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Welcome to the Old School Renaissance General, the thread dedicated to TSR-era D&D, derived systems, and compatible content.

Broadly, OSR games encourage a tonal and mechanical fidelity to Dungeons & Dragons as played in the game's first decade—less emphasis on linear adventures and overarching meta-plots and a greater emphasis on player agency.

If you are new to the OSR, welcome! Ask us whatever you're curious about: we'll be happy to help you get started.

>Troves, Resources, Blogs, etc:
http://pastebin.com/9fzM6128

>Need a starter dungeon? Here's a curated collection:
https://archive.4plebs.org/tg/thread/86342023/#q86358321

>Previous thread:
>>94265585

>Thread Question:
Monsters.
Monster HD and XP for defeating them, are you doing it?
Anyone use anything from the Vermin Volume?
>>
Want to contribute to the thread but don't know where to start? Use this table.
>1. Make a spell
>2. Make a monster
>3, Make a dungeon special
>4 Make a wilderness location
>5. Make an urban set piece
>6. Make a magic item
>7. Make a class, race, or race-as-class
>8, Make a 4-10 room lair.
>9. Make a trap
>10. Roll 2D10 and combine.
>>
>>94314487
I'm not talking about anything specific. If I wanted my players to face a character with class levels I'd just roll up the character.

If I wanted a monster with certain traits and HD I'd just build-a-bear it.
>>
>>94314748
>I'm not talking about anything specific.
Gotcha. Then the answer is "it depends".
>>
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>>94314702
Rival adventurers! Cunning adversaries, loot hungry bastards, peers worthy of respect. How do you run them?
You don't let your players loot every dungeon uncontested right anon?
>>94314748
New anon here. How's the ogre magi do it? That's probably the best place to start.
>>
>>94314702
Why are huge megadungeons considered the standard in OSR? I know that people here don't like nogames style world building that much, but isn't it just as much fun to go to new places and explore smaller more focused areas with different themes and flavor?
>>
>>94316003
You have to understand that D&D was originally played by wargamers. Exploring new locales, leading armies, etc. was what their main hobby did, so delving into dungeons was more novel.
We're know seeing the opposite reaction from some pseudo-OSR cliques like CAG and BrOSR who dungeon-delve as their main hobby and now try to focus on exploring new locales, leading armies, etc.
>>
>>94316003
Megadungeons were and weren't the standard in OS. Sure, Castle Greyhawk was the D&D's first megadungeon. However, if you weren't playing in Gygax's circle, you probably knew very little about it. There were references in the DMG about megadungeons, but little real information aside from "just roll up random shit." Plus, the release of modules like G1-3 which provided more interesting content.
>>
Got my local gaming group interested in RPGs beyond the one-shot pre-gen style.

I've settled on Basic Fantasy as the standard issue for the little more survivability in combat for the PCs and ascending AC (I'm quite happy with descending AC but just trying to make it the least possible fricton for adoption).

The BF crowd seem to highly praise Dragonclaw Chronicles (DC1) and Morgansfort (MF1). I have run the first DC1 adventure solo and it bored the tits off me - a completely themeless trope through a very generic, mostly empty dungeon.

I really want to capture the enthusiasm of my group and show them a really fun time for a first open-world, and would really appreciate some suggestions.

So far the two Labyrinth Lord one-shots, the Gibbering Tower and the Tomb of Sigysfel seem like really nice simple thematic dungeons that can be referred to by rumors in the local town, but Id be glad to here alternatives.
>>
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>>94316207
>There were references in the DMG about megadungeons
This couldn't be more wrong. In the DMG, every dungeon is a "megadungeon".

The word "megadungeon" didn't even exist in the 1970s because in the DMG every dungeon was supposed to be what today we would call a "megadungeon".

And what today is called a "dungeon" was just a lair in the 1970s. Just look at Picrel how the tables for dungeon encounters work in the DMG.

>B-but the published modules.
Highly misleading. Gygax didn't even really understand why anybody would want to buy a module initially. TSR only started publishing them because they realised there was money to be made there.

And in any case it was the page count constraint that determined how big the dungeon in the published module would be, not the other way around.
>>
>>94316388
>Basic Fantasy
Is shitty, search prior threads for details
>>
>>94316388
>I've settled on Basic Fantasy
Another victim.

Don't.

We've spent half of last thread explaining why it's a very bad choice.

>The BF crowd seem to highly praise Dragonclaw Chronicles (DC1) and Morgansfort (MF1).
BFRPG is a broken system, as explained in the last thread, and their adventures are not only also broken for the same reason, but also aggressively generic and mediocre.

>I have run the first DC1 adventure solo and it bored the tits off me - a completely themeless trope through a very generic, mostly empty dungeon.
No shit. Good news is you have taste. You should have asked here.

And never, ever go to the BFRPG forums again, they're a waste of time.


>I really want to capture the enthusiasm of my group and show them a really fun time for a first open-world, and would really appreciate some suggestions.
1. Switch to B/X. Read the n00b guide here carefully:
>>94314712

2. Watch all of GFC's DND videos
https://www.youtube.com/@gfcsdnd205/videos
>>
>>94316610
>>94316388
>open-world
1. Appendix A.
2. Appendix B.
3. Appendix C.
4. Wilderlands of High Fantasy.
5. Wilderness Hexplore, which is a retroclone-ish of (4).
>>
>>94316623
Noo I want to stay in the first 3 levels of B/X!
>>
>>94316645
Good news, your players will probably be there for a year or two before they git gud
>>
I have no idea even reading the noob guide how to set up and run a campaign. Am I just a hand-held halfwit?
>>
>>94317633
Have you read B/X yet?
>>
>>94317633
Kiddie D&D minimums:
>town
>3 levels of dungeon
Adult D&D addenda:
>trainers of each major class, and possibly each alignment depending on your interpretation of how different alignments interact
>minimum 6 gods (TN + 4 partial N), 9 gods (foe each alignment), or more
>>
>>94317801
>minimum 6 gods (TN + 4 partial N), 9 gods (foe each alignment), or more
Nah. You don't actually need any.
>>
>>94317870
Incorrect, Clerics and Druids must serve gods, and Gygax elaborated on religion in general as essential combined with proper alignment role-play as detailed in the DMG and Dragon magazine. Take your 2etard and 3eaboo nonsense to /todd/.
>>
>>94317660
>>94317887
It's actually reading things like this that make me feel incapable. I'm working my way through reading B/X as of now, but I constantly feel when I read things on here that maybe I'm going to miss something crucial and my game will be fundamentally stupid, flawed, or otherwise retarded. Maybe I'm brain damaged.
>>
>>94317909
Anon. The most brain damaged thing about you is that you seem to have forgotten that games are about having fun with the people at your table, not getting dicksucked by randos online.
Don’t worry about it too much,
>>
>>94317887
neither class is necessary though. Fighting Man and Magic User are perfectly sufficient to get started.
>>
>>94318008
It seems you're playing a parody of AD&D and not the actual game, I must once again exhort you to return to /todd/.
>>
>>94318077
>It seems you're playing a parody of AD&D
Nope, OD&D has less cruft. I pull from the DMG as needed but don't go for a kitchen sink milieu.
>>
Requirements to start a campaign
>town name (optional)
>name of the bar keep (optional)
>player(s)
>20-30 rooms of a dungeon (consult appendix A)
>wilderness between the town and the dungeon
>wilderness surrounding the town(optional)
>dice or other method of randomly generating numbers
>>
>>94317887
Braindead trollpost
>>
>>94318008
>>94319185
We get it, you're too lazy to put in the work and/or were traumatized by sunday school
>>
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I may get shit for asking this, but does anyone have the HEMA-inspired rules modifications for LotFP combat? It was a fairly short list. From what I recall it was stuff like not having a weapon giving you -2AC, certain weapons enhancing the press/parry options fighters had, and some bonuses for axes/maces against armor. Does anyone know what I'm talking about to direct me to or post? Thanks in advance.
>>
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>>94319202
>implying
>>
>>94319295
>implying you can't both be eternam kiddie D&D enjoyers
>>
>>94319334
>eternam
maybe go back to english class, kid
>>
>>94319295
"You" is both singular and plural in English, depending on context. Now are you going to talk about OSR games or are you just going to shitpost?
>>
>>94316003
Dungeons are exciting locations for exploration, story webs and resource extraction. They should feed into player driven overworld play.
Treasure maps, encumbrance and mass combat becomes essential.
>>
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Came back to a game I put on pause for 2 years for the final delve into Stonehell. Only did the first 4 floors so I put the final confrontation in a little pocket after Floor 4. Scaled down as a larval state (only 12 HD).

They had a Grizzly Bear henchmen juiced out of its gourd on potions and scrolls, one of which was Necromantic Invulnerability so it couldn't die. Which worked out great until it was enraged by a demon and downed the PC in charge of it.

