/osrg/ - Old School Renaissance General

Welcome to /osrg/ – your center for pre-WotC D&D, retroclones, and all things related.

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How do you differentiate humanoids? Is it just a matter of smaller and weaker to bigger and stronger, or do you depict their cultures and behaviors in such a way that kobolds, goblins, orcs, hobgoblins, gnolls, bugbears and all are distinct beyond their appearances and proportions?

Attached: OSR axe5.png (804x750, 867K)

Other urls found in this thread:

coinsandscrolls.blogspot.ca/2018/03/osr-1d100-prophetic-underground-dreams.html
elfmaidsandoctopi.blogspot.ca/2017/06/d100-goblin-tribes-and-their-customs.html
en.wikipedia.org/wiki/Uncontacted_peoples
dndwithpornstars.blogspot.ca/2018/03/the-plottist-in-westworld-what.html
youtube.com/watch?v=qtj5BHnnjzw
youtube.com/watch?v=p5XBOthE6CQ
twitter.com/AnonBabble

Come and dream a prophetic dream.
coinsandscrolls.blogspot.ca/2018/03/osr-1d100-prophetic-underground-dreams.html

Attached: nebuchadnezzar-dream-interpreted-prophet-daniel.jpg (700x550, 166K)

>Not even answering the thread question before shilling.
C'mon Skerples, you're better than that.

>How do you differentiate humanoids?
I ask because I find they often end up blurring together. Kobolds are small and weak, but vicious humanoids. Goblins are slightly bigger, slightly stronger vicious humanoids. Orcs are decent-size vicious humanoids. Etc. And as they get bigger, they get tougher and more skilled in combat.

So is there anything you emphasize to set them apart? Is there some defining trait of kobolds you bring out? And goblins?

I mostly use cultural and tactical traits. I don't use black and white good and evil in my setting; everything is mostly people.

Kobolds
1 HD. Sneaky, smart, neurotic. Crocodile babies with too many teeth. Try to eat things bigger than them, but otherwise cunning and mean and well equipped. Of the Tucker variety. Resemble the dragon that created them, both in form and in neuroses.

Goblins
1 HD. Dumb, numerous, and deranged. Swarms of them. A gibbering crowd. Not really malicious, but kind of cruel and impish and crude. Thousands of varieties. See: elfmaidsandoctopi.blogspot.ca/2017/06/d100-goblin-tribes-and-their-customs.html

Everything small and weird is a goblin until proven otherwise. Goblin is a category. You can catch goblinism.

Orcs
2+ HD. Big and mean and fighty. All muscle. From somewhere foreign and interesting. Crude from one perspective, efficient from another. The mongols, the vikings, the amazons, etc.

Hobgoblins and Bugbears
2+ HD
I always forget which one is which, so they're both a type of big hairy goblin. Like a goblin yeti or a sasquatch. Really properly dumb in everything but violence and warfare. Can forge a decent sword or a siege ladder; couldn't make a soup bowl to save their lives.

Gnolls
2+ HD. Desert raiders, specialized, limited to one environment but pretty good inside it. Hungry.

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I most certainly am not.

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What do you think is a good level cap? Like ACKS uses 14, and 5e uses 20 (but it's a modern D&D edition). B/X has rules for up to 36 but is that really necessary? Should XP be weighted so that advancement gets slower and slower until you reach a "cap"? It helps plan out how attack progressions, hit points, thief skills, etc. should work. It also is nice to have completionist tables.

Also how do I construct XP tables so that leveling up gets progressively slower? Would a triangular XP / treasure progression versus an exponential (2^x like ACKS roughly has) work?

>How do you differentiate humanoids?
there are two types of humanoid: Humans, and fey.
Elves are fey. They're fairy nobility. Dwarves are fey, they live in grottos and have pots of gold and sing hiho hiho. Halflings are fey, they live under your floorboards and clean your house if you leave a saucer of milk out at night.

