/osrg/ — Old School Renaissance General: Sidney Sime Edition

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>city of never

What is this picture from? A novel or a movie?

It's one of Sidney Sime's illustrations of Lord Dunsany's stories, specifically The Book of Wonder. The story in question is "How One Came, As Was Foretold, to the City of Never".

I have the PDF, I'll clean and upload it this evening for you and that other guy that asked for it in the PDF share thread.

You:
>Use autismgold to buy a cheap retroclone
>It's shit
>Try another one
>It's also shit
>Try a new one
>Also shit
>Cry yourself to sleep

Me:
>Use money earned at work to buy 5e
>Expensive buy good
>Cheaper in the long run

When will you learn?

Oh my, I've read the The Book of Wonder a long time ago and completely forgot this. Never saw these illustrations before though. Thank you.

are these public domain yet, do you know?

>Never saw these illustrations before though. Thank you.
That's what we're here for, Lucius Junius Brotus.

Sime died in '41, so presumably, yes they are, since 2011.

How do you do magic staves in your game, /osrg/?

awesome.
Been sourcing weird-fantasy pictures for a while for a corpathium-inspired project.

they're like scrolls with multiple spells in 'em. Staves are cool 'cos you can also just hit people with them.

Tinkering with some houserules to streamline my games a bit more.

Was thinking of doing away with modifiers outside of those granted by ability scores and class abilities.
All the situational stuff will boil down to if you roll with (dis)advantage.

good idea, or too likely to have the opposite effect by inciting argument with the DM about if you should have (dis)advantage or not?

Magic staves are clubs that unleash their magic when they hit something. And it has to be a REAL hit without pulling punches. Can your injured party member survive the damage needed to trigger a staff of healing? Is your magic-user a bad enough dude to hit himself in the face just to activate a staff of teleportation?

What system does thieves best?

Sounds pretty normal.

I kind of wanted to do something similar with combat, giving fighters best chances to hit by having them get more attacks or extra dice but with less modifiers. I think there is something very pure about rolling a d20 vs AC and just looking at the die to see if they hit, no adding or subtracting. Obviously this makes the system lose some granularity, so fighters would need additional abilities to compensate.

5e.

If you're not a poor autist.

The problem is that (dis)advantage require a lot of work to balance. If a magic item gives a +1 to rolls but you give advantage instead, you've made that item a lot more powerful. Inversely, an item that gives +5 to rolls but now gives advantage is kinda gimped.

The LotFP way is pretty neat.

iirc advantage on a d20 is about the same as +3.
Of course, if advantage stacks you've accidentally invented dice pools.

I'm not entirely sure if this is the right place, but here is Fantasy Wargaming from 1981, a real slice of OSR. It was published by a company that normally focused on historical wargaming but were interested in cashing in on the new fantasy fad. I would compare it to AD&D, with the same walls of charts and rules for almost everything. Pic related sort of says it all. While the system in the book itself is excessively complex, it's full of inspiration and resources for old school gaming. It served me well for many years back in the 80s.

mega.nz/#!KskhGRIJ!3nqeLSX9cowgJA_LljWfahTwtQqhe9Nx16ecyQGTDEM
mikemonaco.wordpress.com/bruce-galloways-fantasy-wargaming/

>a real slice of OSR
Technically it's just OS, without the R.

>iirc advantage on a d20 is about the same as +3.
It's about +3 1/3 if you look across the whole d20 range. In actuality though, your target numbers are generally not at the extremes (where you only have to roll a 3 or over to succeed, for instance), and the effects of advantage are more pronounced the closer you get to the middle of your range. If you assume a bell curve of target numbers similar in shape to the bell curve of results you get rolling 3d6 (though stretching from 1 to 20 rather than 3 to 18), you end up with advantage being worth something like +4 1/3. That's probably a bit on the high side though, as I don't think you see quite the same attenuation towards the extremes as you do on a 3d6 bell curve. But if you're rounding things to the nearest full point, I'd say that +4 is closer to right than +3 is. If you're rounding to the nearest half-point, it's between +3.5 and +4, and I'm not sure which to go with.

Why do so many people abhor DCC when it's clearly more creative than all your B/X clones?

If it ain't broke, don't fix it. Most retroclones know this and mostly just fine-tune things they personally don't like about B/X, but DCC takes things a fair bit too far and doesn't really count as OSR at all.