30,000 XP worth of monsters slain in the gauntlet up to it over 7.5 hours. The final loot total. One of the legendary rolls was for 4 treasure maps that led to even greater hoards. Guess I have the next part of my campaign laid out for me.
>>
>>94319476
Resigned with Lamentations recently. Is anything he wrote worth using? I had a quick browse of Red and Pleasant land and it seemed to be mostly theorycrafting and story gaming advice.
>>
>>94319643
Re-signed. English is weird sometimes.
>>
>>94317946
ad&d 1e is so scattered, I love it but I switched to acks 1e and supplement it with my favorite bits of a1e instead.
>>
>>94319638
>Grizzly Bear henchmen
Did the druid recruit him?
>>
>>94320077
A beastmaster, I run ACKS and they're basically Tarzan.
>>
>>94320085
Very neat, I have the softcover of the HFH but I always skipped past reading that class.
>>
>>94318837
>wilderness between the town and the dungeon
>wilderness surrounding the town(optional)
Honestly even these are optional for beginner level players.
Neat list though, I especially agree with not needing more than 30 rooms for the beginning of a campaign.
>>
>>94320386
My main goal is to make The First Session not seem daunting to new dungeon masters. I like the list with optional next to is as it gives a solid guide of what you can do while highlighting how much of it is fluff. Players are a fungible resource but people who run game, even if only for one campaign, are invaluable.
I may expand on it in the future or may forget about it after today.
PS thanks to the janitor for the cleaning up the thread
>>
Has anyone ever gotten a successful open table ACKS game going at their FLGS?
Has anyone actually run domain play with ACKS and gone from barony slowly conquering others to becoming an emperor or something
>>
>>94318837
>20-30 rooms
lol no
40 minimum with exterior environment and several ways in. The keying generation doesn't work unless you have enough rooms to spread it out. Same for wandering monsters, traps, hallways, dungeon turns, the entire fucking game.
>>
>>94319270
Cavegreg did a fairly basic rock-paper-scissors duelling system. It was okay but doesn't sound like what you're talking about.
>>
>>94319643
>Is anything he wrote worth using? I
Bits of Vornheim have been useful for me. R&PL is okay as bits but clearly not for an OSR game based on the HD and abilities of the bestiary.
I was skimming through Cubeworld and noting useful parts but haven't looked in a while. He's an ideas guy, not much I'd pay for. A bit fun to see how much it traumatized everyone though.
>>
>>94320386
>I especially agree with not needing more than 30 rooms for the beginning of a campaign.
Then you are especially wrong, which is unfortunately not especially unusual.
>>
>>94321189
>>94321231
Worth noting that I run fairly short sessions (2 hours). How much prep would you two do for the dungeon itself?
>>94321224
>He's an ideas guy, not much I'd pay for.
Thanks for the reply. I've come to a similar conclusion.
>>
>>94321231
You don't need more than 30 rooms to start your campaign off with a reasonable dungeon.
>>
>>94321189
It depends on how he's creating the dungeon. If he's hand-stocking it 30 should be fine as long as he lays them out reasonably and doesn't just leave doors in the starting room leading off to nowhere. If he wants to run an ur-Gygax-style level 1 where the whole map only has 15-20 keyed points and the rest is handled with wandering monsters, then no, he needs a filled sheet of mapping. Crutches like procedural stocking may also require more space to really work well, yes.
>>
>>94318837
>>94320386
>>94321336
>>94321366
I hope people realize that when you start of with a 30 room dungeon like this you expand on it for the following sessions.
The goal here is to start playing the game.
>>
>>94321269
>>94321336
You specifically won't be able to run an actual OSR dungeon with proper layout, keying, exploration and contents with less than 40 rooms. None of the random generation distroubtes properly, the use of light and other resources like spells and HP is strongly skewed towards the players, treasure becomes all or nothing, same with traps. It doesn't work. Doesn't matter if you're only running it for 2 hours, the dungeon isn't suppose to be made for the time slot you have that day, the dungeon is made to persist over many sessions. If you're only running 2 hour single sessions OSR play doesn't work period. You can get some of the vibes with various NUSR stuff but its notably different.
>>94321378
No. Making an extra 10 rooms is not difficult. The goal of OSR is to play a specific sort of game. If you don't want that but instead want some sort of participation trophy try DCC or some shit.
>>
>>94321410
>You specifically won't be able to run an actual OSR dungeon with proper layout, keying, exploration and contents with less than 40 rooms.
That's a nice arbitrary number you've hyper focused on.
>>
>>94321410
>No less than 40 rooms
>Making an extra 10 rooms is not difficult
Does feel somewhat arbitrary but sure. 40 rooms is better than 30.
>Doesn't matter if you're only running it for 2 hours, the dungeon isn't suppose to be made for the time slot you have that day.
Right but as was said above the next rooms can be written between sessions. I'm not calling a 30(or 40) room dungeon all you need for a campaign. Just enough for everyone to roll up some characters and get into the feel of the game.

You seem to be nitpicking my points rather than actually disagreeing with anything that was said.
>>
>>94321378
>I hope people realize that when you start of with a 30 room dungeon like this you expand on it for the following sessions.
Of course, yes. I certainly took it for granted that Anon understood that, maybe I shouldn't have.
>>
>>94321410
How big of a map do you find you need for 40 rooms? As in K × N squares gross.

What stocking density do you use? Sparse (DMG) or dense (B/X)?

(1) is out of curiosity, (2) is actually crucial.
>>
Why are we still recycling Zak drama? Isn't that shit like half a decade old at this point? Tell me about your psionics systems. I want to have grey-style psionic aliens in my game and I want psionics to feel distinct.
>>
>>94321976
Psionics sounds fun but I'd rather pluck my own eyes out than actually design a 'spell' system for it and my eyes glaze over when trying to read the odnd supplement.
>>94321749
I specifically referenced the dmg in my post as it does room size and corridors. Would dmg for shape and BX for stocking work better in your opinion?
>>
What are some recommended resources for pricing services from ferrymen, zepplin pilots, etc?

Would also be interested in pricing tables from crafters services.
>>
>mention e-celeb
>a rambling schizo enters the thread
Coincidence?

On topic, TQ:
If the monster has a usable entry on the DMG reference, the party gets that XP.
Otherwise I stick to the rules given in the DMG.
Example, an 11th level Evil High Priest without too many magic items:
1300 base, 960 hp, 700 ac, 850 spell use: 3'810 xp to split among survivors (henchmen only get half, duh)
>>
>>94321976
Why aren't you using the psionics from 1e/2e with Adnd? What do you want from your psionics that you cant get in the official rules?
\either way just steal a psionics system from another game that you like and retrofit to dnd
>>
>>94323311
I find 1e psionics a colossal pain in the ass (and I don't want psionic PCs to drop dead the second combat starts if they're attacked by a powerful psionic monster). 2e psionics doesn't feel distinct enough from standard spellcasting for my tastes.
>>
Alright, I need feedback. I have two ideas on how to do a psionic system. The first is just a curated version of the MU spell list that anyone can gain access to after being attacked psionically, surviving, and beginning training in downtime. The second is drawing on the 3.5 system with power points and investment. I'll post both the curated spell list and the rules I have in mind for the second system.

Psion Spell List
1st
Command
Charm person
Feather Fall
Sleep

2nd
ESP
Forget
Invisibility
Levitate

3rd
Clairvoyance
Hold Person
Invisibility 10' radius
Suggestion

4th
Charm Monster
Confusion
Improved Invisibility
Wizard Eye

5th
Chaos
Feeblemind
Hold Monster
Telekinesis

6th
Mind Switch
Projected Image
Suggestion Mass
Speak with Monsters

7th
Invisibility, Mass
Power Word Stun
Remote Surveillance
Reverse Gravity

8th
Antipathy/Sympathy
Charm Person, Mass
Demand
Mind Blank

W&W style

Clairvoyance:
-sense: 20' radius/pp, specify something like "precious metals," "Living things," etc. Gives positions at time of sensing. Can be sustained at 1pp/turn/20' of radius to track moving things.
-remote perception: 1 mile/pp range, view 20' radius. Add additional senses at 1pp each.
-Astral Projection: 1pp/turn, +1pp/100' travelled from body. Become ethereal, passing through normal barriers but stopped by magical ones. Body is left comatose while projecting. Death of body or soul is fatal. Can manifest other powers while astrally projecting.

Con't in next post
>>
>>94323670
Clairvoyance:
-sense: 20' radius/pp, specify something like "precious metals," etc. Gives position at time of sensing. Can be sustained at 1pp/turn/20' of radius for tracking.
-remote perception: 1 mile/pp range, view 20' radius. Extra senses 1pp each.
-Astral Projection: 1pp/turn, +1pp/100' traveled from body. Ethereal, pass through normal barriers, stopped by magical ones. Body is left comatose while projecting. Death of body or soul is fatal. Can manifest other powers while astrally projecting.

Telekinesis:
-Lift: 2 stone/pp can be moved 20' per round for as long as concentration is maintained. Living things may save vs magic to avoid being lifted.
-Throw: 2 stone/pp can be moved forcefully horizontally. 1d6 damage per stone of object mass thrown, attack roll required. If used on creature, 1pp/HD required to knock prone, and excess pp push creature 10'/pp invested.
-Crush: 1pp/hd of target. 1d6 damage per HD, +1/pp invested. Pulverizes ordinary matter in a 10'x10'x10' cube per pp invested.

Telepathy:
-Communicate: Communicate via direct mental contact with any target in line of sight. 1pp to communicate with non-human animal, 2pp to communicate with monsters. 1pp to implant a suggestion with the communication. 1pp to make contact without target awareness of mental contact.
-Compel: 1pp to force the target to act on a one word command. +1pp per word of command.
-Assault: Stun 1hd of targets per PP for 1d4+1/pp invested rounds on a failed save.

Psychometabolism:
-Augment: +1 to hit and damager per 2pp invested. Lasts 1 turn, sustain at 1pp per turn.
-Regenerate: Heal 1d6HP per PP invested. 6PP per limb/organ/disability healed. Double pp cost to heal others.
-Degenerate: 1pp/turn, +1pp/3HD of target (round up). Target becomes incoherent and bestial, attacking in elee whoever is nearest with a bonus to hit and damage equal to PP invested. Lasts 1 turn, sustain at 1pp/turn. After effect ends, target suffers 1d3 damage per point of bonus.
>>
>>94321336
>>94321378
>>94321531
>>94321596
This seems like people are adding to the same floor after it's already been entered b. Player characters, which is going to get a bit fucky if you're adding things that would have effected what already happened or was explored or would have impacted monster choices.
Adding other floors is okay, but having at least an idea of what's there ahead of time makes for more lived in dungeon. It's not like player characters are the only ones who can use stairs.
>>
>>94323481
>>94323670
>>94323683
WotC and the Hickmanfagging era of D&D brough a bunch of negative things with them, but in my personal opinion the worst by far was the normalisation of psionics.

Psionics is great because it's uniquely weird. If you try and standardise it, you get something that is extremely lame.

Also, there's absolutely nothing wrong with psionic characters being vulnerable to psionic monsters. They wield great power, but when they do they increase the chances of extremely weird and dangerous monsters appearing, and that's GREAT.

