/osrg/ OSR General

Welcome to the Old School Renaissance General thread.

>Trove:
pastebin.com/QWyBuJxd

>Tools & Resources:
pastebin.com/KKeE3etp

>Old School Blogs:
pastebin.com/ZwUBVq8L

>Previous thread:
Thread Question: How do you handle encumbrance?

Thread Design Challenge: Most creative trap you would actually use in your dungeon.

Other urls found in this thread:

youtube.com/watch?v=zSAJ0l4OBHM
coinsandscrolls.blogspot.ca/2017/12/1d100-seduction-side-effects.html
sacred-texts.com/neu/burt1k1/tale25.htm
cyclopeatron.blogspot.com/2010/03/gary-gygaxs-whitebox-od-house-rules.html
anydice.com/program/de9c
youtu.be/frbgVgAWQ0w
herebedragons.watabou.ru/
melancholiesandmirth.blogspot.com/2017/12/procedural-generation-of-hex-crawl-redux.html?m=1
twitter.com/SFWRedditGifs

I handle encumbrance via negotiation. Players have to reasonably demonstrate that their bag could fit everything in their inventory and that it's a reasonable load for their character to carry

...

>Thread Question: How do you handle encumbrance?
You can carry your Strength score in half-stone.

>Thread Design Challenge: Most creative trap you would actually use in your dungeon.
I can't say it's all that creative since it's blatantly plagiarized, but I've always been a fan of the idea of a trigger of some sort that causes part of the dungeon to rotate.

>causes part of the dungeon to rotate
The twist is that it rotates vertically

follow up challenge: resist the urge to link to your blog

>the resident faggot being this assmauled
Lucky for you that Skerples wrote a post about guys like you!
coinsandscrolls.blogspot.co.nz/2017/10/osr-class-surly-gnome.html

I guess I should post a painting by Hubert Robert or somebody to trigger you further, but fuck it, I can't be bothered. You'll have to imagine it.

[Coins]/[Bracket - Previous Brackets - Gear].
1 line per encumbrance bracket, gear spills to the next line if the right side hits 0.

Just wait for a stranger to spring me.

>overthinking

I am partial to the "giant stone door barred from the side the players are facing" as a trap. Who barred it? Is there a monster behind it? An apocalypse? Several apocalypses? But maybe... it's gold. We should open it.

So it dumps the party on the ceiling?

Gravity reversal too! Big spinning stone hamster wheels or gears or round things with holes in them.

nth for let's make a wrangler class a reality

Wrangler
Attack: as thief/cleric
HP: 1d6
PrimeReq: DEX, CHA
Armor: leather
weapons: dagger, dart, whip, lasso & pistols(hand-crossbows if there are none)

Wrangling: as a cleric's turn-undead, but instead it triggers when the wrangler uses a whip/lasso to attack a non-magical beast, how ever instead of dissolving or disintegrating at low enough HD, a wrangled beast is "dominated" and will follow the wrangler as closely as it can.
If the wrangler buys meals and/or barding for the beast while also spending 1d4 weeks worth of time with it, the beast eventually becomes as loyal as a follower and follows the same rules as one(except the ability to gain class levels).
The beasts can follow simple orders only.

At 9th level the wrangler can open a "Gran Rodeo" and gain some wrangler apprentices, he also gains the ability to wrangle magical beasts.

(I kinda wanted to give him some trick abilities, but I have 0 idea how to do it without fucking up the wording)

Ability: Cor, Ain't She A Beaut
You get XP from creatures you wrassle and release instead of killing. You must describe the creature's features to any bystanders.

Made a custom character sheet for Basic Fantasy RPG. Stolen from Last Gasps sheet because it's the best one.

- Includes some supplements (Secondary Skills, Combat Options)
- Kept % Skills blank for custom classes.
- Kept LotFP Encumbrance because its just better.
- Included the x-in-6 die for dungeoneering skills everyone has.
- Added a 'grimoire'.
- Room for listing save bonuses

I dunno, it might be of use to someone else.

youtube.com/watch?v=zSAJ0l4OBHM

Wrangler (xp as Fighter, prime requisite Wis)
THAC0 as Fighter, HD as Fighter, Saves as Cleric
Prohibited from drawing blood against non-humanoids.
Rolls to take subdued semi/low Int monsters as hirelings.
At name level, takes a Rodeo to any settlement they visit.
Can leads herds of animals when running mass combat.