How much do you think a riding horse would cost in an Industrialized society compared to a 1920s motorcycle? How much would gas cost?

It's too crunchy and requires you to reference the book too often, which is antithetical to what many people are looking for in OSR (and regardless, it's antithetical to OSR's strengths, I would argue). I actually think DCC has some cool ideas, but it's not what I'm looking for when it comes to a game I actually want to play.

Just from google, haven't ever owned a horse, or been near one since I was a kid.
>The average thousand-pound horse who relies on hay for all their forage typically eats fifteen to twenty pounds of hay per day. Most hay is dispensed in flakes; however, the amount of hay in a flake can vary greatly, depending on the size of the flake and the kind of hay.

You can probably go from there. Really depends on how difficult getting gasoline is compared to getting stuff to feed your horse. People kept using horses after motor vehicles for a while (still do for some things).

In the '20s, you could buy a horse from anywhere $35 (for a plow horse) to $200 (low end race horse).

A Harley Davidson W "Sport" cost $485 in the '20s.

Though bear in mind that upkeep on a motorcycle is quite a bit less than that of the horse.

Gas cost about 20¢ a gallon in 1920. This was considered abhorrently high and people bitched about it.

Hay was $16-$17 per ton, of which an active horse, as noted, eats approximately ten kilos a day. Thus the horse costs roughly $60 per year to fuel, omitting oats and stabling.

Hey guys, it's me again, the Scrollcasting guy. I've updated some of the Dungeons and Dark Souls house rules; notably, I've smoothed out Parry and Dodge to be a lot simpler and cleaner, and made spells of 5th-level and above 1/day no matter what you do. I've also clarified some things people asked about, included an FAQ and "Patch Notes," and fiddled around with the systems in some whiteroom environments.

Current issues I'm looking heavily at:
-Dexterity is too good. I'm looking for good solutions to this.

-Whether or not to give Fighting Men extra Stamina and Experts/Rogues/Thieves/Whatever extra Bullets, giving them really firm niches as front-liners and Parry specialists.

-What, if anything, to do with Clerics, since they occupy a weird niche between M-U and Fighter, and since spells are equipment and not caster-specific.

Let me know if you've got any suggestions or ideas!

Not to feed the troll, but I've seen this guy mention this a bunch of times now.

Does anyone actually spend money on retro-clones without having tried them out first?

I mean, I can understand paying for a print version of something you already use, but when I can literally name a dozen free retro-clones off the top of my head, it seems like no one would actually pay money without knowing what they're getting into, ya know?

I tend to get my things straight out of the trove like a scoundrel, but if something's not there and it looks interesting and is cheap, I sometimes pick it up. I tend to not regret those sporadic purchases.

Not that the troll cares. The troll probably bought his 5e books legitimately too, like a chump.

I normally give the PDF a read, and then buy a copy if I think I'm gonna use it at the table. PDFs are a pain to use on the game night, printed books are way easier. And if you're gonna get a print version, you might as well get the nice version.
Plus, it's a tiny indie scene of enthusiastic amateurs putting stuff out for the love of it. Worth rewarding with my money, you know? IDGAF about WotC or white wolf, but I can throw some cash at the dude who made veins to say 'yes, more of this please'.

Has anyone tried using LOTFP thief skills with the traditional skill sets of a thief?

I mean scrapping bushcraft and architecture and use the original skill table as a guideline.

I was thinking of going with something like: Climb Sheer Surfaces, Hide in Shadows, Move Silently, Delicate Tasks, Open Locks, Hear Noises/Find Traps, Decipher Text and Sneak Attack (+2 to hit at 1 skill point).

Any thoughts?

So, do enemy's have a negative armor class and attack bonus? I think the Rally Pool system will make fights feel visceral and implies a sort of combative back and forth. I think you should clarify the line about wisdom and constitution bonuses to Stamina when you're explaining the mechanics. I like it and it seems way more streamlined.

I have a few older DnD books but those I just have for the aesthetics, I don't actually play them. I'd like to buy physical copies of LotFP and Veins of the Earth but I dunno.

So do other character classes still have the ability to use those skills?

I try them out, and then I buy them if I want them for convenience and/or art.

>Does anyone actually spend money on retro-clones without having tried them out first?
Yeah, actually; I bought the large majority of my OSR stuff before these threads were even started, so it was mostly purchased blind or based on reviews.

