/osrg/ - Old School Renaissance General

Welcome to the Old School Renaissance General thread.

>Trove:
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>Tools & Resources:
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>Old School Blogs:
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>Previous thread:

What's the most interesting encounter you've ever had?

Other urls found in this thread:

dragonsfoot.org/forums/viewtopic.php?t=59935
thealexandrian.net/wordpress/1900/roleplaying-games/treasure-maps-the-unknown-goals-in-the-megadungeon
twitter.com/NSFWRedditVideo

How do I inject my horrible fetishes into my games?

Fill them with horrible anime images.
Alternatively, make Carcossa but with your fetishes

Is it just me or is Tunnels & Trolls chargen fucking harsh? You can start with just enough gp to buy 1 (one) dagger and combat is MAD before MAD.

False OSR Enthusiast, get ye gone

False OSR Enthusiast, get ye gone

but T&T is OD&D done right

Why so? What do you like about it?

False OSR Enthusiast, get ye gone.

PLEASE STOP YOU ARE KILLING MY FAVORITE PLACE IN THE INTERNET

>How do I inject my horrible fetishes into my games?
well what kind are they, that will help us figure out the best way to do so

False OSR Enthusiast, get ye gone.

False OSR Enthusiast, get ye gone.

False OSR Enthusiast, get ye gone.

(You) are so easy Muahahahaha!

Is it just me or is Traveller chargen fucking harsh? You can start with just enough gp to buy 1 (one) dagger and combat is MAD before MAD.

False OSR Enthusiast, get ye gone.

False OSR Enthusiasts, get thee to a nunnery.

First you need horrible fetishes. Hang on on /d/ until you can no longer masturbate to real porn.

I'm heading to the anime thread it has less shitposts on it

False OSR Enthusiast, stay ye gone.

Any news on that LotFP referee book? also, does anyone know any good adventures with less emphasis on dungeons? Like exploration or investigation or whatever.

- If I'm about to begin a campaign, are "Against the Cult of the Reptile God" and the Greyhawk "Falcon Trilogy" too similar? If my players go through AtCotRG, will it spoil Falcon's Revenge or seem repetitive? Or will it be like poetry (and rhyme)?

- Is it ok to use Greyhawk modules published before "From the Ashes" in a post-ashes campaign as-written, or is there too much inconsistency?

THX PLOX

Firearms, /osrg/, do you use them?

ABSOLUTELY DISGUSTING

Supposedly it's out some time this year

Yes. Currently running an early modern campaign so flintlock firearms are a common fixture of the setting. I'm using LotFP, so I just tweaked the rules for firearms from the core book. The changes I made were:

-Misfire is only ever on a natural 1, and it causes a roll of 2d6 on a firearm mishap table (which I stole from England Upturned)
-No modifiers to reload times (because they're fiddly and it's very rare that somebody ever tries to reload in the middle of combat anyhow), it takes everybody 5 rounds to reload a gun
-Pistols and muskets deal 1d8 exploding damage (not totally sold on this yet, but I felt like firearms needed a little something extra to avoid being completely outclassed by crossbows)
-melee attacks with a pistol or musket deal 1d3 damage (because LotFP's suggesting of 1d6 for Muskets and 1d4 for pistols seem way too good)

I'm proud of you for rejecting the weeb pedo's thread, /osrg/.

An ancient and forgotten technology that can only be found in a few dungeons. If you're lucky you might grab a couple pistols and maybe a hundred shots worth of powder. Nobody really understands how to make more of those, but if you find someone smart enough they might be able to study more. Lead balls are easy to make though.

When firearms are that rare, I like the idea of exploding damage die for them. Also, it takes almost a minute to reload.

>Is it ok to use Greyhawk modules published before "From the Ashes" in a post-ashes campaign as-written, or is there too much inconsistency?
Just read them and modify them on a case-by-case basis.

>not recognizing the anti-bully ranger
>this thread was all bully for ~2 hours

False OSR Enthusiast, get ye gone

...