TL;DR Take your 3etard bullshit somewhere else.
>>
>>94323481
https://docs.google.com/document/d/1nZv6-4nPZNNlYnr7XaJeRaG1Zr-IuY39OOqa5F69js4/edit?tab=t.0

i have this shitbrew saved but never gave it more than a cursory glance since i eventually settled in not using psionics in my osr games, you might find it useful though
>>
>>94323757
>This seems like people are adding to the same floor after it's already been entered b.
Yes, like Gary Gygax recommends.
There's nothing horrifying to players about a wall having crumbled to reveal a new door or some such.
>>
>>94323936
nta
Just because EGG recommended something doesn't mean its a good idea.
I can see where anon is coming from. If the dungeon is already keyed and has a functional milieu, factions, etc. adding in more things after its active and engaged seems less emergent and while not quite quantum ogre like, still somewhat off. They're no longer exploring what is, you're filling in tracks right in front of them.
>>
>>94324391
>They're no longer exploring what is, you're filling in tracks right in front of them.
If the players fully explored the Dungeon and mapped it then I agree.
If they never entered room 19 they wouldn't suffer at all from there being an additional door or two in there when they open it the next session, if they even return to the dungeon.
>>
>>94324391
Tunnels collapse, and new tunnels are dug. The world is not static.
>>
can anyone explain the "time charting is central to meaningful play" gygax quote? does that mean if its a week between each sessions a week passes irl? a month passes in game and IRL? is it a 1:1 second to second, even in combat?
additionally, does gold to xp mean the players turn in their gold to an abstract sort of converter to get xp? or does it just mean as they acquire more gold they get more xp, even if they spend the gold?
also why the fuck is verification 900 seconds this is pissing me off and i dont wanna add my email
>>
>>94325134
a week passes in game if it passes IRL is what I meant, my bad.
>>
>>94325134
>can anyone explain the "time charting is central to meaningful play" gygax quote?
DMG page 37. Did you try reading it?

>does that mean if its a week between each sessions a week passes irl?
It's "best" to do that.

>a month passes in game and IRL?
It's "best" to do that.

>is it a 1:1 second to second, even in combat?
LOL, no. It's when no play is happening.

>does gold to xp mean the players turn in their gold to an abstract sort of converter to get xp?
No. Again, did you try reading the rulebook? It's not rocket science.

>or does it just mean as they acquire more gold they get more xp, even if they spend the gold?
Characters earn XP for treasure (not just gold) they bring from a dangerous place (usually a dungeon or lair) into safety
>>
>>94325204
dont "did you read the rulebook me" motherfucker i dont have that shit on me and had some tentative questions. I'm out here trying to get my degree and in between classes I'm not gonna lug a fuckin rulebook around in my backpack
in any event thank you for the answers, even if you're a shithead who I'd use for a fleshlight in real life.
>>
>>94325221
Excuses. Did you even read a whole book cover to cover, Zoomer? Manga don't count.
>>
>>94325236
you want me to bring up a fuckin list you fat old faggot? I've kept track of the "serious" literature I've read since I was 15.
>>
>>94325244
Unironically impressed. I'm a thin old faggot, though.
>>
>>94324795
If there's stuff after room 19 that retroactively effects or should have effected gameplay before that then you're doing a strange thing with causality.
>>94324882
The world is not static, but should be consistent. If you're just making shit up as you go it isn't about exploration anymore and you're fucking up.
>>
>>94325221
lol mad
imagine being filtered by reading this hard
>>
>>94325287
im getting closer.
>>
>>94325134
>can anyone explain the "time charting is central to meaningful play" gygax quote?
Think about it this way: the game calendar is tied to the real-world calendar in the sense that at the start of a session it will be the same day in-game as IRL. Characters in a session are allowed to play out as many days as they wish. They will however be locked out of play until the real-world calendar catches up. So, if in one session my character does a wilderness adventure that takes 10 days, and next session takes place one week from now, then I'll have to play another character because my original character hasn't finished his wilderness adventure yet (he's on day 7 of that). In particular, it's not 1:1 second to second.

>does it just mean as they acquire more gold they get more xp, even if they spend the gold?
Correct. You get XP for *retrieving gold*, what you do with that gold afterwards doesn't matter for purposes of gaining XP (exception - paying for training costs).
>>
>>94325566
When you put it that way it doesn't sound so bad. But I still don't see how it has any value to a person who only has 1 game group, it has value when you have multiple groups playing in the same setting.
>>
>>94325593
>you have multiple groups playing in the same setting.
Which you should
>>
>>94323670
>I have two ideas on how to do a psionic system.
Eldritch Wizardry, 1e, Complete Psionics Handbook, BX Psionics

>>94325134
1:1 time isn't essential; tracking time is. Specifically in the AD&D context, training for the next level can take a month in some cases; if the party decides to laze about for a month so Jimbo can actually level up, then upkeep must be calculated, expiry of mundane and magic weapons, dungeon activity (both re-stocks and forays of rival parties), local happenings, and impacts of machinations by major actors adjudicated. So the party can wait a whole month, which may cost momentum but improve survivability, or seize the momentum and recruit a new guy (forcing Jimbo to roll up a new PC)
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>>94317887
Those editions follow a similar template.
Butthurt still going after decades I see
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>>94325280
>If you're just making shit up as you go
It's making shit up, all the way down, anon
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>>94325134
>>>/g/102965271
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>>94325735
>1:1 time isn't essential; tracking time is
This, don't get meme'd on
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>>94326133
Fuck off with your hippy bullshit anon.
Procedures keep the DM consistent.
Consistent worlds make for better emergent gameplay. If you want to make shit up as you go try FATE or something else.
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>>94325593
yeah, it is a pointless rule if you run a single campaign for your friends like most people do
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>>94314702
Does the Vermin Volume now have a full-art version?
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>>94325280
That's not convincing in the slightest.
Players are durable and don't have a meltdown when sonics arm color changes.
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>>94326259
Appending rooms to a beginner dungeon after you made the local hexes, the local town, the NPCs and 20 rooms is not FATE levels of making stuff up.
It's playing the actual game.
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>>94326892
Not really, Gary advised *three* LEVELS of a dungeon ready as a start. 20 rooms is too small.
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>>94326979
Easy fix. 10 rooms to a level.
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>>94326259
You're a fucking idiot.
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>>94327185
If you really care about quality of posts you'd be tagging this retard >>94327125 but instead you get triggered by posts that have two dozen or more words.
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>>94327300
Why? He's joking, you're serious about your bullshit.
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>>94326979
>>94327125
If the dungeon doesn't have enough rooms, the monsters should look into getting screens or maybe cubicles.
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>>94327544
And you're very serious about your low-quality posts. Can you say anything about your OSR campaign or are you a nogames faggot who just loves to post "zingers"?
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>>94327125
>>94326979
Unironically, what's a good upper and lower bonds for a standard dungeon floor? blBarrowmaze as an examples isn't a standard dungeon.
Any modules that you think are good examples?
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>>94328108
>Any modules that you think are good examples?
Stonehell.
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Anons does this mean that a fighter etc. cannot search for traps?
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>>94328256
That's the meaning of the sentence taken literally, but a full analysis of everything that is said on the topic in B/X indicates that that is not what the rulebook as a whole intends. There's an excellent old blog post about it with full references, I'm sure someone will link to it, but the gist is that that sentence refers to small traps, often mechanical traps of the kind found on treasure and doors, not to large room traps, that everyone can search for with a standard 1-in-6 probability of success.
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>>94328256
>>94328441
Here's an old screenshot of relevant rules from OD&D, B/X, and B/E, but that blog post I vaguely remember is much more complete.
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>>94326979
I'm not talking about the ideal dungeon setup, I'm talking about the minimum needed to get to the actual table to play with players for a new Referee.
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>>94317887
Le heckin garyty spiral in action
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>>94319638
My party also had a bear hench during Stonehell. What was your end encounter btw? For my group is was the Vrilya, with a beefed up adept in place of the hydra master. She died on turn 2.
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>>94317887
Or you're just autistic maybe
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>>94328694
Never mind lol I misread your post, you put a larval nixthis in a pocket dimension below lvl 4
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>>94325221
Jfc you're a joke. Misinformed, lazy, incompetent, and bitching at others when they tell you that your problem is solved by just reading the book.
Btw, you're posting, so you obviously have internet. Learn how to download a fucking PDF.
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>>94325566
Fucking wrong. This post is misleading dog shit nonsense.
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>>94326259
>adroit skill at DMing in-session strikes fear into the virgin 'pre-rolled everything's autist
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>>94328256
Read the fucking book
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>>94326873
You're too dumb to convince, its not about you. Just the off chance some idiot should read your drivel about freeform rp being osr and take it to their retarded heart.
>>94326892
Like this anon with their 20 room idiocy and their deeply retarded hypecrowd like this fucko >>94328940
Go play Dungeon World if you want to make your 5 room dungeon up as you go.
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>>94328486
You're still wrong. If you're somehow too busy to get a 40 room dungeon together get the fuck off 4chan and learn how to apply yourself. It is not difficult. Trying to make the bare minimum lower and lower so it suits your personal lazyness and putting it forward as the correct way to new people is disingenuous and long term detrimental to both them and the board.
If you somehow are stuck needing the bare minimum, run a module.
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>>94328931
How so?
Please bare in mind that everyone in this thread expects a high degree of abrasive posturing from every post in this thread.
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>>94329689
>You started it.
Its abrasive here because everyone on the internet in all places is fucking retarded most of the time but at least here you can type it instead of
>Hi, glad you're part of the discussion and you make some interesting points about social etiquette. We're glad you're aware of how what we say can have unintended and widespread impact on other people's feelings and that awareness is the first step to understanding.
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>>94323481
>1e psionics
do you mean this? AD&D 1e Psionics Dragon magazine#78?

or the 1e Role Aid psionics book?
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>AD&D DMG Sample Gungeon 38
>B1 39+entrance
>B2 59+entrance
>B3 48+entrance
>B4 1+ entrance
lol. Interesting. B4 seems anomalous in a lot of way so might have to add that to the pile.
Don't have Basic on hand, is there an intro dungeon in it?
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>>94329744
Appendix 1, players handbook
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>>94329829
page 110, had forgotten about that
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>>94328486
>I'm talking about the minimum needed to get to the actual table to play with players for a new Referee.
So was Gygax, and I trust the advice of 1974 Gary over 2024 Anonymous Retard
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>>94330099
1974 Gygaxs did not have access to the kind of data we do 50 years later.
Track the number of rooms your players interact with or clear on a per session basis.
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I have difficulties imagining armored pcs fighting while having a backpack and tons of objects and loot on themselves. Can I get some art depicting aventurers fighting while carrying backpacks or otherwise encumbered?? Every osr pc has a backpack but is almost never pictured on the illustrations
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>>94325735
>expiry of weapons
What?

