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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/94994969/#95006768

>Previous thread:
>>96393394

>Thread Question
Have you ever used DMG Artifacts in your campaign? If you did, which?
>>
Is there a bestiary with weird magic-apocalypse mutant beasties out there? Seems like something that should have appeared at some point along this ride.

I'll take NuSR trash too. I don't mind making up some numbers, as long as the monsters are cool.
>>
>>96417653
>magic-apocalypse mutant beasties
Are they any different from radiation-apocalypse in your mind? Because in case Gamma World and Mutant Future have plenty.

If you want something that's more magical, the Ivashu from Hârnmaster are great. Harnmaster itself is not compatible, but someone has done a conversion to D&D 5e, from which converting to D&D should be easy.
>>
>>96417653
Carcosa might be close to what you're looking for
>>
>>96417735
>Harnmaster itself is not compatible, but someone has done a conversion to D&D 5e, from which converting to D&D should be easy.
The rest of your post was decent, but you trolled too hard at the endThe rest of your post was decent, but you trolled too hard at the end
>>
>>96417653
The monster overhaul has lots of interesting variants for standard monsters, you could probably get a lot of mileage out of that
>>
>>96417397
Why did the guide disappear? Please repost it
>>
>last thread is still on page 1
>plenty of image slots left
>still make a new thread immediately when bump limit hits

fucking newfags
>>
>>96418178
>immediately when bump limit hits
We're on page 8, Anon. Also, not sure what the issue is with having a new thread.
>>
>>96418178
The last thread was on page 7 and a few dozen posts over when this one was made. Then the mod came in and deleted a few dozen, and now it's back. No point blaming the OP here for that.
>>
>>96418193
>>96418200
ok i take it back
>>
>>96417781
>There's also the LotFP custom monstermaker book, and The Metamorphica: Revised Edition, which gives you a gajillion tables to fuck around with.
Is it good? Or is it all weird cringe sex shit?
>>
>>96418379
Assuming you're referring to the LotFP thing, the Esoteric Creature Generator is good and not cringe sex shit
>>
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Did anyone ever do a decent Hyborea for 0e?
>>
>>96418826
How is wight box? I've heard it's OD&D with chainmail baked in. The dude is apparently launching a kickstarter soon.
>>
>>96418892

It uses d20 rolls but adds modifiers based on the armour, weapon.
Otherwise its just ODND, decent ADnD dungeon Generator. I will be backing the KS.

Its better than fagonslayer.
>>
>ACKS might put out a book on Chaotic play/adventures/races/classes/ect
Fuck yeah, give me that shit.
>>
>>96419994

>buy an AD

Meanwhile The Gaysic Expert spams wight box ad copy every thread nobody cares.
>>
>>96419994
I've posted once about how I'm looking forward to having a chance to play Elric, keeping in mind that shit isn't being sold, it's just being talked about and I think it'd be neat.
You meanwhile have posted 3 times so far dropping off topic faggot-salt.
So how about you sling your carpet bag over your shoulder and fuck off back to r/osr?
>>
How should I handle ship-related skills for a pirate centered shitbrew? Stuff like knot tying or navigation or piloting they can't really be represented by player skill. Probably would want them randomly generated so they have a reason to get hirelings. But I don't want the entire crew to be hirelings and the PCs to be unskilled outside of their class features.

I also want the game to be as little FOEGYG as possible. But I do want something mechanical for PCs skills on the ship. Some stuff will just be handled by a special roll or table (like I don't need perception, that's what encounter distance rolls are for).
>>
>>96420255
>Stuff like knot tying or navigation or piloting they can't really be represented by player skill.
uh yeah they can
>>
>>96419843
>>96419792
He made a fuckton of money off that Kickstarter, he doesn't need to shill here. Also no one on this board buys shit so why would he advertise to you faggots?
That said I just started running ACKS and while it's fun i really wish it was just BX with the domain rules tacked on. I don't need the extra micro rurle.
>>
>>96420255
Player's Option: Skills & Powers may have stuff you are looking for. I recall one of the kits added by the book is a pirate.
>>
>>96420300
Realistically practically how do I do that? Especially like piloting a ship? I guess I can see the argument for not having it at all, but I want there to be reason to kill the helmsman and it not just be replaced by another PC. But maybe that's alright.
>>
>>96420357
Utter unplaytested crap.
>>
>>96420581
Thanks for the unhelpful post, anon.
>>
>>96420396
Do you mean piloting while travelling from A to B (in which case B/X and the DMG have rules for that), or piloting in combat?