>does anyone know any good adventures with less emphasis on dungeons?
I haven't actually either played or read it but I got the impression that World of the Lost isn't terribly dungeony.

Depends on the game. In my planetary romance game, sure, of course there are rayguns, and revolvers for the Earthmen. In the fantasy game? Nope.

...

What a lazy bump

I guess I could've picked a post at random to post a False OSR Enthusiasm at.

re: firearms, I guess any form of chemical explosive existing in a setting would eventually produce something like them. It doesn't have to be right at the moment the campaign is going on, though, it seems lots of people think the second workable firearms existed all armor and hand to hand combat disappeared completely.

Ratling kobolds are best kobolds.

This meme should get you banned for life

Stonehell kobolds are best kobolds.

t. storygaming libcuck

Just got back from running Hommlet in Basic Fantasy. Was just a friendly game with a younger player, so I gave some resuscitate rules (6 rounds to roll under INT to stabilize HP 0 characters).

It was a good time, but I'll definitely be stricter next time through. I let them sleep in the bandit room with the heavy door, although they never found the secret stairs. Ended after they cleared out the top part of the fortress.

For anyone who bothers with alignment: how strictly do you enforce alignment?
I’m aware AD&D 2e imposed XP penalties for changing your alignment; does any other system do anything similar? Would you hate if such a system were used?

Quick dumb question, this is for Swords & Wizardry specifically, but Ive seen it in a few games.
Roll sides roll for surprise and are surprised on a 2 in 6 chance. Okay. If you have a ranger or monk or whatever it becomes a 1 in 6 chance for that side. However some monsters surprise on a 3 or 4 n 6 chance. How do those rules interact? Monster rolls a 3 and surprises, but the party has a ranger and rolls a 3 as well and doesn't get surprised, or does he?

I only know the Carcossa from The King in Yellow. Care to elaborate?

I'm curious. Do OSR players play games other than D&D? It seems mostly only useful for very particular type of fantasy game. For example, I don't think it'd be possible run an OSR game for playing goth vampire faggots or cyberpunk stuff.

Probably means Carcosa, the "Supplement V". Early OSR book with edgy rape rituals and cthulhus.

Reposting. I just finished Tomb of the Serpent Kings with a bunch of RPG newbies, and we all had a blast with it. I personally like the format, and how you you are encouraged to cheese the hell out of the dungeon without it too getting focused on the meta with builds and whatnot.

One thing the players wanted to see more of is NPC interaction, as the party had a lot of fun dealing with the goblins and the succubus. Do you guys have any recommendations for modules that are straightforward dungeon crawls that do a bit more in the way of NPC interactions? I was thinking of using The God That Crawls as it sounds like fun, but I am not sure if that is the best option for guys who have had a single session playing the game so far.

In addition to OSR, I play 3.5, GURPS, and WoD on occasion, along with various homebrew games I've made. Though, I haven't had much opportunity to play GURPS or WoD recently.

dragonsfoot.org/forums/viewtopic.php?t=59935

Lamentations of the Flame Princess's only published setting.

It's not... good.

Only two available classes (fighter and sorcerer). You reroll your health every combat, so the difference between those two classes is sorcerer can use magic. The magic in the setting is ungameable, because they often require ritually deflowering a virgin over the course of three days on a blood moon in winter, or some other bullshit.

Basically, it's grimderp shit that no one would actually make a campaign out of and no player could actually work with.

God that Crawls is no go. Basically no NPC interaction after the intro.

Might I recommend The Inn of Lost Heroes? Levels 3-6. Players go to the inn, which actually is a portal to a Silent Hill-esque dimension that triggers whenever there's violence on the inn ground. NPC interaction with the other adventuring parties, a good element of mystery, and a neat usage of planeshifting.

Interesting, thanks for the link my dude.

World of the Lost is a published setting.

The PCs are at level one and two right now, but I will definitely try that one out when they are at that level. That sounds like it would be crazy enough for me group to appreciate.