>>94328441
>>94328467
It's not a blogpost actually, it's a Stackexchange answer. If you're having trouble finding it that might be why. (Don't have the link on hand or I'd just link it.)

>>94328931
Anon, if you think Anon is wrong, just explain how you think it's supposed to work instead of contentless seething.
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>>94330099
It's weird to use 1974 Gygax in defense of the idea that the dungeon has to be prepared in advance because any subsequent addition might ruin the ecology and suspension of disbelief, given that Castle Greyhawk was a funhouse dungeon and Gygax in this era frequently recommends things like making add-ons appear out of nowhere between sessions and fuck the players if they expect that to make sense, where do you think you are, etc. He even had the anachronistic gag of the Greyhawk Construction Co., a gang of orcs in hard hats working on expanding the dungeons that he would put in passages he hadn't finished working on yet.

Gygaxian Naturalism is later Gygax and a product of three factors:
1) Gary having run the game for years and getting bored with funhouses,
2) Gary wanting the paying customer to get value for his money when he bought a module, and
3) (People underestimate the importance of this one) Gary actually being a very talented designer. His ability to fuse gameplay concerns with a sense of fantastic naturalism has rarely been matched in RPGs since, which is obvious if you look at others' modules, both at the time and more current. Obviously this is in part because people with those levels of talent get absorbed by the video game industry now (IIRC Huso's actual job is game design?), but partially Gygax just happened to be part of the top tier of designers.
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>>94330129
Cite your alleged data.

>>94330373
Making 3 levels (which will be 90 rooms at the small end) each occupying a page or more of graph paper and expanding it is very different that making a 10-room "dungeon" because you're too lazy to prep.
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>>94328947
I am reading the book... Asking questions about it.
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>>94330429
No one is arguing for 10 room dungeons retard.
>>94330373
>Greyhawk Construction Co., a gang of orcs in hard hats
That's fucking hilarious.
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>>94330429
>Cite your alleged data
Everything published since the game genre was innovated.
Back then there was no jelqing, no Meland diagrams, no acks, no OSR movement, no Megadungeon culture.
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>>94330373
>Greyhawk Construction Co., a gang of orcs in hard hats working on expanding the dungeons that he would put in passages he hadn't finished working on yet.
Based. I know why I have Earnest Gary Gygax in my prayers.
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>>94328745
Yep, thought it was a hell of a lot more, just did a final tally of everything they fought on the way through.

Stirges x43
Skeletons x38
Ghouls x12
Doom Lures x11
Lesser Hell Hounds x11
Wraiths x4
Mummies x3
Giant Scorpion x8
Bugbears x25
Gremlins x2
Hellions x4
Larval Nixthis

A proper 8.5 hour session to get through all this.
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>>94325566
I'm no fucking world does anyone actually run time tracking like this.
Your characters can adventure for 2 weeks in game, you don't have to wait 2 weeks IRL in order to continue playing.
This poster is a shitty troll, there is no such thing as time jail or "catching up"
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>>94330210
I have heard stories that in the old days, you may have been assumed to drop the backpack while fighting. In my own experience, though, we've hired porters - who would have obvious backpacks - or MUs who didn't have armor (and thus had spare encumbrance) would carry stuff.
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>>94331341
Dropping the backpacks is what I do, I have PCs keep a list of stuff they keep on their person in combat and we use that to determine their combat speed, everything else is assumed to be dropped and recovered after combat. If they're forced to retreat then they need to start picking shit back up or abandoning it.
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how important is music in your game? do you just leave on ambience/soundtrack/playlist? have a list of songs to play for specific parts of the dungeon or battles?
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>>94325593
>>94326599
>it is a pointless rule if you run a single campaign for your friends
You couldn't be more wrong. It does several major things:

1. It opens up your game to daily downtime play, which is a whole nother dimension with respect to table play and very much worth exploring. There's many parts of AD&D that basically don't make any sense without it. The whole assassin class, diseases and parasites, magical research, training, and so on.

2. It forces players to invest in multiple different characters pursuing different goals in different parts of the map, so it contributes to placing the world front and centre, as opposed to the stories of an individual.

3. Because of this, it makes a TPK really not a big deal, and it automagically puts the game in the correct perspective from the OSR point of view.

4. It makes a bunch of decisions meaningful that before weren't as much if at all.

>B-but I don't like any of that.
Good for you, but that's very different from claiming that it's a
>pointless rule
as you did above.
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>>94328441
>>94328467
>>94330283
>It's not a blogpost actually, it's a Stackexchange answer.
Here it is:
https://rpg.stackexchange.com/questions/41032/in-moldvays-basic-dd-should-the-thief-roll-twice-to-find-a-trap
Amusingly, it's not the top voted answer at the moment, scroll down to the second one by Fatootie.
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>>94316003
Because megadungeons means you've prepped enough content you know you will probably no run out of mid-session, and none of it is useless because every feature, room, and encounter can be used even outside of them room ( not in the quantum ogre sense, but in the sense the players can come across npcs who -did- go into that room )
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>>94331559
>how important is music in your game?
Extremely important. As in it's extremely important that the DM not do faggot shit like putting music on while I'm focusing on the fucking game.
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>>94328441
>>94328467
>>94330283
>>94331603
Fuck it, I went ahead and made a PDF of it, it will come in handy in the future.
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>>94330373
>because any subsequent addition might ruin the ecology and suspension of disbelief,
Its more about their agency as players to explore a game world rather than making it up as you go.
Not that anon and falling back to EGG as gospel is just as retarded as ignoring it.
Looking at starting dungeons as demonstrated is a good example though as
>>94329795
listed is a workable start as opposed to missing the point entirely like the anon who wants to build it based on the number of rooms per average game session or something similarly foolhardy.
Having a formed dungeon and functional game world is essential for osr gameplay. If you want to make it up as you go its a different sort of game about story crafting rather than exploration and being an arbiter of a world.
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>>94330210
When I'm out and about doing things in the world and have a backpack I just put it down or otherwise ditch it if I'm in a hurry. You get the hang of stowing it decently in a rapid manner and can get it later.
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>>94331805
>Its more about their agency as players to explore a game world rather than making it up as you go.
False dichotomy
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>>94331559
I listen to a bunch of things while preping but strongly dislike music while playing a game with other people where we have to listen to each other, take notes and otherwise pay attention. I've played in a few games where the gm played music for bits but I found it overall distracting and weirdly aimed at replicating videogames in a way I didn't want.
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>>94331850
I like dungeon synth to play in the background during session, mostly as ambience, I turn it pretty low. I filter it into background noise pretty quickly but I like it instead of just silence, especially during lulls in the game.
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>>94331845
No. If you're adding in things after they've begun exploring that floor you are necessarily fucking it up. Only way around that is if the addition is entirely unknown to everything in any of the explored areas, encounter tables, etc. You've been unable to engage with that point.
There's a great older blog post by Mazirian's Garden on the distinction you're ignoring.
https://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-emergent-story-and.html
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>>94331869
>dungeon synth
ymmv but I fucking hate it. If I wanted to play a video game I would do that.
>just silence
Is okay to experience. If you can't deal with it for long that's a mental problem.
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>>94331571
that's all fine and dandy but we are neither college students or retired boomers to run several parties. we barely get to play once a couple of weeks (and the same is true for most people honestly).
If i was in highschool then this would be cool i guess
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>>94331559
>>94331622
I have had bad experiences with music too. If it gets recognized, now we're talking about where it's from... if we're in battle, someone is now playing the Final Fantasy battle music on his phone... music has never worked for me either.
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>>94331878
>you are necessarily fucking it up
Nope.
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>>94331948
>>94331903
i cant live without listening to music almost constantly.
playing rpgs without some background music feels hollow but i guess if you re not a music person then this would be a problem for you.
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>>94331903
Dungeon synth does not sound like any video game you'd run into nowadays. It's almost entirely ambient noise.

>If you can't deal with it for long that's a mental problem.
Calm down Mr. High and Mighty, I'm sure those 10 seconds of silence while someone is flipping through a book really elevate the game for you.
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>>94323762
>Wotc Era
Which one? There are now five of them.

>Hickmanfagging
And you're a schizo

>TL;DR
Being mad on the internet is cured by actually playing games.
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>>94331878
>No. If you're adding in things after they've begun exploring that floor you are necessarily fucking it up.
Slap a secret door in there, a magical portal, a crumbled wall, fresh new construction. Your players can handle it no problem.
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>>94331559
I like ambient tracks specific to environments. Dripping and rattling chains underground, wind and birds in the forest, muted tavern chatter and lapping waves at the docks, so forth.
Occasionally, if a particular encounter needs some gravitas I have a curated list of lyricless doom metal, medieval reels, pirate shanties and stuff like that.
I don’t like obviously contemporary music or ‘battle music’ or anything like that. Just something atmospheric when it’s appropriate.
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>>94332072
WotC's "D&D" editions are best understood as a mash-up of D&D and Magic: The Gathering, in which WotC took their expertise in deckbuilding games and applied it to D&D. The result is something heavily focused on splatbooks, character options and, again, the character building minigame, which has entire forums dedicated to it.