In the latter case, OD&D LBB3 has rules for it, including written orders, simultaneous movement, tactical turning rate and rules for ramming and shearing and grappling and boarding and so on.

Yet another option is to use a wargame to solve ship combat. Trireme is great for that:
https://boardgamegeek.com/boardgame/1709/trireme-tactical-game-of-ancient-naval-warfare-494

If instead you want something post-gunpowder, age of sail-ish, Wooden Ships & Iron Men is your friend:
https://boardgamegeek.com/boardgame/237/wooden-ships-and-iron-men

>>96420633
Preventing noobs from wasting their time with one of the worst rulebooks ever published IS helpful.
>>
>>96420656
I'm glad you brought up WS&IM cause I love that game and actually stealing from it would be OSR af.
I will check all of this out thanks anon.
Basically I ran a very unsatisfying nu DnD pirates game with gold for XP to get my players used to the idea and I want to try it again in OSR with my other group but I don't want the skill bloat wanking where they max some skill to plus 30. But I also don't want...no skills.
>>
>>96420255
>>96420396
>>96420300
> just teach your players how to be real sailors to avoid FOE bro
this can't be serious
>>
>>96420677
If you love WS&IM, you'll certainly enjoy Trireme as well. I actually use both because their movement rules are compatible, but they interact with the wind points in different ways, so it's cool to use the Trireme rules for galleys and the WS&IM ones for galeons.

I've heard Macris has run a whole campaign around sailing, so I suspect there have to be rules in ACKS II for it, though I've never used them. Maybe check that out as well.
>>
>>96420656
>I heard bad things about a rulebook and without finding out myself I just repeat shit.
>>
>>96420677
>I don't want the skill bloat wanking where they max some skill to plus 30. But I also don't want...no skills.
In that case, do check ACKS II out. I'm not a fan of skills, but it does use them in a relatively minimalistic way.

>>96420753
Shut the fuck up until you're able to contribute anything to the thread that compares to the quality of my posts:
>>96420656
>>96420747
>>
Designing some sort of old school tomb. Give ideas please. I just want to drown my party in skeletons in the final battle.
>>
>>96420850
Designing a dungeon for a specific party, let alone planning "THE final battle" for them, is FOE bullshit.

This having been said, you can mine Barrowmaze for undead stuff. It's not perfect, but it's pretty good overall: a few hundred pages of mostly undead, as well as a class on how to design a dungeon without any FOE bullshit.
>>
This thread went from bad to the absolute worst in just a day.
>>
>>96420780
I did contribute and without retarded whining about a book you only heard stuff about.
>>
>>96420747
I'll also check out Trireme. I just recently got more into ancient naval battles. I saw some of the ACKS II naval rules so I might look through those again and see if they're worth using. I just don't like the profirciencies much
>>
>>96421230
> for a specific party
yes
> designing a dungeon big bad boss and a cool battle
that has been part of the hobby since its conception you nerd
>>
What do you guys think about Tekumel?
>>
>>96420850
You could have a headless statue that gives PCs a temporary Clairvoyance ability if they put a fresh severed head on it. Or maybe have some rooms with unguarded treasure and a bunch of inert skeletons, which at a certain point become animate. Some of the older undead could wield weapons coated in rust or black mold or some shit that might give the target a disease. Detrimental, but of limited utility in the PCs' hands.
>>
>>96421756
One of those things that are cool in concept but not fun to play, except that you go really hard into the setting. It needs a really special type of player to be good.
>>
>>96420255
The game functions fine without skill rolls. If they rolled or picked Sailor as a secondary skillset for that character they know how to do it. Individual knots to not matter, go bigger picture.
If they need sailors they can hire NPCs
>>
>>96418826

Buy an ad you fucking loser.