Quoting from previous thread
>Okay, aftermath of the Temple of the Serpent Kings / Stars Without Number run:

>3 Players with multiple character sheets. The party was awakened from cryo with their captain missing and a damaged Spike Drive. The goal was to search the wrecked ship for salvagable parts to maybe repair their ship.

>Two dead bodies. Psychic (and party medic) got bisected by the door trap (I recontextualized it as a faulty Doom door rather then a hammer). The Expert got stabbed by the Rogue Prosthesis, the reskinned mummy hands in the pool in area 11.

>The players found the Basilisk and the Guardian, both reskinned as models of war droids. They retreated from the former and managed to destroy the later. As it turns out, machine guns are better at dealing with stronger opponents then sword and board is, who knew?

>All in all, I liked how the session went. Players had a healthy dose of fear and SWN's lack of easy healing meant they were playing cautiously... sometimes. It didn't stop a couple boneheaded mistakes.

Well that sounds absolutely excellent.

This trap looks interesting, but I have no idea what's going on. Can you please explain it with more words?

Would you agree that removing the "core" classes (fighter, thief, wizard, cleric) limits compatibility with TSR D&D more than removing the "core" non-human races (elves, halflings, dwarves)?

Only because you said that removing the classes |more| than removing the races.

It's a pitfall trap hiding a door. You won't spot the door unless you fall in, search the pit, or cross the pit then backtrack.
To go through the door you have to go into the pitfall, then move the false floor out of the way (probably by raising it up).
The you open the door and BAM! Poison. You can't move rashly because spikes. You can't climb because false floor.

Ok you schmucks, here are 1d100 Seduction Side Effects: coinsandscrolls.blogspot.ca/2017/12/1d100-seduction-side-effects.html

Roll after you've seduced someone. It's system-, setting-, time period-, and gender-less. How's that for non-GLOG content, eh?

>How do you handle encumbrance?
excel

Players get ten inventory slots modified by their str mod. Then they go up encumbrance levels depending on their str mod. At -3, they go up one for each extra slot, at -2, it's every two slots, at -1 it's every 3 slots, and so on until at +3 it goes up every four slots.

sacred-texts.com/neu/burt1k1/tale25.htm

I'm amused by the idea of getting challenged to multiple duels at dawn.
It's odd that there's no roll twice +20 or just straight up roll twice.
How does Next! work with the capstone?
>How's that for non-GLOG content, eh?
Hard to think of it that way knowing it was made as a class tie-in.

>Lost Pants. Can't find your underwear or pants/skirt/dress. Armour is not affected but will chafe.

>Most creative trap you'd actually use in your dungeon

Once I had the idea for a trap that was essentially little more then a small depression in the floor which was constantly on fire. It's extremely easy to jump over even when encumbered.

There are some treasures in the dungeon, perhaps a large chalice or some gemstones, that are enchanted to sink to the floor at the moment they cross over this line. So most of the time people will just try to jump back over the fire and get shoved to the ground where they will take fire damage over time.

The solution may be to either slowly winch it across like with a crane, extinguish the flames, or build a bridge over the fire that can support the strong weight of the pulling downward force.

Your houserules?

>I'm amused by the idea of getting challenged to multiple duels at dawn.
Typical PC behavior.
>It's odd that there's no roll twice +20 or just straight up roll twice.
Adding too many of those could create a silliness cascade.
>How does Next! work with the capstone?
As you'd expect. You seduce a target and select Next! (because it's your selected result). You may roll again on this table with a +5 bonus if you immediately seduce another target.

So if you immediately seduce another target (and it is immediate, like, roll out of bed and seduce the maid, bother the next Mind Flayer in line, etc), you gain a +5 bonus if you roll. If you don't roll and choose to select the Next result instead, go back to the start. Otherwise, roll with a +5 bonus. You can always choose to roll, remember.
Hard to think of it that way knowing it was made as a class tie-in.
Bah, I started working on this first.

If you made this, could you typeset Gary's?

