/osrg/-Old School Renaissance 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: What is your favorite adventure that you have actually played or run?

Other urls found in this thread:

roll1d100.blogspot.com/2016/08/what-is-osr.html
greyhawkonline.com/grodog/gh_tourneys.html
blog.trilemma.com/2015/09/the-full-dark-stone.html
coinsandscrolls.blogspot.ca/2018/01/osr-illithids.html
twitter.com/AnonBabble

I've only run Tower of the Stargazer, so that I guess.

Lucinda's Gauntlet (had to do a little modding, but it worked).

Hilariousness included: "What's that mysterious noise?", "I wonder what this lever does (it de-ages you)", "Lava is hot", "Hijinx and time bullshit"

This. I haven't run many published adventures but Stargazer was pretty great for spooking out my players and getting them into a more OSR mindset.

>They get to the Tower and immediately open the door, player passes the poison save on the door knob. Has no idea how close to death he just came
>Players screw around down-stairs, make their way to the basement. Kill the Spider in short order and spend some time sacking the fake treasure room and workshop
>Head upstairs, tell the trapped Wizard to his face that they plan on stealing his shit and leaving him there before they even find out that he's evil
>Loot the library after barely passing the ghosts challenge (I replaced the chess game with a trivia quiz)
>Take the elevator down to the lab and immediately let the Specters out of the cells
>The Fighter gets torn to bits in 3 rounds, the other three of them start fighting to get on the elevator which only holds 2 people
>The Wizard, finding himself abandoned by his comrades who are taking the elevator down the shaft, decides to jump rather than face certain death
>Knocks the Cleric off the elevator platform on his way down. The fall kills the Wizard and knocks the Cleric out cold.
>The other Fighter force-feeds the unconscious Cleric all the cursed potions they found in the workshop earlier in the hopes of somehow reviving him. His hair and teeth promptly fall out.
>He drags the Clerics body out of the Tower, the only loot they have left is the Star Crystal

They never did go back to try and salvage the rest of the loot they found. Maybe someday.

I got mixed feelings about Stargazer. Never run it myself, but a lot of it's traps seem to be the Kaizo Mario bullshit that causes players not to come back for another session.

I'm a big believer, from a game design perspective, of the choreographed threat. Death by door knob is humorous for the GM, but for a player it's just a gotcha, in a module full of gotchas.

If I were to remix Stargazer, the first thing I'd do is move the thief's corpse closer to the road so players don't have to search for it, and then have a big sign that says "Please Knock First", and finally a greenish patina on the knob, thus following the 3 Clue Rule.

Once players are on edge, then you can start throwing in the unfair traps, because if they haven't learned the lesson that they need to be careful, they deserve it.

How do I draw forest hexes? I'm doing a black-and-white hand-drawn hexmap, and while mountains are easy (3 upsidedown Vs in a hex) and hills are like-wise easy, the forests are what is tripping me up. I've been doing this kind of swirly hatching like pic related. Is that okay? I want to avoid using color right now if I can. I also don't like working on the computer with rough drafts, it's hard to focus. Any ideas how else to do forest hexes? The other two examples I posted look awfully ugly. Just looking for opinion. Posted this in last thread but apparently it's dead now so I figured I would ask just once more.

>Has no idea how close to death he just came
Not how saves work.

...

3 trees, bottom of the hex, filled in black.

Pine trees are pretty easy, I have no idea how you managed to screw that up. A vertical line with several diagonal lines (going from the centre down) symmetric about the vertical line. And seriously, most graphics programs include an easy way to make straight lines, often holding shift --- use that! Seriously.