Nobody wants your shit 0e clone.
>>
New players are taking a third (5 hour) session to clear Hole in the Oak.
I'm not sure what is the correct way to speed things up without becoming the "angry GM" who sours the mood. They have been very lucky with the random encounters even though I check it every single turn.
>>
>>96423219
It's hard to help you given you give no details, but a few things stand out to be:
1. Why are you checking for random encounters every turn?
2. What is that you feel your players are slow at?
3. Are they having fun?
General comment: One of several common issues with new school dungeons is that they are overcrowded and have very few empty rooms. This creates the expectation that every single room will be a mini-adventure in and of itself, which in turn can plunge players into analysis-paralysis. Paradoxically, empty rooms can speed up play by having players switch from "I just need to take a single step for something dangerous to happen" to "I need to actively look for stuff".
>>
>>96421510
>>96421733
Post a play report instead of your usual bullshit. When did you last play? What happened in that session?
>>
>>96421733
The Anon you're criticising replied to the question with a specific, constructive suggestion: Barrowmaze. Do you have anything to contribute to the thread that isn't your same old meta bait?
>>
>>96421756
It's one of those that sound better in theory than in actual play at the table imo.
If they had published more real parts of the megadungeons underneath Jakalla, instead of reskinned parts of undermountain, with it's pulp superscience i'd probably think it was better.
>>
>>96423257

1. I supposed it would be more exciting in a horror movie way if there was a check every turn. That bite me in the ass.
2. They are still getting used to everything, me too really. I am looking forward to the time I don't have to explain every procedure or Thief skill anymore.
3. I hope. I'm a people pleaser so I had to learn to fight the urge to make it too easy on them.
>nuSR dungeons are overcrowded
A good point. Got to tune that a bit.
Nothing to say, but failure is the best teacher.
>>
>>96423522
It's looking up, Anon. You can fix the wandering monster frequency (once every two or three turns) and you'll all get better with time.

Adding empty rooms to overcrowded dungeons isn't difficult or particularly time consuming, if you want to give it a shot. It can be a fun exercise if you take it as a learning opportunity in the art of jelqing.
>>
>>96423522
>>96423877
oh, forgot
>I am looking forward to the time I don't have to explain every procedure or Thief skill
What makes you think you have to do that? Thief skills are in a book that they're supposed to read, and DM-facing procedures you don't have to explain, they'll infer them with time by playing.
>>
>>96420337
He didn't make enough to not use AI art.
Or he's a scumbag. Well, likely both.
>>
>>96424066
Post something that isn't your usual flamebait meta-commentary. Tell us about your current campaign. What are you playing? DM or player?
>>
Gonna run this thing tomorrow to see if it works, though I'll probably have to do some homework later today. Any tip is appreciated
>>
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>>96424683
>>96424731
>>96424756
Replying here as promised.

>what is the difference between a room and a chamber?
See the attached infographic.

>And my other question is regarding the checks for generating secret doors and one-way doors. How exactly does the procedure work
What's unclear about it?

>how do one-way doors behave?
From one side they look like normal doors and they open normally. From the opposite side they are undetectable and can't be opened. They close on their own some time after the party have passed through.

>If players look for secret passages and doors is there a chance that they appear then after rolling a die or should they've been mapped and rolled for by me in advance?
If you're playing as a DM, secretly determine whether a secret passage or door is there. Remember that secret doors are found with two passes: A first quick check, at one (one-minute) round per 10'×10' sections reveals the presence and location of the door, a second check, at one turn per 10'×10' area, reveals the means to open. DMG 96/97.

If you're playing solo the rule is a bit silly, but basically it's a combined check of being present and being found: If it's there you find it, if you don't find it it isn't there. Of course you can house rule this ("discretion must prevail").

>how do you determine whether an exit is a door or not
Room = door (unless stated otherwise)
Chamber = passage (unless stated otherwise)

>does the entry count towards Table V. C.: Number of exits?
This is obvious from the fact that the table can generate zero exits. So no, it doesn't count.