That said, the only thing I regret buying is Seclusium of Orphone, which really is unmitigated dogshit. Then again, I can't say Raggi tricked me in any way; it said Vincent Baker right there on the cover and I bought it anyway. I feel like I got trolled, but trolled fairly.

Ah, see, I agree with you there, and that's pretty much what I thought everyone was doing in general.

Though, I wouldn't consider something like Veins of the Earth to be a retro-clone. It's more like a supplement, but not one I consider consider to be restricted to the OSR. Seems like a buy that could work just as nicely for 5e as for B/X.

This guy was specifically going on about people spending money on retro-clones because they're supposedly "cheaper", but it seems to me like "free" would be a better word on the whole.

>Negative Bonuses
No, Enemy Armor Class is like Sine Nomine, and so is Attack Bonus - it goes from +2 to +9, with +9 being "bad" and +2 being "amazing." Enemy Weapons can affect this in a negative way, like, a Wyvern Tail might have a -1 on top of a Wyvern's attack bonus of +5, making the attack bonus a +4, but the enemy will never go into the negatives. I'll clarify that in my next version.

>Rally Pool
I hope so. I stole it from a 5e homebrew and gave them credit; it might need some fine-tuning but I think it suits the OSR a lot better simply because of how low the damage is, and how much rougher fights will get.

>Clarify the line about wisdom and constitution
What do you think is unclear about it? I'm seriously asking, not being snarky. I thought "the total of either Con or Wisdom bonus +1" was pretty simple, but if you have a better way of wording it, I'll take that.

>do other character classes still have the ability to use those skills
This is the crux of the matter.

This may be more of a concern for slow-ass text games online, but having the players roll everything and roll multiple results seems like it would take a lot more time. Also made me wonder- do you telegraph attacks like 'the Orc Great Knight raises his sword over his head' to indicate in incoming Power Attack (or whatever) and then let the players decide parry/block/dodge?

Also are you Necropraxis or inspired by that blog?

If you're gonna have classes you may as well make them distinct and extra resources sounds good to me. But going classless and having stamina and bullets be tied to equipment decisions sounds good too.

Remove clerics, but maybe make faith and adherence to dogma provide benefits for all characters who want to curry favor from the gods.

Fair enough. Should have known my experiences wouldn't be universal.

I'm glad that most of what you bought hasn't been shit.

Oh, I see what you mean about the Wisdom and Constitution bonus; you mean in the quick-rules section. Yeah, I'll fix that next version.

I don't.

DCC gets a lot of flak around here and that's fine, especially because it really isn't compatible with a lot of other stuff without a ton of heavy lifting, but it's definitely a good system on it's own merits and one I enjoy playing a ton.

I just don;t love DMing it because it;s more work for me, both because of spells and magic items and in published adventures and because bringing back in an XP for loot system of advancement would be more work than I want to put in.

>spoiler
I'm not. I have a blog, but it's relatively empty of useful content, so I don't shill it. I don't like posting things I'm not at least relatively confident about, and as personal preference I don't like posting a blog full of fluff or simple tables. I like my content to be meaty. That's not a judgement call on other people, mind, there's plenty of useful tables and I like reading other peoples' fluff for ideas, I just prefer my own work to be a bit more crunch and a bit less fluff. Plenty of people already cranking out really good fluff.

>players rolling everything taking more time
Not really, honestly. At least, I don't think so. Maybe at the beginning, but once you get into the groove, I think it gets a lot faster.

You also don't actually have to tell the players what the guy's Attack or AC bonus is on their roll; you can just say "it hits" after they tell you the total of *their* roll and do math in your head. I prefer doing it this way because then players have to calculate the actual bonuses themselves and learn and make tactical decisions.

>telegraph
Hell yes I do. I describe everything before they roll. I'm a wordy motherfucker, though, so I can see that not being to everyone's taste; a simple line of "the orc raises the blade with two hands" or "the orc raises the blade with one hand" is probably all you need.

>Classes
See, I'm torn on that. I love classes, I do. I'm not a huge fan of classless systems overall, because I think giving players a niche to work within is pretty cool, and it helps players understand "this is what I do, this is what he does, this is what she does." I'm not really sure here if this is a place I want to hew towards Dark Souls or towards the OSR.

My personal homebrew setting uses classes and mixes some of these abilities into them rather than being default assumptions (for example, Rally is one class's special thing), but that's not for everybody, so I'm not sure.