Orcs, goblins, trolls and so on are all fey too, if different types. Fairies are all mad by human standards, singlemindedly dedicated to certain ideas.
fey are created by human ideas. Humans conceptualize a little gnome that lives in their attic and, if that belief catches on, those gnomes slowly fade into existence.

I find games are lucky to reach level 10, if anything, before inevitable campaign entropy brings the thing to a halt.

Goblins are literally insane and often have explosives. I also play up the filth aspect as well. Kobolds are basically goblins but sane. They're slightly less dangerous, but at the same time, more so because they won't do something stupid. Orcs...are just another flavor of bandits. I always feel like I've got them down until I remember that bandits exist. Hobgoblins are goblins that are older and thus bigger. They tend to have goblin henchmen but keep their crazier tendencies in check. Gnolls are like bandits, but with freaky body horror magic. Bugbears are insanely stealthy and like to torment their prey before killing it.

His answer is that he doesn't.

I tend to have them differ tactically more than anything else. Kobold equivalents set traps, use ranged weapons, run away, negotiate. Goblin equivalents (also lizard people in mine, but shitter/goofier) Use numbers, ambushes, life is cheap, negotiate in really bad faith but will betray each other too, run away past other monsters. Hobgoblin equivalents are just aggressive militant humans, they use combined arms, formations, plans, have some semblance of honourable conduct but under different social mores.

The descriptions differ too, but you get the idea.

>B/X has rules for up to 36 but is that really necessary?
BECMI has rules for up to 36 (+immortals), but B/X really only covers to 14 (with some notes about going higher). Level 14 is pretty good, though an XP cap is better than level cap, because it means that classes that are balanced by taking less XP to level don't get screwed in the end. This is assuming you ever get that high though.

I like a 777,777 XP cap. That gives you:
Elf = 10
Dwarf / Magic-user = 12
Fighter / Halfling = 13
Cleric / Thief = 14

>negotiate in really bad faith
English isn't my first language, could you explain what that means?

lie, cheat, twist the words of the agreement

Not that user, but basically, they negotiate like Veeky Forums trolls; they'll lie, make false promises, cheat, twist words, say anything, set people against each other, forge documents, and try dirty tricks in order to win. Their verbal agreements aren't worth the paper they aren't printed on.

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Interesting! So how do you see the different humanoids in terms of cooperation, hierarchy and so forth (not to mention coordination in battle)? Like, I could see playing up the dog aspect of kobolds and giving them a sort of pecking order within the pack, but one that's organic and subject to shifts rather than strictly regimented, like hobgoblins are sometimes depicted.

>the paper they aren't printed on.
Canada still uses teletypes?

Hobgoblins are Orcs, but Goblins.
Bugbears are boogeymen.

So I'm pretty happy with kobolds of the devious, Tucker variety. They're cowardly in a stand-up fight, but extremely vicious and delight in torture. They coordinate very well with each other, but have more of a pecking order than a strict hierarchy.

Goblins I'm still trying to work out, but they use swarm tactics in a way that kobolds are too cowardly to.

Orcs are vile and brutish scum and really have very little culture of their own. Their equipment is all plundered and the only structure they have is bullying. They live only to rape, kill and eat, and not necessarily in that order. They can breed with just about anything and multiply quickly, but their brutishness and tendency to murder each other keep them from completely overrunning the earth. Think of them as a plague that must be wiped out whenever their numbers start to get too high in a particular area (before the geometric nature of their reproduction makes their numbers uncontrollable, as they double, double, and double again).

Hobgoblins are the darker aspects of notSparta. They are regimented in the true military sense. This makes them very dangerous, though they lack the deviousness of kobolds and often fight other clans of hobgoblins over matters of honor. They are absolutely ruthless in their devotion to conquest, but they are intelligent and can be negotiated with... for a time. They are slave takers and oppressors more often than they are strictly genocidal, which sets them apart from some of their humanoid brethren.