>how do you treat the doors in your dungeons generally? Are they all stuck and some even locked?
DMG page 97 lists three or four door types. I've created a random table out of it, but regular stuck doors are the default.
>>
>>96424941
Much appreciated, anon, that helps a lot!
I need to further study the DMG on doors before asking more silly questions, I guess. But generally there is no real way to open an one-way door from the other side once it has closed?
>>
>>96424796
Curious to hear how it goes. I've never run a Zak adventure but the ones I've seen appear half the most intuitive thing I've ever seen, half impenetrable mess that seems impossible to translate to the table.
>>
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>>96425042
>Much appreciated, anon, that helps a lot!
Your satisfaction is our best reward.

>But generally there is no real way to open an one-way door from the other side once it has closed?
I don't believe this is actually discussed explicitly anywhere, but it's "common knowledge" that they're undetectable and unopenable from the opposite side.

Contrast this with one-way secret passages, that are more ambiguous: Often they mean that the passage is secret on one side but unhidden on the other.
>>
>>96425086
>Lino Banfi
>>
What are you guys working on lately?
My group is skipping their session today due to me being sick, so I'm gonna use some of my downtime reading up on old modules and old Dungeon Magazine entries to see if I can find stuff to add to my campaign map.

I'd like to know what you guys are up to as well.
>>
>>96425086
>I want to grow heihachi hair, do you think it would make me look like a cool dungeon master?
>>
>>96424796
actually i wonder if this might be too difficult for a level 2 party, full of hd5+ creatures. Might run another one instead
>>
>>96425232
I'm doing a full write up of a campaign so far, I might even start a Substack for it given its length.
>>
>>96419287
>It uses d20 rolls
into the trash with the rest of the NuSR slop
>>
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>>96425612
out of curiosity, where do you think the entrance is? it's sort of ambigous
>>
>>96425759
Is this a serious question? You can tell just by the map the entrances are wherever there are doors to the outside.
>>
>>96426045
except most outside facing doors are behind secret doors. My assumption is that you are meant to enter from the bottom
>>
>>96426205
They're not? You can see in the key that the orange doors—"doors to exterior"—are distinct from secret and locked doors. There are orange "doors to exterior" all around the map. There are two right above and below the pterodactyl roost
>>
>>96426259
no, what i meant is that they a separated from the rest of the dungeon by secret doors, the blue Ss, like the one in the round room
>>
>>96426280
Oh I got you senpai. I see where the confusion lies.
You're probably correct wrt the bottom.
>>
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>>96426380
when the fuck did it start changing senpai to senpai
>>96425232
Made a megadungeon like a year ago my players are currently exploring; actually getting it to the table has been a blast but it's given me enough ideas for things I would do different that I started making an entirely new megadungeon. Not sure if it's ever going to see play but it's a nice way to pass the time.
>>
>>96427184
>when the fuck did it start changing senpai to senpai
many years ago, kouhai
>>
>>96425232
a one-shot for a players b-day party tomorrow.
>>
>>96426666
Cool pick but obvious missed opportunity to make the background more exciting at each stage instead of just the character
>>
>>96428606
NTA, but I mean there's at least one or two of those expansive background images that float around here and there. Nice to have one that just explains how the game is meant to be played rather than the long term consequence of play.
>>
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Stonehell session 21 in the books:
Party has parleyed with the Open Sore Clan Orcs to slaughter the Wolf Tribe Goblins on the first floor of the dungeon. The party encountered some drunk and relatively friendly Orcs in a guard post and poisoned them, staging the bodies as if they had killed each other. They also vandalized some of their graffiti outside of the outpost, which may spoil their plans. They rescued a battered gnome from the Orc headquarters. Then they slaughtered a few Goblins as well as some cannibal berserkers before discovering a hidden passageway beneath an altar.

I've really been enjoying this module, and so have my players. Hearty recommendation.
>>
>>96426666
>domain game
That's just one option. My group tends to prefer high level adventuring, travelling to other planes and stuff.
>>
>>96429992
Do they at least have a sick ship to get around in or similarly nice place to put their shit while travelling?
>>
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>>96429106
Stonehell is quite possibly the best dungeon ever published.

