Welcome to the Old School Renaissance general thread...

Welcome to the Old School Renaissance general thread. Here we discuss older editions of Dungeons and Dragons such as OD&D, Basic, and AD&D, as well as newer games mechanically compatible with these.

>Trove:
pastebin.com/raw/QWyBuJxd
>Tools & Resources:
pastebin.com/raw/KKeE3etp
>Old School Blogs:
pastebin.com/raw/ZwUBVq8L

>Previous thread:
Thread Question: What makes a RPG a RPG for you?

Other urls found in this thread:

coinsandscrolls.blogspot.ca/2017/07/monster-menu-all-part-1-eating-ad.html
strawpoll.me/14732675
dieuncast.wordpress.com/2017/09/17/silver-standard-treasure-tables/
basicredrpg.blogspot.com/2017/08/hobbits-as-consolation-class.html
twitter.com/SFWRedditImages

The dagger?
as a dagger.

If you mean the bit of armor that covers your armpit, it's part of the armor it comes with.

RPGs can cover a lot of ground, but a signature for me is open ended rules. If everything you can do at the table is covered by an algorithm in the rulebook, then it's more of a board game.

>What makes a RPG a RPG for you?
Emergent gameplay
Interacting with the world and characters on a long term
Hard choices
Consequences

I wrote some posts to sort of codify it (because my players kept doing it): coinsandscrolls.blogspot.ca/2017/07/monster-menu-all-part-1-eating-ad.html

There's even a nice PDF.

If anyone's got an idea for a book to do next that isn't the AD&D MM1 or Veins of the Earth, let me know. I made an attempt at Fire on the Velvet Horizon but the monsters are too weird and often conceptual.

Dat's racist.

I've managed to find someone else, but I'd say ~1 week. I'll post again if they flake.

>How thick *should* my stack be?
Sufficiently thick. Tables for loot, tables for replacement PCs (and how they got into the dungeon), tables for wands.

Turns out /osr/ has good taste.

I'd say Flesh and Blood.

>What makes a RPG a RPG for you?

At least some amount of character advancement.

Games or systems that emphasize oneshots don't really feel like RPGs to me. They feel more like an imagination based board game or dramatic exercise.

I want to state something this time /osr/.

I hate retroclones. They're supposed to be "simple", but they're not. They're full of overcomplicated mechanics that don't add anything to the game but retro-feels (yeah, you do what you do, player skill over character sheet, then you have: five saves? six stats? three rolls for each side on combat? percentile skills? monsters having a totally different stat system than players????? ughhh)

but I love this threads and the philosophy BEHIND those games: Philotomy's muses, BX blackrazor, necropraxis, etc. I also hate the "storygame" scene and what this hobby is becoming. Hell, every other non osr thread in this board has not as much sense as before i know about this. If I only could adapt this mindset to something more light/streamlined It would be awesome.

You could always look at the more rule light OSR, or hack it into something you like

Whitebox fantastic medieval adventure is simple

And more rule light games tend to descend in what you dont like

Why
aren't
you
making
your
own
game?

I just happen to have read whitebox this very day, and is a great example of what i wrote. It's 100+ pages, 50% of it "optional" rules (why, man? just tell me the rules and I'll abide, or change them If i don't like them, but don't present to me optional rules, my autism compass is jammed)
Also tables for character progression that add a minor feat every 7th level, etc. There has to be another way to do it, user!

I am!