>I don't think it'd be possible run an OSR game for playing [...] cyberpunk stuff
Oh, user, how wrong you are. Ne'er-do-wells on the edge of society stealing from faceless evil empires is OSR as fuck. Anyway, I've been playing some Tunnels & Trolls lately.

B4 The Lost City

Oh yeah...

Forgot that one. Doesn't change what I think of Carcosa though.

The players tells me what alignment they're supposed to be. Separately, I track it based on my own take. They're affected by both their professed alignment and observed alignment.

I was thinking of running The Lost City for a while actually. That sounds more in line with what I was thinking, with various dudes in the dungeon that you actually negotiate with. I was originally squeamish about actually having to be creative and make my own content for parts, but it is probably time that I get to that.

It's just numbers man. Fluffwise, you could do anything with the six stats + roll over + equipment based damage

For instance, I've been pondering putting out an Earthbound-esque take on OSR (90s kids vs aliens, psychic powers). The main body of changes come down to the fact that the Mother franchise has never really supported a "fighter" type character, and the cleric would require reworking to turn into a Ninten/Ness type character.

D20 World of Darkness exists, come to think of it.

>D20 World of Darkness exists
Unfortunately.

Fertility Cults, son.

>D20 World of Darkness exists
Yes, but it's not very good, at least in my opinion. I was working on a better version for a while before I found OSR. I'd like to port it over to OSR too, but that system uses feats.

Dead general dead game dead revival

>ctrl-f 'false osr enthusiast'.
>11 results
>64 posts in the thread.
>one in six posts

honestly, things like this are why I cry at night. Do you want to make cavegirl cry?
Please be a less crap thread.

Anyway, back on topic: PC's making magic items. How do they do it? Should they be able to do it at all?

I play a lot of oWoD. Like, a /lot/. I love me my tzimisce. If somebody made a hack of VtM so that it used a less ridiculous system, I'd be all over that.

Carcosa's a setting book. It's contraversial.
The author seems overly fond of randomising things. So you randomise what size your hit-dice is each fight, iirc. That's dumb.
On the other hand, it will tell you that the game's full of rapemurder cthulhu magic and that's kinda misrepresenting it. The point is that the magic requires you to do horrible things, and by spelling out the horrible rather than leaving it abstract, it brings that home. Playing a sorcerer is meant to make you uncomfortable, and NPC sorcerers succeed pretty nicely at being the sort of evil bastards you want to get rid of.

I want pol to go and stay go

/pol/ is fine they just gotta chill

By involving a magical ingredient in the production process. Yes, of course. Examples include quenching a blade in a creature's blood, making a necklace out of dragon-teeth chips, etc.

I'm not too familiar with VtM's mechanics, what makes them so ridiculous?

What I don't get about Carcosa is that you randomize your hit dice and damage dice each combat. It should just be one so that getting a d4 is actually a detriment instead of just maybe a detriment. And it should probably be damage dice because that's easier.

Shit memes like "false OSR" will continue to propagate as long as the #1 threat to the Old School Revival continues unabated--the eternal leaf.
Blaming /pol/ is the not the answer. The day of the rake is the answer. So long as canucks like TheDiceMustRoll are allowed to continue shitting up this thread and this community, there will continue to be strife.

The systems for determining damage and health for Carcosa are even more convoluted than DCC, which is impressive for someone houseruling LotFP to manage to make it so clunky.

Sure.

Don't make it easy, though. They want a flaming sword? Well, they'd better be willing to take down a major fire elemental or fire spirit or whatever.

>what makes them so ridiculous?
Here's how a fight goes down.
Everybody rolls initiative. Everybody declares actions, from worst init to best. Then we resolve actions from best to worst init. Yes, this means you may spend your initiative trying to shoot somebody who's not there anymore.
An attack takes four rolls. You roll to hit, they roll to dodge/parry/block. You roll damage, they roll to soak. It's silly.
Plus the system is built with so many hidden character build options (secondary abilities, merits, flaws, combo disciplines, rituals, etc etc etc) that cgen is a fractal nightmare.
(also the authors need to stop felating clan tremere and the thaumaturgy discipline, it's making us all uncomfortable).