I presume you're using the free expansions, right? Supplements 0, 1, and 2.
>>
feels like some people cling to parts of OSR just for the sake of authenticity rather than fun
>>
>>96430558
Which parts specifically?
>>
>>96430561
Race as class
Thief being dogshit at the only thing that makes it unique until higher levels
THAC0
>>
>>96430565
>Race as class
Makes perfect sense when you want the setting to be humanocentric.
Personally I prefer ACKS 'Race as a few classes' variant, not every dwarf is a vaultguard, some are just crazy ol' mushroom fuckers and that gives cultural variety while still keeping them safe from being reskinned humans.
>Thief being dogshit
Thieves are intended to level quick, which gives them higher level henchman/options earlier. I agree they could lean into ire more though.
>THAC0
Not even going to disagree on that one.
>>
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>>96430754
>Personally I prefer ACKS 'Race as a few classes' variant
My main problem with that is that the ACKS race-class names are lame.
>>
>>96430773
Names are names, mechanics are mechanics, one is important, the other can be easily replaced.
>>
>>96430565
>Race as class
Not in half the basic sets or AD&D.
>Thief being dogshit at the only thing that makes it unique until higher levels
Adjudication issue mostly.
>THAC0
Irrelevant shorthand for a table lookup. Complaining about that is something tertiaries do.
>>
What was the logic that went into FC / HD progression in the LBBs? Like I generally get what they were going for, but there are a few random spots like how Fighters get +1 to their HD at level 5 and it's not immediately obvious to me why. M-Us have a regular pattern for the first seven levels, which suddenly breaks at level 8.

I just wanted to shitbrew up a couple classes from the supplements, like retrofit Druid into the LBB style, but I'm having some trouble figuring out the pattern here. It sure is a lot easier for me to wrap my head around "1d4 HD per level".
>>
>>96430558
We just have got some BrOSRs in this thread. You got to try to ignore them, they're particularly shitty people.
>>
>>96431637
Ah yes
>Everyone who disagrees with me are BAD PEOPLE in my culture war
>>
>>96430558
Investigate
>Satisfaction
in contrast to
>Fun
They're related but different.
>>
>>96430565
>Race as class
Based and gatekeeps freakshitters
>Thief being dogshit at the only thing that makes it unique until higher levels
Good, anyone who picks thief is either a deluded dexfag or hardmode chad that knows what he's getting into
>THAC0
The math filters 5e players. 'nuff said!
>>
Some of these BrOSR larpers go HARD.
>>
>>96431315
>What was the logic that went into FC / HD progression in the LBBs?
None, probably. Gary (pbuh) and Dave (pbuh) were just pulling numbers out of their asses, methinks.

>>96431637
>>96432605
Can you show me on the doll where the BrOSR touched you, Billy?
>>
>>96431315
>What was the logic that went into FC / HD progression in the LBBs?
Either it was just some playtest thing like they felt that was necessary, or else (more likely) it's just a leftover artifact of their fairly chaotic editing process. You'll notice that a lot of that stuff's the first to get scrubbed out, even as early as the supplements.

>>96430565
>Thief being dogshit at the only thing that makes it unique until higher levels
Weird to call this an OSR sacred cow given how often people have complained about it and posted proposed fixes in this general, anything from Mornardian reevaluation of what the skills actually mean, to changing the percentages, to total revamps.
>>
>>96432595
>Good, anyone who picks thief is either a deluded dexfag or hardmode chad that knows what he's getting into
>>
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>>96429106
>>96430485
My B2 wilderness map, but using hexes instead of squares. Each hex is 100 yards.