I'm still trying to pin down gnolls, bugbears and ogres (and lizardmen and troglodytes, for that matter).

I think Wotc said that their stats show almost all campaigns ending at level 11. I reckon somewhere from level 11-14 is a good max level.

>Bugbears are boogeymen.
That's Grues.
Funny story, but yes. Up north, it's more reliable than satellite communications for some sites.
Kobolds will work with anyone if it protects their dragon.
Goblins can be bribed or hired but aren't great a generating schemes. They are also very unreliable and remarkably stupid. If they're properly organized, it's usually bugbears/hobgoblins in charge.
Orcs will hire mercenaries, but they don't like goblins or kobolds any more than humans. Why would they?
Gnolls eat anyone.

I don't really see them forming some sort of unified monster zoo. Goblins will make/hire/enslave trolls or other creatures. Gnolls will hire humans (for horseback riding). Orcs are just really, really good at fighting and don't nessesarily need anyone else. Goblins are a force of nature (like swamp rot or ingrown hairs). Kobolds are location-based.

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Do you think that players roleplaying their characters interacting with npc, having grudges agains certain monsters etc.. goes against the OSR style of play?

Nah, in usually makes it more interesting.

>Goblins I'm still trying to work out
Goblins are all weird science and bad magic.

For example, here are 1d6 ways to turn a goblin into a hobgoblin.
1. Force a goblin to eat a dead bear. Every bit, fur and all.
2. Take a bear cub and a goblin and stick them both in a barrel. Fill the barrel with water, muck, food, etc. and shake well. Eventually a hobgoblin will crawl out.
3. Make one goblin eat another goblin whole. Like, crawl inside the other goblin and wear it like a sort of skin-suit. The bones fuse together eventually.
4. Take the skin of at least 3 creatures (rat, bat, cat, etc.) and stitch it onto a goblin. Then make the goblin eat a magic wand.
5. Take a goblin and stretch it on the rack, feeding it lots and lots of meat. Then, when its arms and legs are really long, feed it a live cat.
6. Coat a goblin in pitch and set it on fire, then chuck it into water. Peel off all the pitch, roll it in hair, and feed the tar ball to the goblin.

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Not even slightly. There are several different styles; if you want a purely board-game combat-heavy tactical puzzle game, then yeah, it'd be weird, but in most games it's not only fine but encouraged.
Do what thou wilt.

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>Funny story, but yes. Up north, it's more reliable than satellite communications for some sites.
Are you trying to pull legs again. Teletypes have nothing to do with reliability.

It's also ghouls.

When all you have is 300 miles of single-strand insulated copper wire, yeah, it'll fucking do. Most small airports up north still use teletype as a backup for radio (if they've got wired lines at all, which most don't).

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>I like a 777,777 XP cap. That gives you:
Elf = 10th level, 33.5 hp,12 THAC0, 7.4 saves, 5th level spells (x2)
Dwarf = 12th level, 49.5 hp, 12 THAC0, 3.8 saves
Magic-user = 12th level, 25.5 hp, 14 THAC0, 8.8 saves, 6th level spells (x2)
Fighter = 13th level, 48.5 hp, 10 THAC0, 5.6 saves
Halfling = 13th level, 39.5 hp*, 10 THAC0, 3.8 saves**
Cleric = 14th level, 36.5 hp, 12 THAC0, 6 saves, 5th level spells (x3)
Thief = 14th level, 32.5 hp, 12 THAC0, 8.4 saves

*Assumes +2 hp / level after name level
**Assumes dwarf/halfling progression maxes out at level 10-12 (the last stats given)

Oh yeah, ghouls. Love me some ghouls.
Creeping up from ancestral tombs, demanding the freshly dead corpse of the family's latest dead servant. Slinking through catacombs, offering tour guide services in exchange for meat. Chatting politely while well fed, slowly losing composure as the hunger hits. Sitting on a tombstone sharpening their teeth with a file.