>Continued

>Remove Clerics
Honestly that's my current default assumption. I'm considering having a...god, fourth?...resource of Dogma to cultivate and spend, but that's still firmly in experimental, and too many resources might bog play down substantially.

Dogma in my current experiments would basically be a slow-to-gain resource you get for doing certain things your god asks of you, which you spend to reroll bad die rolls. It's hard to gain, so you're encouraged to save it for when you REALLY need it.

I'm not wild about it. I might also tweak it so that you can spend Dogma to do Turn Undead or Lay On Hands or something, but I'm not sure I like that either. There's potential here, but it's shrouded, and I don't want to have so many resources that players lose track of what they can and can't do.

Nope, the skill system would just be for thieves. Elves and dwarves have their normal detect-secret-doors and stonecunning abilities.

I was considering a generalized 1 skill per character background thing that might give them a 1-in-6 chance to do anything difficult associated with their background as well, but that's not really part of the actual thief skill system.

DCC is pretty popular though, even here.

Do you have arquebuses/rifles/muskets at all? Your parry rules only mention firearms as a whole as parry weapons, which would make high damage firearms the best parrying weapons.

Do you think other classes should keep the 1-in-6 chance to perform the thief skills?

You've inspired me. If I ever run with a barbarian class, or have a viking berserker tribe that my players can learn shit from, they'll have rally points (probably renamed to something else) as an ability as long as they're not wearing armor.

I sort of left this up to the GM, in order to keep the rules mostly system-agnostic. Ideally, yes; I'd personally rule that the more powerful the gun, the more Bullets it consumes, just like Bloodborne does. I might also rule that a gun *requires* Bullets to parry but always provides a higher bonus than a Rapier or a melee weapon; that makes firearms flat-out "better" Parry weapons at the cost of a limited resource.

Not sure. There's also an argument that high-damage firearms *are* the best parrying weapons, because you're choosing to sacrifice "using the gun for damage" in exchange for "using the gun as a shield."

I get what you're going for here, but should a two-handed gun be any better at parrying than a club or a staff?

Yes is a perfectly acceptable answer, but it does sacrifice a little bit of intuitiveness for the sake of the game system.

Two-handed weapons parrying is already a problem because you explicitly can't parry with a weapon you used this turn, so I'm not actually sure.

Going strictly by Dark Souls logic, there's no two-handed weapon I can think of that can parry on its own.

Going off my own feelings on the subject, yes, absolutely, because a gun doesn't give you Rally, as it can't melee attack. Trading "Rally" for "Better Parry" seems entirely acceptable to me.

I realized that I assumed you can't parry with a greatsword or staff etc. but that that was just an assumption I made.

I guess if staves and muskets/arquebuses do the same amount of damage, then they would be equally good at parrying (not counting the use of bullets.)

Yeah, basically, I don't feel there's any specific reason to give "guns" special treatment. They're just "another form of parry weapon." If you specialize in "guns" you're trading "consistent healing" for "safety," so it seems OK to me that you're really good at parrying, while a guy who whacks his enemies with a greatsword is going to consistently be healing up all the damage they do to him but also taking a lot more damage.

I'm totally willing to hear arguments to the opposite, though.

I mean, all the traditional Thief skills are still present, sans Listen (which if you really wanted could be just use the Search skill. It's honestly kind of a dumb skill tho.)

Climb Sheer Surfaces: Climbing
Hide in Shadows: Stealth
Move Silently: Stealth
Pick-Pocket: Sleight-of-Hand
Open Locks: Tinkering
Hear Noises: Search
Find/Remove Traps: Search/Tinkering
Decipher Text: Languages
Sneak Attack

>Hide in Shadows: Stealth
>Move Silently: Stealth

I guess the main thing is that I like "Thieves" more than "Specialists" and I want my thief skills to reflect that. I feel like the original skills are more evocative and less weighted in terms of the benefit of picking certain skills. I like that Stealth is split up, especially because I like to run thief skills as abilities beyond the capability of normal men (i.e. Hide-in-Shadows vs. hide behind this barrel).

Additionally, I'm not sure how much players are actually gonna get a chance to use Bushcraft if I we don't end up playing a ton in the wilderness and Architecture always seemed like a bad place to put skill points honestly.

Here you go:

Oh, you absolute beauty.

Do you think you're being funny or insightful in any way, or are you just trying to troll and failing? Honest question, I'm curious.

He's trolling. He was doing it last thread, with the same tune. Just ignore him.