Yeah, the dice thing is just daft. On the other hand, I really /like/ the way it handles magic (in theory, I'd probably tone down some of the 'defile a hot virgin' stuff personally, because I'm not a fan of /d/ at the game table), in that it says 'if you perform this specific ritualised action (which requires lots of prep and resources, and is probably horrid), you get this result', so spellcasting feels much more like it is in lovecraft.
Plus the game has stats of saucer-flying ayyys, so that's a plus.

getting the components should be a quest itself

False OSR wasn’t even a bad meme when it wasn’t being taken so seriously. When it was just a matter of taking the piss out of someone it was fine. Now it’s a generic response to anything that doesn’t show up in B/X.

Skerples posts some of the highest quality content ITT and seldom shitposts.

I'm surprised you actually even had a fight in VtM. I think I had one all of once in both campaigns I played in.

I see you have subscribed to SkerPosts™
None shall be spared on The Day of The Rake™!

The problem is not that it existed at all, but rather that it was co-opted by Canucks to shit all over the thread. The Day Of The Rake™ is the only and final solution to this menace.

On a more serious note, "False OSR" only really applies to Storygames that try to use Old-School D&D for their branding like Dungeon World. Even in that case, the divide between OSR and Storygames is far enough that there isn't any hazard in letting them pretend that their Storygame has anything to do with Old-School D&D.

So, what is OSR exactly?
Is it the attitude of the game? Lack of feats/etc and stripped down rules? Having to explain and reason why you want to do [thing] with the GM in a sort of mother may I dance to possibly avoid rolling? Low numbers? AD&D 1/2 and clones of them and earlier? Just d20 or are other things like percentile invited? It doesn't seem to be setting related, as aliens and such come up.

Hey mansefag!
thealexandrian.net/wordpress/1900/roleplaying-games/treasure-maps-the-unknown-goals-in-the-megadungeon

It's not a fine line, but anything with movement rules dissimilar to TSR D&D is right out.

OSR is a fairly broad-tent movement with a few distinct threads to it.
>people who want to accurately re-create early D&D either out of nostalgia, a sort of accademic interest, or because they like how it plays.
>people who like rules-light challenge-focused high-lethality dungeon crawls and are less fussed about the system.
>the DIY D&D crowd who like oldschool mechanics as a lingua-franca that's well understood, and a solid base to tinker with.
These strands can basically coexist pretty easilly, with the most arguments between the gygaxian purists and the rest. Even with that, though, it's pretty chill.
On top of that, OSR tends to be cross-compatible with other OSR stuff. you can get a module made for LotFP and run it in Swords and Wizardry (or whatever) with minimal conversion. The fringes here tend to be the more mechanically diverse stuff (DCC, Wolfpacks, etc). So, while the purists are prone to causing more arguments with the bulk of the movement, they also sit at the centre mechanically. Meanwhile, the more innovative games tend to be better at producing new and interesting content (see; Veins of the Earth). Thus, gygaxian purists and DiY D&Ders are kind of symbiotic with one another.
On top of this, there are a few aesthetics that tend to be common to this sort of game:
>violence as dangerous and desperate: violence is war, nor sport
>magic is weird and often dangerous
>ruins and decay are common
>protagonists tend to be comparatively mundane, and driven by personal profit rather than morality.
>heists are more common than quests
>randomness and procedural generation are common, sandboxes are common.
>games tend to be exploration focussed
>railroads and predetermined plots are uncommon.
>the world is big, and old, and dangerous, and past its prime. The PCs, by contrast, are small, weak and young, but have potential to grow to great strength.
It's a broad tent. Like porn, you know somethings oldschool when you see it.

Yeah, seriously. And considering that we're like 20 people in this thread, it's a specific few who keep aping on about skerples while posting nothing good of their own. Mind yall, Skerples is doing fine sharing his stuff on other discussion boards as well so it's not like this is "it".