Attached: ghoul.jpg (831x1107, 121K)

That's very colorful, though maybe a bit too zany for my purposes.

>Canada still uses teletypes?
Is this like the alternate dimension typewriters in Fringe, where you type on one and the keys go down on the other? Because it totally makes sense that a nation that bags milk would have something like that.

>Most small airports up north
Most airports use teletypes. Not a Canada thing.

Huh, didn't know that.
A bit? I'm not an expert, but I think it's just a live typewriter on one end and a printer on the other. Good for typing out really reliable messages in real time. Makes a nice clackityclackityclackity noise.
Bah! Goblins should be horrible little shits.

Vegepygmies though... what to do with vegepygmies?

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It's that, but it's also a text-based computer terminal.

It's also where asterisks hiding passwords comes from.

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>live printed IRC
That's amazing. I wish I had that back in the day. Binders full of idiocy.
Wait, scratch that, that seems like a terrible idea. bash.org will do.

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>what to do with vegepygmies
They just want to help. They also have no idea what helping is for meatmen and imitate several different human things at the same time but sort of wrong. Endlessly earnest about it though.

Like if you were on fire, they would bring a pot of tea, hold you down, pour it on you, then milk, hit you with spoons, etc. until the fire went out. They are helping.

>what to do with vegepygmies?

Nice trips. This is now canon. Vegepygmies shout HELPING at all times when panicked. When not panicked they chatter and repeat the last word you said over and over and over.
Probably better ways to implement that. Larger context, etc.

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I like HoMM3 style troglodytes - eyeless underground degenerates instead of just smelly lizardmen. You can keep the stench but there's really no need to have another separate reptilian race. They're evolutionary throwbacks, beings of pure instinct just a tad smarter than monkeys, with a limited ability to use tools but overwhelming numbers.

Consider for a moment that vegepygmies are from Expedition to the Barrier Peaks and their whole shtick is being violent en.wikipedia.org/wiki/Uncontacted_peoples

It does give something for kobolds to become before they level up into Lizard Men (and then to Crocodiles).

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Like Pokemon?

Like Pokemon.

>UP IN THE AIR, JUNIOR BIRDMEN!

>In Volume 1 of Original D&D, Gary wrote that “There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top.” I’ve noted that I played several Balrogs, and way back in the Introduction, I told the story of Sir Fang, the first Vampire player character.

>Note, however, that Sir Fang was not the LAST Vampire player character.

>One of the gang at the U of Minnesota wanted to play a vampire. This was LONG before vampires were sparkly, and, for that matter, long before they were Brad Pitt. A vampire was Christopher Lee or Bela Lugosi in tuxedo and opera cape, period.

>In D&D, if you wanted to play anything, you ALWAYS started low level and worked your way up. D&D undead had a correlation between type and hit dice; a Skeleton was 1 HD, a Zombie 2, etc, up through Ghoul, Wight, Wraith, Mummy, Spectre, Vampire… so our would-be vampire started, of course, as a Skeleton. But at long last he became a vampire, and then, per the rules, proceeded to make a bunch of slaves by “putting the fangs to them.” Of course, those killed would rise with 1 HD also… as a Skeleton.

>Eventually the vampire got a cohort of slave vampires and spectres following him. Hooray.

>Well, one dark moonlit night our PC and his henchpires were out travelling somewhere and had a random encounter… another band of vampires. PC decides he’s going to eliminate the lead vampire of the other gang and take them all over; the NPC vampire had much the same idea. And the fight was on.

>Vampire attacks Spectre. Vampire hits; Spectre is drained 2 levels; Spectre becomes a Wraith.

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>Wraith attacks a different enemy, a Spectre, because it’s easier to hit, and hits. But wraiths drain one level, not two, so the enemy Spectre is drained one level… and turns into a mummy.

