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Welcome to Open OSR. This is a seperate thread is for open discussions of OSR, OSR-adjacent and retro games. You can talk about all OSR (TSR era D&D, & retroclones) & OSR-adjacent (Mork Borg, Shadowcity etc) games without distinction here.

There is a general for those who only want to talk about first decade D&D. If that is your preference, you can find that here >>98683033

Previous thread: >>98682314

Thread Question:
Are there any modern adventures, or mechanics that you enjoy backporting to OSR games?
>>
>>98713960
>TQ
I've been trying to hack Red Hand of doom into something OSR for a while. It's been a challenge, i think it would be a lot of fun to run. I like the premise of an army moving across the map each day and the players trying to stop it.
>>
>>98713960
>previous thread got forcibly archived
>just made a new one
>>
just wanted to share my old school shelf and see what you guys think, or maybe recommend me something new based on my preferences:

Mork Borg: this is what actually got me into the scene, the graphic design is a masterpiece and just perfectly captures that classic grimdark feel
Cy_Borg: love how it takes traditional osr mechanics and applies them to cyberpunk without getting bogged down in 90s math, the layout alone does more worldbuilding than most modules i've read
Pirate Borg: easily the best sandbox generator i own, the tables are so good for narrative improv. slightly crunchier than the others which was intimidating at first, but the ship rules are worth it
Death in Space: basically everything i wanted from a retro sci-fi game, the blue collar aesthetic is just spot on
Dungeon Crawl Classics: the tables and the spell section feel a little bloated compared to the leaner stuff, definitely more of a trad experience, but the character funnels really give me that classic AD&D 2e vibe
Cairn: honestly the definitive version of basic dnd for me, removing to hit rolls is such a smart modernization of the old rules. might be the perfect OSR ruleset, everything you need and nothing you don't
Into the Odd: probably the purest distillation of old school dungeoncrawling out there right now, you can really see how much of the modern scene comes out of this one, a total foundational text
White Box: a little dry and clunky compared to the others, but it's really cool to see the historical roots of the indie scene, really handy to have a straightforward fantasy one as well
Miami 86: nice change of pace and i'm very easily sold on anything that reminds me of Vice City
>>
>>98714398
You're omitting original TSR editions, right?
Because you definitely should have tried those.
>>
>>98713960
Nentir vale is a very good sandbox to put stuff in. one of the few good things out of 4th.
>>
>>98714398
7/10 good quality bait descriptions of each item but you didn't sprinkle in enough other things to break it up so its too obvious.
>>
>>98714413
i've got B/X and BECMI, just as pdfs so i didn't count them since i was listing what's actually on the shelf. i do read the modules a lot, there's some great stuff in there for stealing ideas. for actual play though i dunno, never quite made the jump

>>98714434
thanks lol, no harm meant, just hoped you guys might get a little giggle out of it. a bit of bait but the opinions are mostly sincere. i love white box, everything after that gets a little messy for me, and i honestly don't think the nsr "homebrew the shit out of it" approach is that far from how people treated original d&d.
>>
>>98714463
You got Death in Space and Mothership mixed up too. DiS isn't blue collar at all, its post apocalyptic anarcho communes. MS is space truckers having a bad day.
Carin didn't invent removing hit rolls, that's Into the Odd.
The DCC one is very obviously total bullshit, 2nd ed was never built around low level high fatality grinders.
You have a shelf to look at not a shelf you've used.



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