Distinctions between the flavours of WotC "D&D" are irrelevant when it comes to OSR play and quite off-topic in this general. But if you have thoughts to share on the topic, I'm sure it will be well received on /todd/, that is for OPEN discussion.
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>>94332174
>>94331869
Is "First Quest: The Music" OSR?

https://www.youtube.com/playlist?list=PLQvpV19JTqp6DHw_zhVBeFn9f5Pw1xf-3
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>>94331970
I (>>94331948) actually have nothing *against* music - just my group has historically made it not work. More power to you if you can pull it off.
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>>94332447
>1985
Don’t make me post the pdf, anon.
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>>94331903
https://youtu.be/bn6lfljADKs this sounds like a video game to you?
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>>94332826
NTA, but yeah it literally sounds like the soundtrack to a late 90s CRPG or adventure game to me too ¯\_(ツ)_/¯
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>>94331341
>>94331441
>>94331817

seems that we are getting to some common conclussions. But funnily they clash with RAW as there are no penalties for fighting unless the specific encumbrance limits are surpassed.
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I have seen people here talk about brutal scaling (1=10 and all that jazz), but how it's combat with heroes meant to mesh with that? The primer says that you do 3 normal combat rounds per 1 mass combat round, that I get, but how the hero's hp, or the mooks he kills, affects the unit in the tactical scale?
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>>94333162
Tally the damage and round to the nearest mass-HD.
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>>94333162
>>94333181 (You)
More explicitly:
1 mass HP = 10 standard HP

If the 12th level fighter is up against 10 gnolls (total 20 HD = 90 HP = 9 mass HP at a 1:10 scale) and downs 4 out of 10 them, that's 40% damage to the unit. So the mass unit is down from 9 HP to 5 HP.

Of course you only need to do this conversion as needed. As long as the 10 gnolls stay in contact with the 12th fighter only, you can just keep running one round every three.
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>>94321976
I have a homebrew Psionicist class in my B/X game. I just copied the Carcass Crawler alt rules for thief skills (all start at 1-in-6, you get 4 points at chargen and 2 each level thereafter to bump odds up in a skill, max 5-in-6) for a selection of what I felt were the classic psychic abilities (telekinesis, telepathy, psychography, etc.). Simple, very distinct from magic, but the player still gets to feel like they're cultivating their psi powers as they level, just very differently from how casters research new spells.
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>>94333391
FOEGYG
Psionics is not a class. It's its own oddity, not classifiable according to the standard mechanics in the game.
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>>94333542
>you must play the base game till you die and never expand on it
>this is the way of TRVEOSR
>screeches in "FOEGYG"

i would much rather have people discussing their DCC shitbrews, if anyone is still playing that game, than retards and trolls like yourself
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I have a ton of starter adventures and low level adventure modules, but what are some good mid/high level adventure modules for use with OSR games?
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When rewarding gold for EXP, how much experience should I offer for "Priceless" items or items that don't have a real specific value? How much should I offer for magic items?
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>>94333680
If you can't sell it to anybody, you can't use that money to hire men-at-arms or build a castle or whatever, so it's not worth anything. If they can find a buyer, it's worth whatever the guy will pay
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How much would it cost get a ride on a boat a few days to a destination the boat was already headed? My players kinda caught me off guard somehow, with something so obvious. They had recently been traveling to this one seaside town by foot, but they realize that if there are boats commonly going there that they can just take a boat from one town to the next and not have to hoof it as often.
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>>94331655
Thanks, anon.
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>>94333542
I'm having fun with my friends and you're being a malding retard.
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>>94333391
That's a really elegant solution and I like it. Do you have examples of what you can do with a 1 in 6 vs a 5 in 6 with say telekinesis? And what sort of modifiers you tend to use?
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>>94334406
Thanks. I'm not sure what you mean by modifiers, but psi powers tend to scale their effects with points invested like you said- telekinesis starts out being able to lift sword-sized objects at 1-in-6 and at 5-in-6 can lift something twice man-size. Psychometry scales from recalling events in the past week up to ancient history, etc etc.
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>>94334502
I'm thinking modifiers for distance, weight, that sort of thing. Like if I have a 1 in 6 telekinesis can I try to move a fully loaded wagon with the same chance of success as a single orc? Or if I want to lift an orc right next to me is that the same difficulty as lifting an orc a mile away? That sort of thing. Or is it flatly defined by your skill?
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>>94333680
Nothing is truly priceless. The royal jewels can be sold for a specific price. Ancient works of art are the same. Thief's could sell if stolen, and the bank could accept it as collateral for a loan.
It has a value and Indiana Jones shouting "It belongs in a museum!" Doesn't change that.

Is there a specific reason you don't want to give some objects prices?
>>94331559
I've seen used music exactly twice in my games. Once was when we came across a hydra I played the Pokemon Red/Blue battle music. And the second was in a Foundry module that played music when my token got near a specific room. It was very cool but I also muted it in the same minute I found it.
Mostly I find music to be a distraction.
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>>94334524
Ah, yeah. I like to keep things straightforward, so it's strictly 60' range, 20' move distance/round or 60'/turn. Totally eyeballed numbers on my part. Can't be used to move opponents, though. I don't mess with any finer-grained detail than that, which has worked well for my group so far.
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>>94334578
When you have a chance, do you think you could post your rules in the thread? I'd really like to see them in full. I might steal them.
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>>94334577
>Nothing is truly priceless
Not true, anything that nobody will buy from you is "priceless." In that you can't assign a price to something which has no market.
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>>94334589
Sure, no prob: https://pastebin.com/YTbtfbup
>>94331559
I keep music/ambience playlists for various areas. The biggest is a very lengthy dungeon playlist on shuffle, mostly ominous and mysterious stuff. Never any vocals. But what's been in rotation lately is submarine and prehistoric swamp ambience plus two tracks I mashed together to form a fungus city track. Mostly I just find it fun to do; we've been playing online ever since my college buddies and I scattered to the winds sadly, so my players are able to adjust the volume or mute it on their end if they like.
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>>94265709
'DUNGEON CRAWL FRENS' Hexcrawl Session report!
X1 – Isle of Dread
Party Size: 9 PCs, 2 Retainers, 10 Mercenary Musketeers
Party Level 4-10
Session #2
System: OSE Advanced+
A shorter session this week. The party set forth from their portable fortress encampment, “mechanized” via a walking animated tree with a high-hide observation deck. The walker, while increasing vision and security, walks painlessly slowly, ¾ of a mile, per hour. Through the jungle, and sometimes mud after rain, even slower. Each evening, the half-orc casts a spell to predict the next day’s weather, and if necessary, the druid uses control weather to shelter the party from harsh effects. Each morning two PC’s go invisible, then fly a zig-zagging grid in a forward arc to scout the terrain ahead and to the flanks.
Along the trail to the Tar Pits, the party found a vine-overgrown shrine with a sacrificial altar, which had an old skeleton missing its jawbone laying atop it. One of the party mages used a ring of plant control to pull the vines away, revealing the shrine’s statue to be of some tentacled aquatic-humanoid monstrosity, and wrapped within the vines was found a small golden statuette of a dog, with small ruby eyes.
Later, the party was preparing to cross a wide stream, when they were attacked by a hungry swarm of giant iridescent dragonflies, which ended up killing the party bard. Post combat, they harvested the dragonfly skins, and the other mage flew the dead guy’s body back to the ship to be resurrected (he made the trip in one hour, that had taken the party over a week!). The next day, using bags of holding as sidecars, he flew back to the party with two more PCs.
1/3
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>>94334708
Travel resumed from there, and after nearly two weeks the party reached the tar pits, stretching out dozens of miles, and filled with half-preserved skeletons of great beasts, including, bizarrely, aquatic leviathans. Miles west along the pits the party found some ooze mephitis heatedly debating their debts with some earth mephits. One of the mages forked over a ruby necklace to pay off the ooze men’s debt, and received information about a witch doctor to the north, and a ruined fortress in badlands to the west, nestled between two volcano peaks, and overrun with subhuman savages. Before leaving, the ooze men tried to secure a *loan* of 100gp from the party, which they refused (stingy!).
Travel resumed southwest away from the pits, and the session ended with the party a few scant miles from the fortress, with knowledge of a nearby dragon, from having heard it roar overhead while camping overnight.
2/3
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Best place to find Dungeon Geomorphs? Either Gary's old ones or new ones.
>>94334644
If demand is 0 then the value is zero. If you are going to be a pedant think about what you are typing before you say it.
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>>94334713
Dramatis Personæ:
Leontina, Lamia of Lannes Keep, Sorceress and de facto owner of the Osprey and its marines, the Lamia's Legion.
Lucia, femme fatale assassin and suspected black widow, servant of Leontina
Adovardo, dark knight in service to Leontina, commander of her Legion, short-sighted and foul-tempered
Arik, quiet but forceful and hardened leader of the party, wielder of the sword Titan's Bane, and battle commander to our marines.
Eris Green Witch, the Wrath of Nature, a powerful druid and guardian of the party, she commands great beasts.
Alexei, steadfast fighting-man and inquisitive voice of reason. Hes a CHUD
Mariestellanealise, shortstack illusionist, lover of Alexei
Olsirt Truefriend, trap springer and eager pointman, unusually lucky.
Robert Vesper, powerful mage, quiet and unyielding.
William Vesper, selfless warrior-priest, and cousin to Robert.
Pietro, a gallant warrior, out to avenge his late brother's dream of getting rich.
Pardue All-Friend, holy-man to the party, a simple-minded man but true hearted, a priest of the frog god Apu.
Guldurdir, elven spellsword, devoted a life-debt to Pardue for reascuing him from giants.
Ugthak, a sly warrior of ill repute and poor standing. May or may not be a cannibal.
Fun Guy, a walking mushroom man, out to see the world.
Jacque aka ‘Cracker Jack’, former circus whipmaster and vast repository of hidden knowledge
>>
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>>94334726
Addendum:
The party as yet unnamed, (though someone thinks of as "The Lamia's Lackeys"), is a ragtag group of hardened adventurers turned conquerors. Several of the party hold noble titles, and own land upon which we have magically constructed a stronghold upon, including a growing number of peasant families outside the walls. They have suffered incredible losses, but are now secured in a position to help the greater lands of our fiefdom, and the world as a whole. The party has averted global war numerous times, laid hands upon divine artifacts, and surmounted the challenges of ancient evils. Now they quest to purify the body of Thetis by removing a blight upon it.
>>
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Are Rust Monsters a dirty trick or a fair game?
>>
>>94334932
Fair game, if you play BTB
>>
>>94333680
A simple, stupid, and probably inaccurate way to do it is like this:
>Assume 10 coins to a pound (RAW)
>Determine weight of object
>Determine is object should be valued in copper, silver, electrum, gold, or platinum
>Multiply by subjective value based on craftsmanship or whatever
A shitty 5 lb hunk of copper is 50 cp. A well made 5 lb platinum statuette is 500 gp.
>>
>>94334979
NTA, yeah, thats what I generally do too.
>>
>>94334714
>If demand is 0 then the value is zero
No, the value is unknown, not zero. It has potential value, but its value cannot be ascertained until you locate someone who's interested. Only if you have the information that shows literally nobody exists who wants it (virtually impossible) can you say with confidence that the value is 0.
>>
>>94334714
>Best place to find Dungeon Geomorphs
have you tried google? Or is that too much to ask?
>>
>>94335134
>look around
>no one wants it
>guess it's value is zero
>someone tells me that because they can imagine a hypothetical person who does want it that it's value is actually higher than zero
>watch as an orderly drags him back to the theoretical economics ward were he can continue theorycrafting about trickle down theory and austerity without accosting the general public
>>
>>94335288
>they can imagine a hypothetical person
Who are you talking about? Because I'm saying unless you can ask everyone on the planet, you can't know that the value is actually zero. Mercantile empires have been built by discovering that seemingly worthless things are really valuable if you take them somewhere else.
>>
>>94335295
>mfw demand for a good or service can change
>this means that demand for everything is > 0.
Misunderstanding year 10 economics isn't an argument.
>>
>>94335320
>reading comprehension
>>
>>94335320
>>94335369
autistic pedants
>>
>>94333614
>i would much rather have people discussing their DCC shitbrews
Luckily there's a place for that:
>>94230384
>>
>>94334264
I'm glad you're having fun, but that does not put your shitbrew above criticism. Grow a pair of fucking balls.
>>
>>94333680
Priceless items: ballpark the value.