I'm sorry?

cyclopeatron.blogspot.com/2010/03/gary-gygaxs-whitebox-od-house-rules.html

I think he means Gary Gygax's house rules.

That's very good. I'd consider adding a few magnet/floating/movement based traps elsewhere just to give a hint to a clever player.

...

A bit crude, but here's the odds of getting X meaningful bonuses.
anydice.com/program/de9c

Would moving Initiative from DEX to WIS break anything major in LotFP?

I'm working on removing Clerics, but without them WIS is only good for non-magical saves. Since DEX does AC, Ranged AB, and Initiative, I figured I could add some importance to WIS by tying it to Initiative instead. Thoughts?

>Wisdom rating will act much as does that for intelligence.
You're putting more consideration into making Wisdom useful than was put into adding Wisdom initially.
I'd make a case for removing it even if you left Clerics. If you're removing Clerics it has no business staying.

>Just remove WIS altogether
That's not a bad idea. So you're suggesting remove WIS, and distribute the remaining saves out to other stats (Probably DEX to Stun and Breath, and CON to Poison)?
I'm half-tempted to just do away with the idea of stats influencing saving throws, but it seems... counter-intuitive.

Yes. Dex is already pretty overstocked with bonuses. Giving Wis a little something extra is great.

>Most creative trap you would actually use in your dungeon.
Long time ago someone posted a dungeon to osrg with a room filled with blown up corpses and a charred goblin that managed to put its helmet over something. The orb under the helmet just chucks fireballs all over if its exposed. Really liked the description and set up. Effective storyteling in a short description, good bait, useful if the players can figure something out.

Neat.

>The orb under the helmet just chucks fireballs all over if its exposed.
I guarantee at least three players will die trying to capture and weaponize a think like that.

And it'll be glorious.

Could be in the same dungeon as the fire pit trap posted in . Seems thematically linked.

TRAP DESIGN:

you find a ladder going up, daylight goes through the small hole at the end.

If you decide to go up, (you're probably tired and worn and want to go out and have a rest, replenish equipment and all that) you find that it's in fact the chamber of a painter, who is painting the sky over the small vault. The whole room is lit by a flock of fireflies.

The painter is actually a nice guy but the fireflies are carnivorous and he needs to feed them in order to finish the painting.

also, a wisdom check might let you know that the time outside doesn't match with the light coming from the "outside"

You all know that most World of dungeons clones have no storygaming charge at all, right?

But that makes no sense, why isn't the orb shooting fire at the helmet? What counts as "exposed"? Does it have to see the ceiling? Is a cloth enough to cover it? Don't helmets have holes for line of sight to travel through? Also, is the orb fixed to the floor or can they carry it around?

Does it only target creatures?

Open question: If a character tries to use a weapon that could totally use RAW, but feels weird somehow, do you let them straight away or put some kind of penalty?

Example: An elf using a shotgun the first time he comes into civilization; a druid using a rapier after using a cane all the campaign; a cleric using an orc slingshot; even having lots of dexterity or whatever.

I guess that's up to the GM. We are in the technological age and we cannot help thinking in terms of "movement-position-heat detectors; shoot trigger". Personally I'd go with a more magical explanation: The orb is programmed by it's creator to wipe all intruders in the room it's located. Once you put the helmet over it, the helmet becomes the room it's located.

Why would it matter which classes exactly you used? You could change the classes entirely to Monk, Shaman, Warlock, Centaur, and Gnoll if you like and it would probably work out just fine.

Who else gets rid of Class restrictions from Ability Scores and ditches weapon restrictions all together?

>2017
>Classes

I just give them -4 to hit at the most. Each thing they kill lowers the penalty by 1.

>classless games
False OSR, get ye gone.

Daily reminder if you don't have classes you're playing RuneQuest.

This sounds like it takes forever.

It's just stripped down Dungeon World. Not OSR. Nobody cares.

Ran out of air to burn?
Just put it in a tube.
Reads like a gotcha.

If the whole dungeon rotates upside down AND gravity reverses wouldn't that change nothing?

Seems that way right up until they leave that part of the dungeon.

You just saved me a lot of time, thanks a lot.