>Oh, by the way… both vampire gangs had been flying, and were fighting at an approximate altitude of 1000 feet above the ground. And mummies are notable for their aerodynamics – “notable” in the sense of, “They fly about as well as a dessicated human corpse that’s had its internal organs pulled out and then been wrapped in bandages.”

>And the hapless mummy plummets earthward, flapping its arms madly.

>I’m sure you can see where this is heading. The aerial duel continued in something rather like “Night of the Living Dead” meets “Blue Max,” and as the combatants were drained levels, they would eventually hit a non-flying form… zombie, ghoul, wight, or mummy… and go hurtling towards the ground in the grip of that puissant incantation, “9.8 meters per second squared”.

>I picture the peasants below, huddling in their wretched huts and praying as hard as they can as various half-decomposed bodies fall out of the sky to land with meaty thumps. On the other hand, all that organic material would be great fertilizer.

>I’ve never needed rules for “comic relief” in D&D. Wait patiently and the players will provide it in abundance.

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I feel like this basically makes them like a pixar cartoon but fuck it, I like it. Sort of like a cargo cult too.

>repeat the last word you said
In different tones and trying to match it to objects/activities. Eventually they reach a vague consensus and inflict it on who ever said it first or is in the most obvious trouble.

D8 Recently Fixations. Pick a word in the description. The vegeygmies apply the object and that word to who ever says anything even tangentially related to that word, in character or as a player.
1. Bag of dry cement mix. They have no idea what it does.
2. Huge pumpkin covered in/filled with wet paint.
3. Rock carved into the face of a local petty god. They are trying to name it.
4. A lantern almost out of lumes. They don't want it to die.
5. A cluster of glass balloons filled with potent acid, casually passed back and forth.
6. An ax stuck in a tree stump they drag by the roots, taking frequent breaks to sit on it and act like roadies.
7. Humanoid doll, dressed as a vegepygmie in grass skirt with a lute. Treated as one of their own.
8. Two worn but functional helmets in rival heraldry, worn for headbutting contests.

Okay, what's a vegepygmy? You guys are talking about them like they're some classic monster or something but I've never heard of them in my life.

FOE GYG

Classic Barrier Peaks monsters.

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I think they're originally from Expedition to Barrier Peaks. Basically plant mold people, tribalistic. Their pictures always made me think of them as slightly deranged, or at least plant-thought-creatures so inherently weird.

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The new people i get into osr have this complaints:

Characters dont have epic powers and cant defeat monsters

Why care in having a backstory for my character if it is going to die in a simple fight against two kobolds

What do you think?

Oh yes. They also appear in swarms of 30x1d10 and they have damage reduction against piercing attacks. Opening a door and being swarmed by 120 screaming vegepygmies was a very common cause of death back when played Barrier Peaks.

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>Characters dont have epic powers and cant defeat monsters

>For a job like getting rid of the drug dealer next door, I'll take a hardware store over a gun any day. Guns make you stupid; better to fight your wars with duct tape. Duct tape makes you smart.
> Every decent punk has a bulletproof door. But people forget walls are just plaster.

Don't fight with powers. Powers aren't important. Fight with a Plan. Capital-P-Plan. Fight with your brains. Cheat. Outsmart the GM. Outsmart the enemies. Use every advantage fully.

>Why care in having a backstory for my character if it is going to die in a simple fight against two kobolds
Exactly, why care? Develop a backstory as needed. There's no need to write one before the game starts. If you'd like, a 1d100 table of professions and a 1d100 table of trinkets is plenty for a level 1 character.

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Encourage them to create simpler backstories, that way it doesn't feel like "wasted effort." Though, in my opinion, roleplaying is its own reward, but then again, I'm a DM. Maybe go easier on them? Allow max hp at first level or the better of two rolls, loosen up on weapon and armor restrictions, play the monsters a little suboptimally, that sort of thing. A thing I usually do is write adventures that don't actually put the players in real danger (unless they royally fuck up) but still apply plenty of stress. Then the players win against apparently insurmountable odds using their own wits. Slowly, I introduce them to more deadly scenarios and they get more and more clever. Eventually they're proper OSR players delving through megadungeons.

