but the boat can sink, leaving them washed up on the shore.

Listen, whoever makes these OPs: Stop putting nothing but the general /name/ and a retarded title in the subject line. It doesn't take much effort Old School Revival General, and is more useful than a dumb "Edition" quip.

Portal, cave in, heavy door that opens diagonally, avalanche, sleeping nasties wake up, nasties move in, very aggressive builders, confusing repetitive entrance and a trap that's likely to wreck their map, they enter blindfold, they sleep in the inn and wake up in the dungeon, the dungeon is really a shitty analogy.

Is there something like a JRPG OSR?

i know there is Retro Phaze but is there any other?

Also don't acknowledge stupid copypastas.

Yeah it's called "Refluffed Holmes or B/X"

>What's the best kind of dungeon structure?
One that isn't hell to describe to the players, but still more interesting than rectangular rooms and corridors.

I've been wondering about something similar to this.

I hear that OSR games like to use occasional random skill checks, but only for some instances. Like doing weird shit you normally wouldn't do or couldn't narrate, like play music to calm a giant beast or something. Then the referee just makes up a number, like say 20% chance or rolling a 4 or less on a d20, and tell the players to roll it?

If this was more standardized in some way, would it make sense and be cool to give Rogues bonuses or abilities related to it instead of giving them specific Rogue/Thief skills? Like whenever the player wants to do something skillful, requiring a bit of coordination or luck, the Rogue can roll a bonus die with his main one. Perhaps using a roll under method, the Rogue can use a d12, d10, d8, etc. going down with level to Focus himself into having a higher chance to do tough skills, giving him a good skillful character power?

The added bonus of this is that players like Fighters and Magic Users can still attempt to do skillful stuff, like pick locks or whatever, but Rogues have the best chance to do it. Any thoughts?

Final Fantasy (and to a lesser extent, Final Fantasy 2) was an attempt to riff AD&D.
The other big root for JRPGs was Wizardry, which was a fairly good riff of Basic/Expert.

No idea were Dragon Warrior comes from though. Somewhere else, probably.

You could just do the better of 2 rolls or something like that.

I know those games come from dnd but are the games the other way around?

Skill checks as possibility of failure (for me at least) is implied in an osr system. You don't have to roll dice to cut the throat of a sleeping guard, but you'd have to roll dice to hit him in combat because there is more complexity or it that than slitting his throats and a chance of failure due to that complexity. The way you describe a referee deciding on a number need for success is one way to arbitrate that process, others have rules and rulings in codified systems like how LotFP has a Xin6 chance of using the tinker skill to open a locked door. I personally wouldn't limit such things to rogues/thieves because as a referee I like to have any character try to do weird things and if I only gave thieves a bonus then others would be less inclined to do that. (The system I use only gives thieves a bonus to pick locks, but there are like 21 classes total) I'm generally against other numeric bonuses because due to the thief being best at it that activity it discentivizes other characters doing it. Like a wizard is still able to use a sword to hit an enemy but a fighter is going to be so much better at it that a player using a wizard character is incentivized to let the fighter character do it. The more specialized you make each class the more you render the need for players to have a series of specialists in order to accomplish a task. Conversely, if every character class is compentent at most things then players don't need to worry about their "role" in terms of mechanics for party composition, this lets your players run things like a party of 6 wizards. Which as a referee would much prefer than having to limit characters to having to have a "thief", "magic-user", "fighter", and "healing-dude" in each party.

What system do you use?

None that I now of. I've seen a few (non-OSR) brews of dubious quality floating around.

If you're trying to capture the experience of a JRPG, then the experience JRPGs try to capture isn't bad bad starting point.

>would it make sense and be cool to give Rogues bonuses or abilities related to it
Isn't that implicit in the xp tables?
The target number is based on gut feeling, and you tend to be lax with what you expect higher level characters to do.

My hack of G.L.O.G. a mainly roll under OSR rule set.

something causes the players to just plain get lost in the dungeon

I just prefer to pick the most relevant ability and roll under.

...

>What's the best kind of dungeon structure?
Geomorphs.

At the end of each full day, every geomorph - except the one the party is currently located on - is replaced with something else. They'll have their full set of monsters, treasure, and traps.

So i want to be a little more flexible with my players characters as if they want a ninja i think the best option would be to use a thief with some spell levels, any idea on how to do that?