Thanks for the (you), autist. lol

It's WotC paying hired shills again like they did during 3E / 3.5E. When they'd pay people to constantly repeat "THAC0 is retarded!" and try to fracture the AD&D community 1E vs. 2E (when THAC0 is a part of all editions and always has been).

Sad part is people actually believed them, causing less people to look into superior editions with decades more content.

I don't understand why people continue to design systems where thief skills start at somewhere in the neighborhood of a meager 1 in 3 chance of success. Rather than doing a d6 system where you start at 1, a d10 system where you start at 4 would work much better. You'd start out with a much less pitiful chance to actually pull off the shit you try, and you'd actually have more room before you hit your head on the ceiling of the dice range (being 6 points away from 10 rather than 5 away from 6).

I'm biased towards Stars Without Number's skill system, with 2d6 + Attribute + anywhere from -1 to 4 depending. Success is base 7, higher if the task is more difficult, lower if it's easier.

I feel like it's a pretty sweet spot with a good dice curve, it rewards characters who specialize, and it's simple and intuitive. My only complaint is that it works totally differently from how attack rolls do and it's kind of jarring for new players.

I think of them as more of a saving throw: a fighter and a thief have about equal odds at creeping in the dark without being seen or heard, or pulling something up from someone's pocket, or climbing a wall - but if it fails, thief gets to make a roll to turn it to a success anyway.

where is True AD&D Guy when you need him?

True AD&D can be in all of us. Any one of us can advocate it if only we accept the sacred word in our hearts.

Not hexcrawling?! Totally understandable A lot of my players use Architecture in order to get information about the dungeon in terms of it's construction.

Seriously? You think it's that instead of someone no-one loves and is in desperate need of human interaction

The magic system in this seems pretty cool, would like to see it in action though. Eh, I need to get another group together.

>troll responded within minutes to a reply to his five-hour old shitpost
Maybe you should try getting a job.

Or maybe is right and this IS his job.

He probably has the thread watcher enabled. That way, the thread subject changes to italics when you get a (You). I think you can also make it so you get a sound notification

>docdroid.net/GtTDks6/trm-sample.pdf

Here is a homebrew I made focused on Thieves using LotFP's skills as it's base (also has some DCC influence to). I kept some of the condensing of skills that LotFP introduced because it plays sleeker to me. I added things like Listen, Disguise, Read Scrolls etc because they made for more versatile Thieves. I dunno, maybe it'll give you some inspiration or ideas.

True AD&D™ guy is the one who, in various guises across the internet, encouraged those with more "pull" to break the THAC0 myth and exposed it as belonging to 1E. He is also me, and WotC shills shall not succeed. False edition "retroclones" shall not succeed. All fear the superior True editions, for they are the editions not of profit but rather those of the prophet.

>All fear the superior True editions, for they are the editions not of profit but rather those of the prophet.
Okay this cracked me up BUT
>2e
>not an edition of profit

Thanks bro.

Going to DM my first game soon, just going to be a sandbox fuck-around type game. What level should I start the players at? 1?

>be autistic NEET
>too dumb to work
>too stupid to apply for autismbux
>decide your life is so pathetic you want to roleplay as another person in another world
>no money to buy a system that people actually play
>decide it would be much cheaper to buy a bootleg "clone" of a 40 year old system complete with stock art
>stave off ADD long enough to read through the mess of a book
>it's shit
>decide it wasn't that much money so it wouldn't be the end of the world to buy a different bootleg game
>it arrives
>it's shit as well, go figure
>try again
>it's fucking shit
>somehow your stupid autistic mind is too dumb to see the pattern
>keep buying these dumb fucking bootleg games with your parents' money
>eventually you've spent enough money that you could have just bought 5E or Pathfinder or any other reputable system that people actually play and isn't made by some other autistic NEET
>brain finally catches up to the real world and you finally realize your stupidity
>immediately descend into denial
>hop on /osrg/ to find other autistic retarded NEETs
>it's perfect
>it's a circlejerk filled with "people" like yourself, all convincing themselves that the good games are actually bad, and your bootleg versions of them are superior and that you didn't all just waste your parents' money
>go to bed at 2pm
>fall asleep as a tear rolls down your cheek, not because you're smart enough to realize how pathetic your life is but because the core of your biology is screaming at you for being such a waste of space tendies-munching NEET piece of shit
i wish i never bought these dumb games with my parents' money... i am such a piece of shit. anyone know any good OSR games to immerse myself in to get rid of these feels?