Magic items: Worth no XP in B/X, see the rules in the DMG for AD&D.
>>
>>94331571
You can have down-time without tying it to real-world time. The only reason to tie it to real-world time is if you're running multiple groups in the same setting.
>>
>>94333542
>>94335530
>>94335542
>This thread is for posturing and shit-talk, people who want to talk about games should use a different thread
You're probably right but I don't blame people for trying. You guys still have interesting conversations sometimes
>>
>>94335576
No one is saying you need to do it. But it does emphasise it. It's (like many suggestions are) a stylistic choice rather than being strictly better or worse than other play styles.
>>
>>94335589
The other thread is for sharing shitbrew without any kind of pushback or negative feedback.

This one is for people who still have a pair of balls and are capable of taking criticism in without being pussy-ass bitches about it or touting the fucking "purity spiral".
>>
>>94335883
>you re a pussy ass bitch if you dont like getting shitposted by trolls and retards
>>
>>94331995
Its looped back around in a lot of indi game spaces. If you think AAA /v/ is what gets played by /osrg/ you're retarded.
>its not a problem
lmao it for sure is, see
>>94331970
I even like music, but having to have it constantly on is a problem you're ignoring by trying to drown it out. It will emerge on its own constantly until you deal with yourself.
>>
>>94332083
>add quantum secret doors
lol go back to /todd/ for your instant railroad shit.
>>
>>94332948
I would think the general assumption being most humans who have been outside with a backpack already know you can put it down for a minute translates to gameplay.
They put it down anon. A lot of older D&D rules were written with the idea you didn't need everything spelled out as if you were very ignorant. Even nerds used to go outside.
>>
>>94334061
Food cost x10, the ship isn't stocked for random passengers. Adding more hands and mouths that aren't sailors is always a pain in the ass to everyone on board so it better be worth it.
Lodging cost depends on where on the boat they're sleeping. Most smaller vessels don't have a lot of unusued space so its likely sleeping quarters will be rough.
If its less than a day its a lot easier though and likely cheap.
>>
>>94333391
This seems straight forward. How often do the psionic powers come up in gameplay/how do you curtail them being spammed?
>>
>>94336300
Your opinion stinks of little to no experience actually running games for players, armchair Referee all you like.
>>
>>94336335
nou
>>
File: Battleaxe_rules.pdf (1.57 MB, PDF)
1.57 MB
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>>94333162
>>
Is Rappan Athuk any good? I've tried looking at it multiple times, but there's something about the presentation I find very off-putting, so I can never go beyond scratching the surface.
>>
>>94337968
>there's something about the presentation I find very off-putting
It doesn't feel like first decade D&D.
>>
>>94337968
Its classic Frog God wall of text. They did their thing before the OSR decided that layout was all, and while that idea has led to a bunch of disintegrated point-form passionless garbage, in the same way that every good OSR idea has been run into the ground by autists who think that the only way to implement a good idea is to run it into the fucking ground while making a religion of it, overall even modern stuff by grogs shunning the OSE style has greatly improved in presentability.
>>
>>94338202
>They did their thing before the OSR decided that layout was all
My PDF says copyright 2012. Stonehell is 2009. I don't think walls of text are justifiable in the post-Stonehell era, but what do I know?, books like Arden Vul are extremely popular and highly regarded, it seems. I just don't get it.
>>
>>94338477
i still copy stonehell keying and layout religiously in my own shit now
>>
>>94338485
Based.
>>
>>94338477
Stonehell was (and is) well regarded, but didn't start a trend of everyone copying them, which wasn't really a thing until years later (Melan's notable post complaining about this annoying new trend is from 2017).

The one-page dungeon spread by and large got people making one-page dungeons, in sync with the popularity of that contest, not people rewriting their entire standard dungeons to match.
>>
>>94337968
I have done some autistic digging on the subject.
The first 2 books for 3.0 are basically 1:1 conversions from AD&D 1e substituting closest 3.0 equivalents. Book 3 was at best an outline in the 70s-80s and was created for publication.
The Reloaded books were an actual "re-balancing" of the dungeon to 3e standards and the S&W version is (from my understanding) a conversion of that.
>>
>>94338580
Yeah, like Gygax's Necropolis, you're getting conversions of conversions at this point. It gets even more confusing since some areas are new to the 3rd ed era and so were only converted once (but never had a 1st ed base), and some eras were new to Frog God's S&W era. The whole thing is a mess, foundationally, but there's plenty to use there.
>>
>>94338580
Say I ran it or repurposed parts of it, do you think I could expect treasure amounts to be in line with XP for gold standards?
>>
>>94338580
>>94338662
I mean the S&W edition obvs
>>
>>94332234
>todd/, that is for OPEN discussion
The t in todd stands for TSR-era. WOTC-era is not TSR-era.
>>
>>94339006
Didn't know Shadow Dark was TSR era.
>>
>>94339006
No, it stands for """Traditional""" aka
>implying /osrg/ is obsolete and posts about old-school gaming all belong there instead
You know, faggotry
>>
I need some more games anons. Should I run some micro campaigns to get my fix. I'm already running my weekly. Am I loosing my mind here.
>>
>>94340130
Run 1:1 time and have players give downtime orders during the days "off".
>>
>>94340232
I'm not against 1:1 but I don't think it will cause the players at my table to do that.
>>
>>94340423
Open another table, then. Or play solo. Or play boardgames.
>>
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Does anybody have the key for this dungeon? Dyson did this version but the blog with the key died.
>>
>>94340130
I've found having a few different types of games helps me out.
>osr night
>board games with family, frequent new games
>decent supply of small card games and whatever for pickup at home
Works well for me. I'd do this shit all the time if it was an option but variety is likely helpful long term.
>>
>>94341602
>the blog with the key died.
Did you check if it was archived? Drop the dead link here.
>>
>>94342014
NTA, but I checked and archive.org doesn't have it
>>
>>94342014
I can't find an archive of it, heres the link.

https://yenemvelt.blogspot.com/2017/12/black-monolith-from-another-sun-level-1.html
>>
>>94342165
archive.is and web.archive.org don't have it either.
>>
>>94341602
>>94342014
>>94342070
>>94342165
>>94342196

My terrible sorcery is without equal in the west.
>>
>>94341602
>>94342165
You didn't check if the blog itself (whatever dot blogspot dot com) was archived. Moderately visited blogs usually are, as was this one. You can then see the latest posts at the time of archival. Also, from there you can see the author's profile, that one stays available even if the blog is gone, and see if the author has any other blogs. This was the case here: the author moved his blog to a slightly different name.
>http://yenevelt.blogspot.com/
>>
>>94344447
I don't understand the strange fetishism nuSR and nuSR-adjacents have for baroque naming conventions
>>
>>94345383
You mean like OSE and The Hybrid Bone-Effigy Crucible of the Urgent Chimera?
Btw, what system does >>94344447 use?
>>
>>94345407
>The Hybrid Bone-Effigy Crucible of the Urgent Chimera
Yes, I had the displeasure of reading that in the trove.
>>
>>94345410
Reminds me of old monster movies
>>
>>94345383
It's wannabe Jack Vances
spoiler: you will never be as good at it as Jack Vance
>>
>>94345407
My own.

I've never heard of this dungeon or this guy: I just visited the blog by curiosity when it was posted, found the posts people were looking for, and thought I'd share them with the anons who were looking.
>>
>>94345786
The adventure that person wrote uses your own system?
I feel like you've misunderstood my question.
>>
>>94345790
I thought you asked me what system I used, not what system the guy who wrote the adventure used, so yeah.

Looking at the adventure, it looks like AD&D with ascending AC notes, but then you get things like "Senses room by vibra-location, giving all PCs a –3 penalty to stealth" so who knows.
>>
>>94344447
>>94344511
Thanks Anons.