>- Kept LotFP Encumbrance
youtu.be/frbgVgAWQ0w

I get it. It's just that room then. You could describe strange things on the ceiling up until then. As a bonus it will fuck up their map, like the rotating room in B4.

how does time in rooms movement works?

some rulebooks say it is 10 minutes per room, how do you narrate that when the players want to interact?

i mostly do turn by turn of 6-10 seconds when in a dungeon

>This will require four turns.

I was told to come here in my own thread
Anyone can give me some tips on how to make a hexcrawl/travelling system? Its for a computer game so rules can be quite advanced, but I am struggling with finding interesting mechanics that make it fun to plan your travels.

> tips on how to make a hexcrawl/travelling system
It might be fun for the players if they know how dangerous each hex is. For example, the further the players get from the central city, the nastier the monsters but also the bigger the loot. You could also require the players to carry more supplies or hire porter/pack handlers to travel further from the city.

Hm, how would I do that?
I could add a scout button I suppose, allowing you to scout out the tile ahead, but there would have to be some penalty involved to not bog the game down in scouting every time you want to move. So far everything has revolved around balancing your rations for the trip. Do you think it would be a good idea to separate food and drink?

That is really clever, I love it. Especially nice as a special room on the 2nd floor of a dungeon, should the players remember that.

>Anyone can give me some tips on how to make a hexcrawl/travelling system?
Make use of misinformation. Have rumors and approximate locations of things on maps. Have villagers and passerby sell incomplete/flawed maps. Show some landmarks, but not others. Maybe you can have a hand-drawn map that gets replaced by realistic terrain as you explore?
Answering questions can feel very rewarding, so give your players several questions and uncertantities to figure out.

>Do you think it would be a good idea to separate food and drink?
Many people handwave water in tabletop games since it's relatively plentiful, but with a digital game I see no reason not to include it. As long as it's not a pain in the ass to refill waterskins (oops you forgot to manually click on the refill button at any of the three streams you rested by, looks like you die of thirst) it can become an interesting limitation in certain types of terrain.

That's pretty clever as well. I would probably introduce the gem-magnet floor somewhere just to totally fuck the playera out of the blue, but I love the puzzle

It's superior to any other OSR system.

>Thread Design Challenge: Most creative trap you would actually use in your dungeon.

Not sure if it's "clever" really, but here's a trap idea I've been working on recently:

A dry fountain sits in the middle of a stone chamber whose walls are painted in the likeness of a tranquil garden. The fountain is made from 4 marble statues, the holes that the water once plowed through now plugged, set in macabre poses:
>A screaming man, doubled over in pain. His hands and eyes are made of gold. The hands and eyes have seams and can be removed. If the hands or eyes are removed, then 3d6 water moccasins (snakes) will pour out of holes in the statue and attack.
>A bald woman. Her jaw is missing, and she holds a porcelain jug. The jug is stoppered by a large ruby. If it is pried free, there is a loud popping sound like when you open a bottle of campaign, and a hissing sound issues forth from the hole. Everyone within 30' of the statue must save versus poison or fall victim to sleep gas, falling asleep for d4 turns. The gas dissipates after a turn. The noise triggers a wandering monster check.
-A muscular man, his head missing and his arms and legs swapped. An Emerald is wedged into the open neck hole. Removing the emerald releases a jet of green slime (save versus breath weapon to avoid). The slime coats the thief and glows bright green in the dark. It is very difficult to remove without soap.
-A young boy and girl, each tearing the skin from the other's exposed back. A sapphire is wedged int the girl's left eye. Prying the sapphire free will release a brown pudding which will gush forth from the statue and attack, surprising on a 4 in 6.

If examined it is easy to tell that the gemstones are mere glass replicas, worth a handful of copper pieces each at most. The hands and eyes of the first statue are stone covered in a thin layer of gold: if scraped completely it barely amounts to a single gold piece.

Getting lost.
Terrain themed events.
Definitely have penalties on movement speed in more difficult terrains. Generally this is easiest if you have hexes (or squares in your case?) that take longer than a day to move through. This also makes rations and planning more of a concern. Possibly avoiding unpleasant terrain.
Limit inventory so that you can only take a certain amount of supplies without taking porters or horse-drawn wagons along. But if you do bring horse-drawn wagons along, they'll have more difficulties with some types of terrain than humans will. On the other hand, they carry significantly more.
You'll also need firewood and potentially feed for horses. If you're in a cold environ or season, you'll need warm clothes and blankets. A tent as well, even when it's not cold. If they don't have things like a tent, have them take penalties.