Probably. It's easier that way. Are you using any tools to make this experience smoother, like Donjon or Sine Nomine tables?

No not yet. Just playing BFRPG. It's just going to be a test run for the most part set in a town.

>BFRPG

I found the module 'Morgans Fort' for that game to be a good starter point for a free-form game. You can just chill in the huge town and forget about the quests.

Cool, thanks man. I'll check it out. I'm going to be using miniatures too so it's easier to keep track of where everything/everyone is.

What's there to do if not quests, though?

Sandbox

Anyone here thinking of using something like this in their games?

gloomtrain.blogspot.com/2017/07/hocus-pocus.html

HERE HAVE A DUNGEON! TELL ME WHY ITS TRASH! TELL ME WHAT YOU WOULD HAVE CHANGED IF YOU HAD MADE IT!!!

No problem, my group found it quite fun actually.

At first glance it looks pretty good actually. I might run it except my current party is vastly overleveled.

We need some more higher-level adventures here.

So I've seen a few variations of this comment and I do have a "mega dungeon" that I was making my for my higher level players. But I feel that in order to have it not be trash I need to make and ideally get back feed back on them before I try to publish that one.

It's been brought up before. People generally said that it's fine, but that it could be a good idea to use a modified Turn Undead table instead of DCs for more internal consistency

What's the point of the roll anyway? Making a turn undead roll seems kind of shit on its own to be honest, adding random chance to a power. What happens if it fails? It's just a waste of time then, not an interesting gameplay mechanic.

It's definitely one of the iffier mechanics in D&D, though I don't think the randomness is its major issue. A few threads back someone posted a blog post which compared and cross-referenced several books and posts written by people who played in Arneson's group just to figure out what it was originally supposed to do.

Did they find out?

WHERE MUH LOOPS AT
But really it is a bit 'walk in a straight line with maybe 1-room side passages.
No apparent puzzles or obstacles beyond wandering encounters and some pointless secrets

So! Without adding content, I'd probably cut it down to minidungeon size, combining half the 'empty' rooms, and stick it as a sideshow attraction within my megadungeon. Combine some thematic elements like the silver candelabra and the tree, say a silver tree covered in drippy candles.
I'm assuming these wandering encounters are 1-time deals?I'm not seeing the point of meeting any of 'em more than once since the context for these meetings isn't likely to change in the rooms I see. Might simplify it to 1 floor because I feel like the secret staircases and verticality isn't actually making it interesting to explore, just slightly slower.

Adding content, I'd put a pit somewhere that the players have to cross. Some doors that are locked and lead elsewhere, but the key is in here somewhere. A reason for the pristine room. Hints of the Argus Morels abilities, like a fungus statue with an eyeball effect like the argus has. Platforming puzzle based on jumping on toadstools complicated by an encounter. Maybe shelf mushrooms in that pit the players gotta cross. Hints that the eyeballs of the Argus need light, so maybe they'd fight it in the dark and have a different encounter. Locked chest in a haze of spores- clear the air or hold your breath. People are gonna investigate those rotten scrolls and oil basins and it's lame if they're just uninteractable scenery. mmmk

Yes, it was something to do with retreating from and staying away from the cleric who used it at a certain rate in a radius which scaled with level, and holy symbols came up at some point. I don't remember too well but I'll search for it in the archives.

So, after lurking and much research, I'm pretty confident in how to dungeon for my crew. Now I want to how to hexcrawl. What are my best bets for reading resources?

Wilderlands of High Fantasy.

One of the first hexcrawls ever made, and still the biggest, the most detailed, and easily the best. Throw yourself right into the deep end, just dump the party somewhere there and let them go where they like, then try to build a fun game out of it.

You'll learn a lot.

>shamelessly mining ideas while contributing nothing is okay when Skerp does it
Were you around when I shamelessly mined for ideas for TotSK and then produced a PDF (with art I paid for, in real cash dollars) for free, for you guys?

I'm not mining ideas for nothing. There is a grand and wonderful plan. And hopefully, you'll all like it.

And I've been called a lot of things, but saying I contribute nothing is... weird.

Anyway, bumping to try and get the attention of Map user aka Janon aka Pervy Molesto the Goat Fiddler.
>Been sourcing weird-fantasy pictures for a while for a corpathium-inspired project.
Tell us more.