>>94345407
It has 'fighting men' on encounter tables so OD&D or similar i'd guess.
>>
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Hard to disagree.
>>
>>94345950
Macris? He's not very fond of Halflings.
>>
If a friend says they will not try out OSR even when they have been told you would (exclusively) enjoy it, is the friend a real friend?
>>
Swords and Wizardry: yay or nay?
>>
>>94346748
There are exactly zero reasons to use that shitbrew in 2024.
>>
>>94346739
I am not entirely sure what you are trying to say
>>94340570
Other table is to big a commitment. Solo is an option I've been entertaining for a while so maybe that would work.
What I really want is a pickup game that I can join for a few months and then back out when things get busy again.
>>94345965
Manlets belong in pub cooking me dinner not in the dungeon taking a share of the treasure.
>>
>>94346739
ESL?
>>
>>94346748
Are you the same dude who keeps asking about bfrpg and crying about the answers?
>>
>>94346748
Gay
S&W was never a good system
>>
>>94346748
Od&d, Ad&d 1e, B/X(OSE), ACKS
>>
>>94325244

> I've kept track of the "serious" literature I've read since I was 15.

lol
>>
>>94347177
No, I'm a different idiot
>>
>>94325244
You're a smug loser and you are nowhere nearly as intelligent as you think you are
>>
>>94346748
Try here >>94230384
>>
>>94348633
Just wanted to let you know that when I read your post I said 'based' out loud
>>
File: FootprintsNo20.pdf (5.66 MB, PDF)
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>>94319270
If you're looking for an easy weapon-vs-AC system, Footprints 20 has a great table foe you. That adds enough granularity for my taste without slowing down play.
>>
How the fuck do I organize physical notes? (I don't use digital tools like Obsidian or OneNote or whatever.)
It's been one thing to organize notes for a single dungeon or town, or whatever. But my current campaign has been going on for some time now and it's getting a bit ridiculous to carry all these notes and to have them strewn about in no particular order.

Anyone got any advice or examples of how to organize physical notebooks? Everything online is about digital tools.
>>
>>94349891
Dungeons and their keys up front, then overland maps and keys, then overland locations. Factions go in next, and then misc for stuff like major magic items or travelling NPCs that aren't tied to a location.
Get some sticky colored tab things to attach to the first page of each group, then order the pages in the group numerically or alphabetically to taste.
>>
>>94349974
This is the best answer I've gotten for this question so far. Thank you.
>>
>>94349983
Oh if you want to get fancy, you can put maps in a plastic sleeve and attach its right edge to a cardstock page with tape, then flip that out so the map sits to the left of the map key pages, letting you keep it visible as you page through the map keys. The plastic sleeve lets you make temporary marks on the map with dry erase markers.
>>
Why is there no comprehensive automation for AD&D 1E?
2E had the CDs for look up, but all the online tools I can find are for B/X except for a player side character generator that is on the internet archive (so is partially broken) and an automated AC/to hit calculator.
>>
>>94350190
Everybody uses it differently
>>
>>94316610
>We've spent half of last thread explaining why it's a very bad choice.
No, "We" didn't. You masturbated loudly about how you're a gameless faggot and never made a single compelling argument to defend your seething.
>>
>>94350263
He's right, though, we had an extensive discussion of how BFRPG's dungeon stocking tables are completely fucked. You can project about seething all you like, it won't fix BFRPG.
>>
So there is a 16% chance of a settlement or ruin per 10 mile hex in AD&D, which is used for terrain stocking only.
That means there is about 1 settlement per 30 mile campaign hex. Which matches ToEE.
But towns and above have 1d6x10% additional people in suburbs in the same hex, let’s say 30 miles for 1 days full travel.

So we can make a table assuming 1 settlements per 30 mile hex.

Roll 1d20, 1-16 is normal table and 17-20 is deduct 15 to get settlement and roll again for additional ones.
Does reduce the frequency of ruins compared to others though as ruins on show up on a roll of 15-16.
>>
>>94349891
Wow, you the same guy from a few threads ago who couldn't figure out how to put his paper into a binder?
>>
>>94350263
Yes "we" did, but if you're that offended by being told at the shitty game, you can feel free to make another thread, but you won't convince anybody except be completely ignorant, that it's anything worth playing
>>
>>94350328
I always appreciate AD&D analysis even even if the fake grogs don't.
>>
>>94350895
What a weirdly sycophantic and passive aggressive post
>>
>>94351071
Yeah, where are these "fake grogs" that "disapprove?"
I saw anon's >>94350328
post, and all I could think to respond with was "yeah, I guess you could do that, if you like." It's not really a conversation starter by itself.
>>
>>94349814
We used "Weapon Type vs Armor Class" at my table and it works fine.
>>
>>94350328
>per 10 mile hex
Does the DMG say this really? I don't remember it specifying the scale.
>>
>>94349814
I don't see the advantage of having four categories instead of nine, honestly, you still need to look them up. And somehow they managed to make the table harder to read than the original one. I'll pass, but thanks for sharing.
>>
Rappan Athuk wilderness map with key, colour-coded locations, and SIX-mile square grid.

Does this count as [OC] since I've made it?
>>
Rappan Athuk wilderness map with key, colour-coded locations, and TEN-mile square grid.

Does this count as [OC] since I've made it?
>>
I've been trying to understand Rappan Athuk the last few days. Something extremely retarded just jumped out to me.

It has two main expansions:
>Expansions Volume 1
>Swords & Wizardry Addendum
The thing is, the two expansions use overlapping numbering for the levels.

So there are two levels called 0F:
>EV1: 0F — The Outskirts of Hell's Hamlet
>SWA: 0F — The Sea Cave Dungeon

And also two levels called 3D:
>EV1: 3D — The Tunnels of Terror
>SWA: 3D — The Gilded Demesne

Both expansions are being sold on the Frog God Games website.

>WHAT FUCKING MONGOLOID WAS PUT IN CHARGE OF DIRECTING THIS AND LET THIS HAPPEN AND HOW DARE THEY CHARGE MONEY FOR THIS CRAP.
>>
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>>94352054
The introduction to the Swords & Wizardry Addendum, which is statted for Swords & Wizardry, has these gems.

This is the first Frog God Games product I am trying to read. Is everything they publish this level of trash?
>>
>>94347172
Yes I speak ESL.
I'm hurt because my best friend left my gaming group and created his own, because I said I won't play modern D&D. For months, he defended 5e, character-centric style of play and plot armor. I argued we try other games and OSR in a very snobbish way.
In the end I gave the group an ultimatum and I was abandoned. Encouraged by GMs reporting success in turning 5e players to OSR. In retrospect, I should have not forced them to choose and I blame myself mostly. This friend even invited my gf to the new group thinking it would not bother me (it did, greatly, felt more like an insult even if it was not deliberate).
Not sure anymore we ever understood each other. Thinking back the countless times we disagreed on matters of taste. He is just part of the casual wing of the hobby, content at 5e and I always pursued something better and more suitable for me. Seeing comments online I think this may be common in this time of TTRPGs becoming mainstream.
We rarely meet over other activities anymore.
Would you salvage this friendship if your best friend did this?
>>
>>94352337
>it did, greatly, felt more like an insult even if it was not deliberate
Lmao you're a delicate little faggot
>>
>>94352354
Sure I'm delicate when the hobby I invested so much time and money in vanished into thin air. Betrayal is complete when even your family members defect. I admitted and explained my weakness. I was understood.
Lesson learned, don't let a hobby grow too serious it provokes more debate than shared joy and purpose.
>>
>>94352398
>I invested so much time and money in
You invested MONEY in it? How? Last time I've spent any money on RPGs was in the 1980s.
>>
>>94351835
>>94351836
>>94352054

Great stuff - saved.
I would encourage you to post this in the 3.0/3.5 thread, since that's the system RA was originally published in, that's where its appreciators will be (I think). Hopefully get some insight about your questions also.
>>
>>94352097
My guess is this is the result of many hands touching this megadungeon over many editions of rules, over many years. Pretty sure the original author no longer involved.
>>
>>94352337
Sucks that your group likes shit games but that's no excuse to end a friendship over. Don't be a schitzo, spend time with and treasure your friends and fucking elf games is no reason to burn those relationships.
>>
>>94352337
Yeah I didn't read any of your gay little blog post
>>
>>94351416
It does not, it indicates a range.
>>
>>94352650
>I would encourage you to post this in the 3.0/3.5 thread
I should but I can't.
>>
What's your stance on funny voices?

>(P)referred
>(G)ood
>(N)eutral
>(T)olerated
>(A)ntipathy
>(H)atred

(I never really understood whether T is better or worse than N in High Gygaxian. I suspect it's better in the PHB but worse in the DMG.)
>>
>>94353302
They are fun but entirely optional. I put it in the category of style choice. Macris does a good job of it for his players imp in his game.
>>
>>94352650
>>94352097
>>94352054
RA was created in 1e though

>>94351071
>>94351123
The fake grogs like yourselves who never want to comment on game analysis but are quick to show how they're malding

>>94353302
I've been told I do a good "naked hobo priest of evil" voice
I would argue vocabulary and pacing are more helpful tools that doing a celeb impression
>>
>>94353302
I think trying to do a little bit is enough, most people aren't voice actors so trying to put on a whole thing is completely outside the bounds of their capabilities and that can come off poorly. But speaking softer, louder, faster, slower can definitely help to differentiate characters without needing to put on a whole affectation like doing accents or completely changing intonations.