>duct tape
You reeeeaaaally like that quote, doncha skerps?

>Opening a door and being swarmed by 120 screaming vegepygmies
Gets a lot better if they're screaming "HELPING!" and waving at you. They're still going to eat you.

that's intentional. OSR isn't about creatingplaying a story, it's about discovering one. When your PCs get attached to something or develop a grudge or start doing something odd because of past events, that's good. That's emergent story.

>Characters dont have epic powers and cant defeat monsters
/Yet/. Level up a few times and you'll be surprised what a high-level fighter with a magic sword or a magician who knows fireball can do. The important thing, though, is that PCs have to earn it. You get badass stuff by going out and getting it, not merely as a reward for existing.
>Why care in having a backstory for my character if it is going to die in a simple fight against two kobolds
Good. Levels 1-2 are your backstory. Once you survive and hit level 3 or so, you'll have built the hooks into the world organically, and because they happened in real play, they'll feel that much more important.

>You reeeeaaaally like that quote, doncha skerps?
I reeeeaaaally do. It's very easy for noobs to "get". Helps explain the inventory list, inventory management, etc.
If you've got a better one I'll listen.
Hehehe, yeah. That'd be grand.
>Levels 1-2 are your backstory
This is a good line.

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Probably a good idea to explain to them starting with epic powers isn't really what most osr is for. Its more about struggling your way to having powers/becoming epic.

Sometimes the monsters win. That's why they're monsters. Encourage the players to fight smart, sometimes fighting smart is running the fuck away and coming back later with more stuff and a plan. Also that not everything needs to be killed to be defeated.

Backstory isn't that necessary. A sentence or two at most that answers 'why are you doing this dangerous but potentially lucrative thing with these goons?'.

There's a few OSR primers/intros kicking around, maybe read those, find the one you like the best and pass it to your players. Or a shortened version of the parts you think are important.

We just got 100% proof that Zak browses Veeky Forums.
dndwithpornstars.blogspot.ca/2018/03/the-plottist-in-westworld-what.html

>Q: When should the players find those features that aren't in plain view?

>A: Whenever you
>a) roll it on a random chart (if simulationist)
>or
>b) decide things are boring and need excitement (if narrativist)
>Either one works.


I'm pleased I used the terms "incorrectly". Never did really get GNS theory.

Sorry Zak, any further claims of "Veeky Forums does this" can now be interpreted to "I also do this". Pot, kettle, etc.

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I wouldn't take on Zak's life if you offered me a million bucks (American, even). I barely have time to manage my own.

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>dndwithpornstars.blogspot.ca/2018/03/the-plottist-in-westworld-what.html
Nevermind, I just read the relevant part of the article, I am an idiot.

So I put 80% of the treasure in my dungeon at the final boss/dragon hoard. Is that bad?
I want my players eyes to bazoonga like a cartoon when I start rolling off the treasure amounts at the end.

No worries. Delete your post to conceal your shame if you must.

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>Characters dont have epic powers and cant defeat monsters
Personally, I prefer to start them off with some experience and an item to get around this.

>Why care in having a backstory for my character if it is going to die in a simple fight against two kobolds

Give them options to engage in reconnaissance and remind them that they don't have to fight everything. I don't personally buy this whole "player skill" meme (since a lot of it just comes down to the cooperative aspect of the game, which isn't the same as being skilled) but changes in mentality can go a long way in this regard.

>zak penny arcade is Veeky Forums is fascists S.
lol what a tool

The dragon usually has its own treasure appropriate(ish given tables) to it. So yeah, I'd say don't over stuff it, its already going to be a big deal.