The reason I'm quoting Stonehellfag shall be revealed in my next post.
>>
>>96429106
>>96430485
>>96438779
Stonehell in B2, with the B2 caves scattered around the map. I have also inserted Barrowmaze there as a proof of concept (I was playing around with the scale), but I DON'T recommend you have both dungeons so close to one another.
>>
>>96429106
>>96430485
>>96438779
>>96438781
Players' version, should be suitable for VTT although I don't use VTT
>>
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Welp, while it isn't finished I'm sharing this here as I said I would a few threads ago.

https://mega.nz/file/id51UZqa#9pZoBcVtOF3vssbZ4kON2WN9XAbGvSi-TStiB9nKTxY

A full write up of the first arc of an ACKS campaign, complete with DM notes. It's only half tidied up with images to make it pretty but hell, I'm going to be buried under next week at work so better to share now than not at all.

Enjoy, critique, meme on my DMing style, or don't. I think the campaign has gone fairly well so far.
>>
>>96425232
>working on lately
Trying to turn SWoN faction turns into multiplayer gameplay. Seems straight forward enough, might end up making a quick reference sheet or something similar.
>>
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>>96439366
Alright, I'll take a look.
>238 pages
Holy autism batman, you weren't kiddin-
>11MB
Holy shit! How?!
>>
>>96438779
>>96438781
>>96438784
10/10, would play fantasy adventure games in
>>
>>96439366
>This is a deeply religious world and
I’m not letting anyone play fedora tipper in it.
https://www.youtube.com/watch?v=gXTv_yKAP-E
>>
>>96438779
>Each hex is 100 yards.
as an aside, man this really puts into perspective how stupid huge the standard 6 mile hex really is. Makes me feel silly making my regional map at that scale, and putting one village in a hex.
>>
>>96439366
You better be rightfully proud of this shit. Legendary autism and you've sold me on using oracles on my regular games. Bravo.
>>
>>96439366
>Old school /tg/ capital C Content with someone posting their entire campaign in pdf form.
What a fucking champion.
>>
>>96439366
Outstanding. Isn't there a hex map?
>>
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>>96440007
Shit I knew I forgot something important.
Pic related, I'll do one tweak to add that map at some point.
>>
>>96420747
Skipped over the navel rules in ACSKII when reading it, can't tell you if they are good, but they exist.
>>
>>96420753
He's right, though. I bought that book when it came out and I can confirm that it's absolute unadulterated dogshit.
>>
>>96441308
This. Skills and Powers is notorious, "don't use that, it's awful" is the first thing 2e people will tell you
>>
>>96441724
Which is *exactly* the reason he's recommended it in the first place. Because he knew people would tell him that and he could start a flamewar about it.
>>
>>96439366
Man, I'm reposting this next thread.
The writing, the explaining of why you did things, the players decisions and how smart they play shit.
Everything is top end kino.
I'm not saying it should be in the OP. But it should sure as fuck be kept close to hand for reference on what /osrg/ gameplay is like for newcomers.
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>>96431782
BrOSR need to spend more time RPing as dungeon delvers and less time RPing as 80s movie high school bullies on social media.
They talk mad shit about shoving nerds into lockers for people who obsess over 40 year old editions of elf games.
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>>96442480
>They talk mad shit about shoving nerds into lockers
pearl clutching intensifies
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>>96442625
The most amusing part of them claiming people are BrOSR is the fact I've never, not once, seen anyone mention BrOSR unless they were meme'ing on it.
Not even in a 'Oh this isn't the way it should be played/they're doing it wrong' way, just in a 'Man...what're you fucking doing bro?' kind of way.
I've never seen a single post saying 'BrOSR is the only way to play', he's just determined to equate people saying 'We want to discuss OSR games in /osrg/' with dudebros, like it's fucking 2020 and he thinks he can card shuffle about 'Techbros' or 2016 and he can win by going on about GamerGators or some shit.
He's such a retard.
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>>96442684
I mean this with all due respect: you must be new here. Several years ago there was a very small yet very dedicated contingent of posters who legitimately did frequently post BrOSR shit every thread. They got shut down repeatedly (probably by another small yet dedicated contingent of posters) and then eventually gave up.
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>>96442747
>Several years ago
Completely fair, I wasn't into osr several years ago, mea culpa.
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>>96442747
Anon's still correct though insofar as unironic BrOSR posting ITT is a thing of the past, and as such accusations about it now are hilariously outdated.
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>>96442786
Out of interest, what's the deal with BrOSR? I know they're meant to be heavy on domain play and 'Dude, what if no DM?' or something right?
What's the skinny and makes them different from others?
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>>96442791
(But the KEK being said sure, I agree with you. I was probably just nitpicking in the first place to be honest)