What's wrong with making them fighting-men will relevant gear (caltrops, black eggs, various gunpowders, etc.)? That's basically what they were, anyways.

in this times a ninja is a wizard with agility

Not going to lie, that's less interesting than actual ninja.

Race and class is better

A friendly reminder to ignore bait.

Depends on the setting.

I dunno but you might find something in here useful.

Why must you hurt mspaint user's feelings so
He just wanted to very unsubtly shill his blog

There was a game where you could create your own class by picking parts of the warrior wizard and thef, dont remember its name

His art was actually good.

I can't make my fucking PCs leave this fucking castle alone. They've spent 130k gold on it so far and they keep trying to turn DCC into ACKS and won't even play ACKS. I actually reduced the entire thing to ruins with a massive giant attack and they were like "Oh man this must have something really valuable in the catacombs if a giant army wanted it." And rebuilt it. Dragons blow up towers and they have them rebuilt. They've been doing this so long they're on their third set of PCs, with around 19 level 10 pcs that just sort of wander the fuck around being walking demigods. I have this entire world built and all they want to do is hang out in this castle and "investigate the mysteries." I made the fucking mistake of having one of them, after 10 sessions of digging into the god damn ground, actually find a hidden chamber with a shitty +1 sword and now they've got armies of craftsmen in there, tunneling, holing out and making a small subterranean city. Had them bump into a dwarven thaig or whatever and get invaded, ruining all of their progress. Fuck it, we got lots of gold let's build it all again but this time with more shit. I can't fucking handle this anymore. My players. Will not. Leave. This castle.

as the original author of this copypasta can you people please explain to me why it's shown up in two threads? It's not funny or clever, it's basically just baitpasta

Where the hell are you getting 130 karat gold.
Doesn't it overflow after 127?

Because it was very effective bait, and obtained many replies.

It's not about echoing the pasta.
It's about the transcendent ideal it once attained.

....cleve?

Would anyone happen to have a link to the OSR pyromancer class that was posted a while back?

>spelljammer crashes into the ground in front of PCs
>wow, that was weird. Now let's go stop that evil baron!
>"there's a dying man crawling out of the wreckag-"
>HOLY SHIT LETS RUN BACK AND KILL THAT EVIL BARON REALLY QUICK

How do I even react to this as a DM?

Rookie mistake. Have that evil baron crawl out instead.

gloomtrain.blogspot.com.es/2016/03/pyromancer-class.html

Righteous. Thank you.

>130 karat gold

I just want him to make up his damn mind.
>I made a blog
>I'm only going to tell you about it once
>Whoops, deleted it
>ive updated my blog.jpg

>another spelljammer swoops down and carpet-fireballs the jammer and party

>>ive updated my blog.jpg
He's going to feel wronged when he comes on.

is blood & treasure any good

I posted a comment on his first post that was essentially the same thing everything had told him about his magic system. Then he finally responded back rather than asking the same questions in a series of threads and ignoring comments. I think the blog will help him out by keeping him accountable.

Well, he shouldn't have half-assed both his shilling and his attempt at a general to be quite honest familia.

t. blogger who shills every once in a while

I was going to link to him on my blog but he seems so flaky now I'm not even sure about it anymore.

I'm gonna guess your Skerpels and just ask here instead of writing more comments on your blog. What are the wilderness exploration/travels rules like in terms of distance traveled and wilderness encounters? The standard chance of a wilderness encounter is either 1in6 of a day or a hex, so are there just assholes from every village who want to harass you/ impede your travels?

He's been asking *us* about hex crawling, so he's probably still trying to straighten that out.

>only shills "every once in a while"
>Skerples
These two things can't both be true.

New blog here. I have not posted my art or shill ed my blog since that first post. I did say 'fuck blogger' because through formatting I thought I lost my stuff and was about to call it quits, but then I realized there are backup systems. Sorry about the confusion, but I really dislike talking about it on here. I'd rather just produce content on here and add it to the blog later as backup or in case anyone missed it. I repeat; it was not me who started that general thread with the mspaint art. I did not post any of my images again past the first link.

Also you can call me Chucklefuck, I like that name and think it's cute. But I'd rather remain anonymous from now on and just take requests and make tables like I've been doing for the past few years, ok?

>I'm gonna guess your Skerpels
I am not he, but I shall answer anyway.