You know how Republican senators with secret gay lovers are really openly against gay people?
You know how people who are cheating get really suspicious of their partner?
You know how people who are stealing from a company often accuse other people of stealing?
Might be the same sort of thing.
Might.

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I feel like we should expose this to the world.

>dndwithpornstars.blogspot.ca/2018/03/the-plottist-in-westworld-what.html
hey, you're anonymously internet-famous.

I, for one, am quite pleased to see the ur-texts of pretentious game design being taken apart. I just wish it was being done by somebody who won't be ignored by most of the community because they're controversial.

GNS theory is good only in that it makes you think about what you like and how you can achieve that, and then presents g, n and s as examples (kind of vague in the case of g and s and overly prescriptive in the case of n). Other ways to have fun that you can design for exist.

I wish it was being done by someone who can write about pretentious bullshit in layman's terms.

>weapon and armor restrictions
Dissociative, LotFP way is the best way.

For what? Dragging the good name of Veeky Forums through the mud? That's a hard line to defend, user. Very hard.

For being a hypocrite? I mean... sure. But you know he is, and I know he is, and pretty much everyone else knows he is. Anyone who thinks he isn't won't be convinced by this.
> Zak - you can launch eternal war against everyone you think is a liar or monster, but it is a war you will never win. And in terms of morality - regardless of how you may see it, almost no-one else thinks you have a leg to stand on as you have visibly engaged in many of the behaviours you condemn.
Is Patrick's line on the subject. /Patrick/'s. I mean... what else could anyone say? Can't assassinate a character bent on suicide.

So do what you want, but I can't see what the benefit would be.

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>I, for one, am quite pleased to see the ur-texts of pretentious game design being taken apart
Oh yeah, it's a good demolition. Solid scholarship and all that. A bit overwrought, but it's a free blog. Can't really fault him for writing the way he likes on a blogpost.
You've got to admit that it would have been a lot more relevant 5 years ago, but still, better nate than lever.
>GNS theory is good only in that it makes you think about what you like and how you can achieve that, and then presents g, n and s as examples (kind of vague in the case of g and s and overly prescriptive in the case of n). Other ways to have fun that you can design for exist.
It's about as useful as INTP theory; a fun thing to try once, a moderately useful tool in some contexts, but laughably simplistic and categorical in the real world. Both have their own little fanbases; the world passes them by, using terms like "introvert" and "simulationist" as they will.

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>>Levels 1-2 are your backstory
>This is a good line.
Don't listen to her poisonous words! Any advice from 2e is bad advice.

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>write about pretentious bullshit in layman's term
that's not possible. I mean, you can point at it and go 'look at this bullshit', but dissecting the pretentious bullshit means engaging it on its own terms. I'm just enjoying the general acerbicness of the essays.

>Dragging the good name of Veeky Forums through the mud?
This is gonna sound incredibly dumb of me, but despite my hatred of the gibbering hordes of /pol/posters infesting Veeky Forums, I still kinda like it here. Like, trying to interact with most social media these days is just stressful due to heavy handed moderaters policing the tone and acceptable topics of discussion. It's a toxic model that's become incredibly prevailant and, desu, I think chans and private blogs are about the only places with laisez-faire moderation. But I digress.

I've never played HoMM3, but making troglodytes eyeless degenerates would definitely set them apart.

>Vegepygmies though... what to do with vegepygmies?
Roasted with a balsamic glaze?

>This is gonna sound incredibly dumb of me, but despite my hatred of the gibbering hordes of /pol/posters infesting Veeky Forums, I still kinda like it here. Like, trying to interact with most social media these days is just stressful due to heavy handed moderaters policing the tone and acceptable topics of discussion. It's a toxic model that's become incredibly prevailant and, desu, I think chans and private blogs are about the only places with laisez-faire moderation. But I digress.
I basically agree with this. Veeky Forums in general is a cesspool, but Veeky Forums is worlds better, even if it's still has some big issues. I will admit that /pol/ bullshit and an increased level of immaturity and trolling has made me think about packing my bags, but I really have nowhere else to go. I can't stand the authoritarian nature of the other forums I've visited.

youtube.com/watch?v=qtj5BHnnjzw

Oh, don't get me wrong, I like it here too.
I just don't expect it to be, you know...