I'd have it auto-scout personally. I'd also separate food and drink myself, but you could do it either way.

While we're on the subject of character sheets, I made one in excel to have when I'm going to introduce some friends to d&d. It's based on LotFP, with some stuff made simpler.

The style of saves is a bit of a hot potato in this thread. I like F/R/W because I don't personally care for the 5 different saves, and its slightly more nuanced than save vs magic / non-magic.

"Abilities" are for writing down stuff like Press/Defensive attacks for fighters, along with spells, and other things players might want (Back stabbing as a specialist, for instance).

I wanted a lot of room to just make stuff up and have it fit somewhere since we haven't played with this group yet.

Not that guy but how do you do getting lost in a hexcrawl if the players can see the map?

Also not that guy, but you can show them where they think they are, while keeping in mind where they actually are.
>We go west.
>Okay, you see a forest on the horizon.
>But it should be mountains to the west!
>That IS interesting, isn't it?

Missing information. You show them going north, but actually they're going northeast. Not sure how well it would work in a computer game though.

Except Engines & Empires.

> Hm, how would I do that?
They could meet a traveller who tells them that it gets more dangerous the further they go in a certain direction. Or symbols on the map are chosen to make the dangerous areas look scary. Or use time-honored OSR method of teaching the players by killing their characters.

Oh shit I love that character sheet.

Fucking lol

Just say/show the surrounding hexes, players make their own map.
Make an actual map and impose the hex grid on top.
If you're not sure where a swamp ends and a forest begins you can roll for which it acts like.
If it's past by again, roll again. If actually visited, describe it as something in-between.


Disregarding all that, herebedragons.watabou.ru/ is great.

melancholiesandmirth.blogspot.com/2017/12/procedural-generation-of-hex-crawl-redux.html?m=1

It's fine

Yeah, I like the idea of forcing the players to navigate from the DMs descriptions only. No pointing on the map where they are, they have to refer to landmarks

I feel that players would feel the urge of killing ANYTHING in order to get rid of the penalty fast enough. Maybe I'd do it so they take off the penalty during enough downtime.

That is a good idea. Do you think the penalty is too harsh? Or just that it's harsh and can be immediately removed by killing things.

Two questions:
1. Has anyone tried playing AD&D without the optional proficiency rules?
2. Is OSR just a meme? I can't find any games advertised online.

pic not related

>AD&D without the optional proficiency rules?
You mean 2e? It's possible if you don't allow kits.

>I can't find any games advertised online.
People usually specify "[system] game" instead of just "OSR game"

captcha: stop juan

> People usually specify "[system] game" instead of just "OSR game"
I've searched for LotFP, LL, AD&D, etc individually, I must be being retarded then

> You mean 2e
Yeah I do, sorry. It was the first RPG I played back in the day, so AD&D is always 2E for me.

With respect to not using proficiencies, do you think it would be fun? There's a paragraph in the 2E DMG about players using proficiencies as a crutch and no longer worrying about character development or RP, and I think that's a valid point.

F/R/W saves fucking sucks

>I've searched for LotFP, LL, AD&D, etc individually, I must be being retarded then
Which sites?

>With respect to not using proficiencies, do you think it would be fun?
I don't see why not

Which sites?
Enworld, Plebbit, Mythweavers
>With respect to not using proficiencies, do you think it would be fun?
Right then, I'll get my DMs hat on, thanks user

OSR is a memeplex—a cluster of memes.

What are everybodies thoughts on AS&SH 2e? It seems to me like the game system and the setting don't quite mesh right, but I haven't had a chance to play it yet.

Maybe 2 of us have read it and none of us have played it.
We have no opinion yet.

Do you really conduct melee before describing the room?

It's not like you can ask the enemies to hold on while you move your light sources around and measure the room and so forth. If you step out of a door into a big black space and there are nasty critters at the edge of your circle of light, it's either fighting or running time.

You suck!