>distance traveled
I tend toward 6 mile hexes with "count as" modifiers for terrain difficulties. I haven't had a chance to run a hexcrawl though.

>wilderness encounters
1-in-10 chance for the day cycle, 1-in-6 chance for the night cycle in normal situations. Roll 1d12 if you want a specific hour.

Ah, don't sweat it. Your stuff is interesting. It just seemed like you were giving off some mixed signals.

Hmmm you got me to respond.

Good job you get a Copypasta/10.

How do you actually carry a 10' pole around a dungeon?

Rolled 4 (1d4)

>mixed signals
That's cause it's two people.

I set upon you a pack of rabid angels!
en.wikipedia.org/wiki/Wikipedia

This is exactly the sort of question you leave to hirelings.

I know the OSR community loves their random tables. Has anyone made a random weapon traits table, something like "the swords grip is made from x, it has x type guard and the blade is forged from x material with x designs, when swung it does x minor magical effect" I know Dragon Magazine did something similar with scrolls and staves but they were fairly limited.

>This is exactly the sort of question you leave to hirelings.
Touché!

Sort-of-related: what do people feel is a sensible rate to charge for hirelings?

This occurred to me recently because I was playing in another DM's Pathfinder game, trying my best to approach it with OSR ingenuity, but he wanted to charge us 10-30 gp per day per hireling (when selling all of our loot only narrowly netted us 500 gp by the end).

Mimics. Mimics everywhere.

Anyone dumb enough to go down a murderhole should be paid in shares.
How many depends on their chances of successfully staging a coup.

How much is a hireling's fair share?

That sounds awesome though. Should it be uses for any weapon, split up among blades, grips, guards, poles (for pole arms and spears) and magic effects? Or make a random table for each type of weapon?

Courtney c did with some magic weapon tables - hackslashmaster.blogspot.com/2011/05/on-magic-weapon-table-part-i.html

>how much
>it depends
>how much
Posts statlines.

>Cio in rogue garb
HNGGG

So I think that only me and Skerples use the GLOG system, but in case anyone else did here are 8 race as classes/foreigner as classes.

Wanna scream about how great you are and ignore magic because you're drunk?
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-18-sons-of.html

Wanna be made of muscles and make caffeine powder?
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-28-gyre.html

Wanna be a freaky eel-person who worships an eel god?
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-38-hallamite.html

Wanna be an asshole wizard clad in jewelry and punch people in the dick?
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-48-sorcerers.html

Wanna eat people and roll to not eat your fellow party?
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-58-knights-of.html

Wanna play as medusa?
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-68-ophidians.html

Wanna play as a secret agent who can dispel other magic?
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-post-78-knights-of.html

Wanna play as princess peach mermaid version?
melancholiesandmirth.blogspot.com/2017/07/traveling-outlanders-bonus-ningen.html

What's with all the

I liked op's pic so I found a bigger version.

I'm thinking its a magical helmet that sees through illusions, gives you semi-regular dayterrors of your own death (save vs paralysis or become entranced by a demise of your future), and gives you an extra d6(hd roll's worth?) rounds of action after you would normally die. You can't be resurrected under any circumstances and one of your eyes grows into the helmet.

>How do I even react to this as a DM?
With a shrug?

If you run a decent sandbox instead of a plot-centric game, your job is just to throw out hooks and run with whatever the players react to. They're engaged in the baron thing? Great, run that. Figure out where the spelljammer thing would go on its own (I recommend them eventually hearing about some other adventuring party scoring loot or whatever from the wreckage, as well as a lot of speculation from sages about where the flying ship came from), and then the players can go "oh yeah we saw that, we were there but busy" and still feel engaged in it.

On the other hand, if you were trying to force a shift to playing Spelljammer: stop trying to force it. Your players clearly aren't interested.

The 14 eyes remind me of Cú Chulainn.

He just has a lot of pupils per eye, not a lot of eyes. And "pupil" there is probably the scribes mistranslating/misunderstanding what was supposed to be "iris".

I guess I don't get it. Isn't OSR material basically repackaged 1st and 2nd ed DnD stuff? There's a lot of it, and I'm not sure how to distinguish one from the next. I suppose I don't understand the point, or more appropriately, the driving factors behind the revival. What's so special about the retroclones, or Castles and Crusades, or Lamentations of the Flame Princess? Please enlighten me.

>a lot
7 per, so 14 total.
>not a lot of eyes
Didn't say it was the same. I said it reminded me.