Look, it's like saying "Built in the West Midlands" or "Designed in the Former Yugoslav Republic" or "Invented by a MOTHER of FIVE". It's not got a good reputation for very good reasons.
It's the best worst forum and I love it for what it is. Not all of it, obviously, but the idea of it.
>Roasted with a balsamic glaze?
Now you're speaking my language. Mmmhhm.
Or maple syrup and bacon bits.

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>Some user dropping some hexcrawl advice on a forum
What could an user be and what forum does he use?

>This is gonna sound incredibly dumb of me
Literally, why do you think any of us are here?

The best plan is to try and spread to good to as many threads as you can. Can't fix 'em all but you can show people the way.

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>What could an user be and what forum does he use?
-_-

I was on my way to the kitchen to get a snack and I got lost.

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Let's take a moment to appreciate that Zak has never had the Trove taken down.

>Literally, why do you think any of us are here?
I can only assume it's because you love fetishbait posts about big orc penises with no real-world analogy, people gibbering about how WotC isn't racist enough, and 40k fans insisting that their setting is the coolest.

But yeah. Good god, I got told off by a mod for calling somebody's oppinion stupid, because it might make the stupid people feel bad. Good! His oppinion was stupid and he should feel bad about it! Argh!
I should probably go and have a cold bath to calm down.

Never attribute to a lack of malice what could be attributed to a lack of ability.

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Oh, oh, oh! I discovered this the other day. Shoving your head in a bowl of ice-water basically has the same effect because of all the major arteries and shit.
I don't even remember how I got here. I think it might have involved quests and 40k lore?
That story never fails to crack me up.

>It's about as useful as INTP theory;
MBTI is a terrible model, but parts of it do correlate with models that don't suck.

I dont think you're looking at the world correctly.

Though your image reminds me that Phil "Oakes" was listed as potentially dangerous for years after his death.
With a 500 page FBI file, you'd expect they were paying attention to him ... but nooooo.
youtube.com/watch?v=p5XBOthE6CQ

>
>I, for one, am quite pleased to see the ur-texts of pretentious game design being taken apart. I just wish it was being done by somebody who won't be ignored by most of the community because they're controversial

This is one pretentious guy (not theory) being taken apart by another pretentious guy. It's internet dickwaving at its finest.

>gibbering hordes of /pol/posters
People bitching about other people is my pet peeve, so disregard me if you'd like, but I hold that (a) complaints about /pol/ackd are less tolerable than /pol/-esque discussion and (b) talking about /pol/ leads to /pol/-esque discussion from non-/pol/acks.

I found Veeky Forums when Veeky Forums screencaps kept coming up in my "tg cap" searches. My first use of Veeky Forums after learning the ropes was mining manga recommendations from from the OPT on /a/

>pretentious
Asude from what he says when social engineering, is Zak that pretentious? Even his outlandish claims are grounded upon cloaer inspection.

>Asude from what he says when social engineering, is Zak that pretentious?

Yes he is. Case in point: Blue Medusa.

>zak surfs Veeky Forums but is ashamed of publicly admitting he surfs Veeky Forums

Help me out, anons. What's the best NPC/monster encounter reaction table that isn't simply going from "suicidal rage" to "love on first sight"?

Just because that's a mess to try to read...

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I think Fighters should have a better THAC0 than this when compared to other classes, and Clerics have too many slots

>I think Fighters should have a better THAC0 than this when compared to other classes, and Clerics have too many slots
I don't necessarily disagree with you here, but this isn't making any changes to the game other than implementing a 777,777 XP cap.