>>96442800
The deal with BrOSR in short is that they overinterpreted a passage in the DMG and claimed their resulting playstyle was the one true style sanctioned by Gygax PBUH. Then they acted extremely obnoxious about it online. There were additional aggravating factors such as the gradual appearance of evidence that they hadn't even played in that style very much themselves and when they had the campaigns had basically been short-lived failures, but as you can imagine, those circumstances only increased the power and variety of mockery, they weren't a cause of it as such.

Really, if they'd just stuck to liking and discussing their new substyle they would probably just have generated some moderate polite interest, but being absolutist fags made people aggressive about pointing out where they'd obviously misread or just distorted the DMG text they relied on, and also about jeering at them. Classic FAFO really
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>>96442800
>What's the skinny and makes them different from others?
Three things mainly:
1) Kayfabe.
2) Strict 1:1 time when no play is happening, with the IRL and campaign calendars in lock step (which is stricter than how Gygax played it, although they claim otherwise).
3) Braunstein using all kinds of different systems.
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>>96442827
>>96442830
While I agree that their interpretation of 1:1 time is philologically wrong, I do think that autistically strict 1:1 time can lead to interesting situations.

It also goes well with solo play. The Joy of Wargaming dude (youtube channel) has three solo campaigns using strict 1:1 time (an AD&D one, a Traveller one, and a "wargaming AD&D" one) that are fun.
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>>96442854
>While I agree that their interpretation of 1:1 time is philologically wrong, I do think that autistically strict 1:1 time can lead to interesting situations.
Definitely! This is why I said that if they just hadn't acted like faggots their methods would likely have generated some friendly interest.
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>>96442827
It tickles me to no end that the longest and most renowed BroSR campaign uses ACKS rather than AD&D RAW.

I buy some BroSR ideas: early D&D groups played more often than we do currently so domain play wasn't this thing you do at the end of a campaign, but their bread and butter, and because of the wargaming background most early players had, this led to a more natural PvP (which is sort of verboten nowadays). Or the concept of The Living Campaign and how strict 1:1 allows for multiple groups running async on the same campaign, to the point I'd even recommend strict 1:1 on your west marches. Hell, I even liked Brozer.

Other stuff like how prevalent braunstein was in early D&D or patron play (on top of regular play)... yeah, not so sure there, and the fact that most of them don't even run their own games that way, or any way even... (not that it stops them from picking fights with grognards about the TRVE way of running D&D).

Anyway, interesting stuff once you get over their WWE bullshit and separate the chaff from the wheat.
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>>96443055
I was talking to some brosr guys a year plus ago and told them they were going to get their few good ideas milked by less socially retarded people and that's basically exactly what's happened. Critical Role of all people doing "West Marches" style campaign and the Shadowdark lady tried befriending/signal boosting them but now cut all contact after they sperged. Domain play seems ready to come into fashion and ironically its most radical and retarded advocates will be completely forgotten/their specific playstyle lost under the weighted blanket of history
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>>96443158
>the Shadowdark lady tried befriending/signal boosting them but now cut all contact after they sperged
Tbh she seems like the physical embodiment of "less socially retarded people milking the ideas of spergs". I don't want to sound too down on it but literally what Shadowdark is: Basic with a collection of other, less telegenic people's houserules.
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>>96439366
Downloaded and started reading. This is fucking rad.
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>>96442830
>with the IRL and campaign calendars in lock step (which is stricter than how Gygax played it,
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>>96443178
>Basic with a collection of other, less telegenic people's houserules.
I disagree. Shadowdark is "Kiddie 5e" at best, a shitbrew à la Knave at worst:
>spammable spells
>ability checks
>difficulty class
>"campfires"
>self recharging (spammable) wands
>"luck tokens"
If you suggested any of the above as "houserules", you would be accused of trying to troll the thread.



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