>And "pupil" there is probably the scribes mistranslating/misunderstanding what was supposed to be "iris".
Like, concentrically? Less inclined to believe that. Seeing /everything/ is part of the hero archetype.

I was looking at the helmet crest and thinking more Argus Panoptes, but greek stuff is where my nerding drifts anyway.

Cú Chulainn sounds dope though.
>kill attack dog, get job
>so amp'd turns self inside out and makes wall of corpses

I love running DCC but a friend is asking me how to design a small sandbox - 10 square miles. I so far told him:
>one village tops, maybe too see village of homlett for inspiration(sent him pdf)
- night and day encounter tables - inude one super gonzo monster
- tie as many areas and dungeons together. Monsters have a key to a tower, tower has a x that leads to a y

>I guess I don't get it.
Radically different playstyle. Epic Fantasy didn't catch on until TSR was dying.

>Isn't OSR material basically repackaged 1st and 2nd ed DnD stuff?
For the most part, yes.
>There's a lot of it, and I'm not sure how to distinguish one from the next.
You don't need to. It's all either compatible or close enough to immediately brew a patch.
>I suppose I don't understand the point, or more appropriately, the driving factors behind the revival.
Sometimes you just want to solving solution-less puzzles. As a murder-hobo. In a cave.
>What's so special about the retroclones, or Castles and Crusades, or Lamentations of the Flame Princess?
The original retroclones were made to dodge licensing royalties, not to be played.
For some magical reason, people bought the systems anyways.
Others noticed, glued their houserules to their old rule booklets, and parted fools from their money.
>Please enlighten me.
Whenever anyone asked him about Zen, the great master Gutei would quietly raise one finger into the air.

I think for a lot of people, a return to B/X and 1st ed are a response to various complaints about 3.pf. They're generally simpler, more improvisational, faster, easy to house rule and there's already a lot of material to crib from.

There were some old guys who just kept playing AD&D though.

The various new rulesets tend to focus on someone's streamlining and/or house rules that are good/appealing enough to gather an audience. Things like dominions, firearms, inventory, magic, whatever, are all a bit different game-to-game so can suit preferences, but are also similar enough that its easy to use the material if you like it with minimal fuss. There are other rule sets that are largely for avoiding copyright problems when people wanted to keep making AD&D adventures.

There's probably enough of it to break into waves like ska or feminism if you were so inclined. 1st being osric, labyrinth lord, stuff that's only barely different. 2nd for things like ACKS and LotFP that are noteably different but still very classic, 3rd for things that get pretty different with the form like Beyond The Wall and DCC, and 4th for stuff that's far enough from baseline that its almost not there like Into The Odd and The Black Hack. That's a really rough breakdown and I'm sure I missed some stuff and people can argue about the waves if they want. Different blogs will fit into different waves, sometimes varying by post.

There's a decent screenshot from here that gets into how /osr/ is a specific subsect of the rest of it, what other people are up to, etc.

>Emancipation Blade
>1d4, light
>Once per hand, a player may free at least 2 knuckles from their index finger in exchange for gaining 1 Wis and 1 Int. Take damage and hold shit awkwardly forever.
>If someone questions the missing digit and the player is unable to come up with a sufficiently zen answer they lose the bonuses until they inflict finger zen on another.

There are a few target demographics for the OSR:
>the demi-grogs who want new rules to cannibalize for their games (true grogs are anathema to that)
>the people who want to write new material for older editions (and often make slightly weirder/more unique stuff)
>the people who want to cash in in the OSR wave (the guys who make the million Keep on The Borderlands/Tomb of Horrors clones)
>the people who hate WOTC D&D but can't convince their group to play something that isn't D&D
>the weird storytellers/hipsters who think that the OSR is a bout """art""" or some shit (LoTFP goes here)

LotFP actually goes on 3.

>the transcendent ideal it once attained

under illefarn post

>the weird storytellers/hipsters who think that the OSR is a bout """art""" or some shit (LoTFP goes here)

>implying there is even a single thing wrong with the weird gonzo hipster games that actually create new and interesting games

Once they're all through, the doorway stands up and legs it.

If 0-level they get a half share. So half of whatever one PC would get if all treasure were divided evenly.

If leveled, they get a full share. That's my ruling.

I bet your PCs all get even shares.