We're not that many people in these threads. More people are in discussion forums, most people just play the game and dont bicker online.

What the fuck is it with all the namefags in this thread?

do you think this general has what it takes to produce a themed, quarterly, 3-5 page system agnostic gazette?

Not a fucking chance.

>console game adaptation
False OSR Enthusiast, get ye gone

I'm guessing the joke is you already knew about our Fanzine.

If troveguy wasn't a tremendous faggot, it would have worked just fine. I was PROUD of the dumb bullshit I posted for issues 1 and 2.

What are some of the best and evocative outdoors encounter tables around?
I want to set up a casual hexcrawl, but most tables are just "2d6 orcs" and similar.

That's all you need, what you are really asking for is more story with your random encounters.

Do the dungeon/areas-of-interest locations first, then have encounters related to them in nearby hexes. And make sure that they have an objective, what are they doing out there?

Making it evocative depends entirely on context, and nobody knows that but you.

What are some good OSR-esque artists with nice B&N artwork I can use for my DM screen?

If there's a way to find hi-res pics that would be awesome.

Im actually completing my Encyclopedia of the Flanaess right now... All of the pre-ashes modules work just fine with minor tweaking.
In fact, they are easier to use if you avoid all the horrible and retarded 3e+ greyhawk stuff that was just plain retarded (read: all of it).
In my campaign, the game starts in 586 CY and the Horned Society is still a thing... in fact, its might is about to be revealed as stronger than the gayness of Iuz and his BS.... none of the later editions of greyhawk did justice to the original... its been a favorite of the family and game group since the early 80ies, and they ruined it, IMHO

Simple, OSR is based around the blogosphere as often as it is here.

OSR people that want attention for their blogs and OSR projects.

I believe encounter tables are a foundational element of the setting (they literally tell you "what sort of shit will I run into if I take off in this random direction").

So the most evocative ones are inextricably linked to their setting. That "original OD&D setting" based on a boardgame is interesting for that very reason--you go over there and it's lizardmen and dinosaurs--you go the other way and it's knights in castles who will ride out and challenge you just for the fuck of it.

user is also pretty good at offering unvarnished feedback. Even if it's at a 10:1 ratio of "lolgay" responses.

Alright /osrg/, lets get those creative juices flowing. Anybody want to help stock this map? One room per post, anything goes - deadly traps or weird monsters, gonzo or serious, whatever you want. I'll start:

>1 - Dungeon Entrance
>The following message is carved into the floor: "ABANDON ALL HOPE YE WHO ENTER HERE"

>4 - Hall of Figures
>A long hall with dueling stone figures. Each duelist is stationed on opposite sides of the room and you can see the duel play out to the gory finish as you sweep your eyes down the hall.

(3)

An animated statue sitting on a small fountain--the figure of a woman in ancient, classical garb.

She sits pensively at the rim of the fountain. The top of her head has been broken off, making her blind, but she can hear as well as a person. She will only notice the characters if they make a noise or speak (the fountain drowns out most noise, including the sound of normal footsteps).

The water in the fountain carries a deadly wasting disease. If the characters are hostile or cruel, she will beg for mercy and claim that the fountain protects against all wounds, or confers immortality. She may give erroneous information about treasure in the dungeon, or try to lead them into deadly traps or monsters.

If the characters promise to lead her out of the dungeon, she will share what she remembers about the dungeon (doling out information in pieces in an attempt to coerce the player's cooperation). She only vaguely recalls her sight memories of the place.

Her morale is 2, and she'll flee blindly if she can. If cornered, she has 3HD and attacks anyone within reach as a cleric, with all the penalties of being blinded. Her stone fists do 1d6 damage.

Personally I like OD&D's, but those are more evocative on account of being at times absurd. "3d10x10 orcs in a village, led by a Wizard", "the local Lord comes out and challenges you to a joust", "1d6 balrogs", etc.

If you want evocative stuff, you might be interested in some of what Judges Guild did - some of it is compiled in this PDF, page 8 onwards.