Tolerated in a GM but a player can do whatever they want I don't give a shit, people will treat them like they act so if they're being an annoying cunt well the NPCs think that too, it self-balances.
>>
>>94352337
>ESL
Yeah, that's the problem. Unless you have an intimate lifelong and lived knowledge of the mentality, social ethnic and political dynamics, language, work and life ethics of the time and place the playstyle originates from, you will not be able to appreciate or understand it. You might lie to yourself and claim you do, but you actually don't. It's not that your friends don't like you, it's that they (and you too, if you were honest to yourself) just cannot, on the most basic level, understand how and most importantly why the game is played the way it is. Risking life and limb trying to achieve greatness in the face of adversity is just not something the average ESL can even begin to fathom. You just lack the understanding of this way of life. That's why they flock to cushy story games where they run a coffee shop and nothing bad can happen and everything is provided at no cost or effort. Just make peace with this and go join them. And if you want to still pretend you are doing right what you're doing wrong, go here >>94230384
>>
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Reminder not to engage with obvious bait.
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>>94353555
>The fake grogs like yourselves
fuck off, retard
>>
>>94354128
See, there he goes again! He cannot talk about games, but anything that damages his fragile psyche DEMANDS his response!
You fake grog faggots have given me more replies for insulting you than you have for the AD&D breakdown. No Games Fake Grog, Get Ye Gone! (NGFG GYG!)
>>
>>94353302
Funny? No thank you. Developing as an aspect of character through emerging gameplay: 100%
If you want to squeek in a funny voice try Vtubing.
>>
A game in my area is advertising as using:
>Open Table
>Rules as Written
>Total Player Autonomy
>The Braunstein
I understand what’s meant by the first three, but I’m not sure exactly what’s meant by “the Braunstein” in this context. I know what a Braunstein game is, but not what elements of it are being pulled from here
What elements of Braunsteins do you consider essential in your games?
>>
>>94355383
What system? Because you can't run AD&D RAW despite the ravings of BrOSR and CAG cultists.
"The Braunstein" is really a buzzword that is most frequently used to describe a game with some players who have absurdly overpowered and/or influential characters (patrons) and other players with level 1 nobodies (adventurers). The patrons get to declare their goals, then DM bruteforces the nobodies to go do stuff for the patrons. This is all under "fog of war" so only the DM and the patrons know what's going on in theory, but in practice making plans secret from the DM is considered a good thing.

Good patron play requires very abstracted or very mature players; handing someone a 14th-level magic-user and telling him this is a game with winners and losers i not conducive to good play.
>>
>>94355383
>The Braunstein
It means those guys are LARPing faggots
>>
>>94355443
>you can't run AD&D RAW
False.
>>
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>>94355383
>I know what a Braunstein game is, but not what elements of it are being pulled from here
Depends on the specific table, group, and DM, but it should mean adversarial play between players with a fog of war enforced by the DM. Can be done in a million ways, e.g. in person vs. by post.

I'm not sure playing it with unvetted strangers picked up though an ad is a great idea, though.

>What elements of Braunsteins do you consider essential in your games?
PHB page 7, eventually. It's not strictly really Braunstein, strictly speaking, though.
>>
>>94355383
>The Braunstein
It means he fell for the bullshit the Bros are selling. This informs us about what his ad actually mean
>RAW
By RAW he means houseruled randomly but will insist that it isn't.
>Braunstein
Braunstein means the world is run by outside 'patron' players who start at max level. I have no idea why anyone considers this a good idea.
>Total player autonomy
Total Player Autonomy means if you try and fuck with the 'patron' players they will personally show up to kill the actual players for daring to show any personal initiative in a games and force you to do missions for them.

Jeffro '3rd most important person in the history of dnd' Jonson is malding retard who reinvented railroads and pretended it was 'adnd as as intended'.
>>
>>94356330
kek, you tell 'em
>>
>>94356330
>Braunstein means the world is run by outside 'patron' players who start at max level. I have no idea why anyone considers this a good idea.
You clearly have not tried to run ad&d 1 raw, nor have you tried having patron players.
Do not reject ideas you haven't even tried.
>>
>>94356617
I play bx so adnd btb is pretty far from my concerns. And patron play should be reserved for actually retired player characters not given out like timtams to the group you clearly would rather be playing with over the people at your table.
>Do not reject ideas you haven't even tried.
Todd? Is that you? Because it sounds like you want us all to play Cairn and suck each other off.
>>
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>hexhunt battleax deathtax anon here.
I'm making a sword-and-sorcery sandbox hexcrawl for B/X (levels 1 to 9), humans only thing. It'll be free-as-in-freedom, and will come with 10 dungeons.
>OCKVLT
I've already got a draft and a map of it which I've played more than 20 sessions with (both solo and with group) and now I'm fleshing it out.
Anyway, this is the outline I've had in mind to present it.
>1. Introduction
>2. Hexmap overview
>3. Pantheon of Deities
>4. Settlements
>5. Factions
>6. Dungeons
>7. Encounters (tables)
>8. Adventure Hooks and Quests
>9. Random Events and Lore
>10. Appendices (monster stats, magic items, any optional rules)

So far, I've re-written chapter 3 based on my notes, and I'll move on to the factions next, most probably.

Am I missing anything? Would this be the best way to present it?

So far you told me to
>include dungeons, so I will
>always cross-reference, so I will
>include morrigan/lillith somewhere, so I will (as it fits the theme of demons)

Also, I'll limit PC choices to fighter-mage-cleric, with thieves and druids as NPC-only. Mages are very rare.

I will have an undead liege (i.e. evil cleric) as the villain of the land. (Based on RC chapter 14 Undead lieges) Does that sound okay?

>I'm posting from a country where 4chan is banned so, sorry if I cannot reply immediately.
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>>94356123
Are magic armors weightless or do they weigh half?
Is falling damage linear or quadratic?
How do you determine if a halfling has infravision, and the quality thereof, using the PHB and MM?
When the examples contradict the rules, which is correct?
What are the alignment restrictions on thieves?
Are Tiamat and Bahamut gods or are they they just really tough monsters?
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>>94357001
Whenever there's two contradicting rules, it's up to the DM to pick one of the two versions.
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>>94350190
The OSRIC web page has some useful tools. I use their character generators for henchmen and retainers. Don Jon is also a decent way to blast out a lair for a low-prep or beer & pretzels night.
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Can anybody point me to where in the 3LBB/OD&D the "sweep" rule for the alternative combat rules is? Book / page number.

(I am referring to Fighters getting 1 attack per level against creatures with 1 HD or less.)

I need to verify claims / interpretations that monsters get those as well.
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>>94357743
I don't think it's in lbb. It should be in Chainmail somewhere.
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>>94357743
>>94357749
Found it, it's in the FAQ inside The Strategic Review (Vol. 1, No. 2, page 3).

It's actually just an example, as is often the case with Gygax. I don't believe there's another source for this rule, do correct me if I am wrong.

And I think it leaves the question open on whether monsters get that as well... not to mention high-level Clerics and MUs who have reached a fighting capability comparable to a high-level Fighter.

I'm always on the fence on this, also in AD&D and B/X. I don't think it makes sense that a Fire Giant gets to clobber just one kobold per round.
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>>94357743
>>94357749
>>94357785
It's worth noting that both Delta and Macris have come to the conclusion that monsters must get some kind of cleave or sweep, and both Book of War and ACKS have been playtested very, thoroughly.
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>>94357785
>HEROES (and Anti-heroes): Included in this class are certain well-known knights, leaders of army contingents, and similar men. They have the fighting ability of four figures I the class being dependent on the arms and equipment of the Hero types themselves, who can. range from Light Foot to Heavy Horse. - Chainmail pg 27
No other sources.
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>>94356835
Sounds cool, man. Interested to see what you come up with.
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>>94356835
Sounds dope, looking forward to it.
Small note about where the encounter tables are place. If there are encounter tables for different areas of the wilderness I've found them to help centre/lay out the area in question if they're before the main body of text. It gets the imagination going on an area when I'm reading it and is also easier to reference to each area when I need it later.
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>>94357510
Yes, and thus you cannot play RAW, because one DM chooses one of the written rules to follow whilst another chooses the other written rule.
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>>94359108
I'm sure pretty much every RPG ever published has inconsistencies. If that's your definition, there's no game you can play rules as written, so it's a stupid definition.

Either way, when people say they play "rules as written", it's obvious that they refers to rules that are clear, and naturally when there's inconsistencies you have to adjudicate them somehow. It's about not making any changes where you can stick to the rules.

So your argument is idiotic and masturbatory.
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>>94359267
>moves goalposts from AD&D RAW to "every RPG ever published"
>semantics nitpicking
>vernacular juggling
>ad hominem zinger in last line like a faggot
I accept your concession. Stick to Kiddie D&D, it's more you're speed.
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>>94356835
>hexhunt battleax deathtax
What these be anon?
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>>94359397
NTA. I don't think "moving goalposts" and "ad hominem" mean what you think they mean. Best not use expressions you don't fully understand.

More importantly, you're the one who was playing semantics: It's clear to everybody what "RAW" means... except you.
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>>94357743
>Can anybody point me to where in the 3LBB/OD&D the "sweep" rule for the alternative combat rules is? Book / page number.
No, because it's not "the sweep rule". Thinking of it in those terms is a later-edition affectation. Characters in OD&D have the fighting capability of a certain number of men as enumerated in their class level tables. This *inherently entails* a certain number of attacks against normal-types, that is, those types of enemies which form rank and file troops rather than being individual monsters. It's not characterized as "a sweep attack", "a cleave" or any such other special attack possessed by an otherwise normal-by-later-standards character. These attacks are the *core* of the character's fighting ability.
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>>94361047
Congratulations for typing an reply that is simultaneously an exercise in obnoxious autistical poindextering, useless (as it does not provide any actual answer to the question), and futile, because the actual answer had already been found here:
>>94357785

Consider shutting the fuck up next time.
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>>94361115
Consider not posting seething troll posts next time. Anon isn't poindextering, he's (correctly) pointing out that the rules for multiple attacks are found in the character tables, which reference Chainmail.
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>>94361047
Regarding this would a 1+1 HD creature be subjected to multiple attacks like 1 HD creatures?
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>>94361217
>the rules for multiple attacks are found in the character tables, which reference Chainmail.
The question was about the "alternative" combat rules, not about the Chainmail rules.
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>>94361357
1+1>1
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>>94359973
Okay, now tell us where the rules are written to determine if a PC halfling is a hairfeet, tallfellow, stout, stoutish hairfeet, or stoutish tallfellow, oh great RAW rabbi.



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