I let them decide how they want to split things, but generally, yes, they split all coin value loot evenly. If there's a magic item and it would clearly benefit a particular member they'll just let that member have it, no fuss. If several of them want it, they'll try to negotiate a deal, and this usually comes down to "I'll take this, but next item we come across that we both want, you have dibs." Or if that doesn't satisfy they'll big for it with treasure. In the most extreme case they'll just dice for it and then the loser gets the next item they want.

There really haven't been many fights about loot in my games because all my players are friends and understand that even if they want that really cool sword, sometimes it's better in the hands of the guy watching their back.

Also, for the record, they rarely ever hire hirelings unless they are going back to a location to haul out treasure. Though one hireling (a linkboy) became a regular party member after a PC died and the player took him over.

>I'm not sure how to distinguish one from the next.

Retroclone rulesets tend to be written for a combination of reasons. As two examples for these I'll use Adventurer Conqueror King System (ACKS) and Lamentations of the Flame Princess (LoTFP), both "second generation" rulesets based on Basic/Expert D&D (the Tom Moldvay edition)

Reason #1) Add/change rules or sub-systems to focus the game on a specific aspect of the D&D experience.

ACKS is very much focused on the classic D&D power curve where a dungeon crawling Adventurer gains wealth and XP to become a wilderness-traveling Conqueror and then eventually sets up his own stronghold and becomes a King (or other class-appropriate domain ruler). The book is full of (mostly GM-side) tools to help enable these sorts of campaigns - advice, tables, and parameters for a sandbox hexcrawl, for example; as well as explicit rules about when and how PCs can build strongholds.

LoTFP is much more focused on grim and gritty adventures rather than the castle building end-game. It's arguable whether this can be made to work in a D&D, but LoTFP attempts to cut the power by messing with XP progression and shifting the gold=XP rule into a silver=XP standard (and changes up currency ratios as well)

(cont'd)

Reason #2) to re-state an older game in more modern or more coherent language or to get around copyright/licensing issues.

Both ACKS and LoTFP publish a number of supplemental products, obviously focused on the types of games the rulesets are aiming at.

ACKS products tend to be tools for stocking and building a sandbox hexcrawl (ex. "Lairs and Encounters", a book full of monster lair encounters that can be used to stock a hexcrawl), while LoTFP focuses a lot more on it's ideal of "Weird Fantasy" in it's very strange and out-there dungeon modules.

These companies could write products for D&D of course, but then would see a lot of their income siphoned off by licensing fees to Wizards of the Coast. Independent publishing is often attractive to a lot of these creators because there's just a lot less hassle.

Reason #3) simplify/streamline/standardize procedures and tables - sometimes for clarity or sometimes to de-emphasize focus on an element of the game

One aspect where you see this in LoTFP and ACKS is how they change up all non-combat checks that involve linear probability.

In Moldvay Basic/Expert D&D, some checks were done with a single 6-sided die (like surprise), while other checks involved percentile dice (thief skills, for example).

Lamentations simplifies almost all of these linear probability checks into a d6 roll (including the Thief, which gets renamed to the Specialist and has all skills expressed as a d6 check).

ACKS on the other hand keeps the d6 for surprise and initiative, but converts nearly every other check into a d20 roll, including percentile thief skills (so a 1-in-6 check would become an 18+)

where can i find more are like OP's?

The real "attraction" here is that both ACKS and LoTFP still share a lot of commonality with B/X. This means for a given campaign I could use:

-TSR's back catalogue of B/X modules (which is a pretty hefty list)
-ACKS castle building and domain rules
-LoTFP's module series

and so on and so forth. Even if I'm using a different retroclone entirely, so long as it's somewhere in the B/X family most rulesets have enough commonality that I can mix-and-match content with a little conversion (although honestly this can be annoying in LoTFP because you need to account for it's weird currency ratios)

What's more, most of these games share a similar "ethos" - that is, they're games based around "getting gold out of a very deadly and dangerous dungeon", which means that even with wide gaps in the rules you can easily adapt most of the underlying content and aesthetic.

Artist's name is visible in the image...

Any OSR crafting skills?

>Like, concentrically?
Yes. Color bands, basically.

>Less inclined to believe that. Seeing /everything/ is part of the hero archetype.
But that's wrong, it's never mentioned in the context of him seeing well. His multiple "pupils" are only brought up as something that makes him beautiful to women.