[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor application acceptance emails are being sent out. Please remember to check your spam box!


[Advertise on 4chan]


File: 1697005556055.jpg (2.06 MB, 5120x1440)
2.06 MB
2.06 MB JPG
Welcome to the New School Revolution General, the thread dedicated to games derived from the OSR movement.

>What is the NSR?
the NSR is a subcategory of the OSR, it mostly follows the same play style but experiments further with the mechanics and settings
*broadly NSR games*
*have* a gm, a interesting setting, living world
*are* rules light, deadly
*and focus on* emergent narrative, external interaction and exploration

>What is this thread for?
This thread is for system, adventure, setting, mechanics, ongoing campaigns, anything that related to the *actual* game
POST ART ALSO, inspiration and for the tg threads

>What is this thread NOT for?
Meta discussions or drama of the games and its creators aka shadowboxing with twitter, reddit and the OSRG (frens with osrbros)
>stay on topic

>games
Shadowdark, into the odd, mausritter, cairn, mörk borg (and its hacks), dungeon crawl classics, mothership, knave, troika!, whitehack, blackhack, old school essentials (we know this is just a retroclone)
>links, resources, more games!, etc:
https://pastebin.com/0W8WmbCk (BROKEN!)

>previous thread:
>>96829321

>thread question
>are you hacking your NSR game? If so how?
>>
You forgot the subject, good job besides that however.
>>
>>96999742
>are you hacking your NSR game?
Wait there are people who don't do this?
I'm currently aiming at an appropriate way to increase scrolls as treasure content for Carcossa so the players get more rituals and spells to start along the road to hell paved with good intentions.
Into the Odd base, which isn't optimal but its what they'r familiar with so we're running with it. Something simple like roll under int to learn a scroll, 1 attempt per scroll, failure does a botched version of the ritual.
I want to mix in a few more classic dnd spells for utility but might be too much fiddling and take away from the rituals.
>>
>>97000042
THE SCREAMING STEED!
>>
>TQ
i using mothership to do a red shirt star trek game and i'm using DCC's magic system in DnD 5e
>>
Someone asked in the previos thread what's the selling point of a system with multiple success vs degrees of success.

With degrees you have a range up to the ideal scenario, with multiple successes you have a kind of metacurrency you exchange for things. Clues in Blade Runner, effects and extra dice for the party in Conan. It also usually should mean the basic success is easier to get, so players regularly get what they want but might miss out on extras while in degrees of success you usually get a middle ground towards what you wanted. They are different in play, I don't think either is the ideal thing just different. But I do wish we had more multiple success systems in the NSR. I couldn't even think of a thread apropiate example.
>>
>thread question
I've been having troubles designing a character sheet for my MoSh gonzo hack. I want something with a 70's vibe, but I also want the clarity and stand alone-ness of the complete MoSh character sheet. I've also been going back and for with the skill list. I like the skill tree system with +10-+15-+20 but outside of a scifi/scientific scenario I don't know how much you could specialize and delve into certain knowledge. But making weird skills is just confusing for the players whenever I try it out.

I also recently found out someone already did one of the things I had in my localized Mork Borg hack, which makes sense since we're working with the same base, but I guess I should speed that up so people don't accuse me of stealing.
>>
>>97000204
Wait how are you doing dangerous mutation magic and Star Trek?
>rereads post
Oh. NVM. Redshirt DCC magic apprentice would be great tho.
>>
>>97001145
>Oh. NVM. Redshirt DCC magic apprentice would be great tho.
star trek game with magic and mutation does sound funny
>>
This might be a bit taboo but:
What do you guys think of running FU/NCO using AI? I've been running NCO with Claude Sonnet and it's actually... pretty damn good.

I've tried getting Claude to even just run the creative side of any system with more rules though and it just can't handle it, it hallucinates and makes shit up too much. But hallucinating and making shit up works fantastic for NCO so far, lmao, and the rules are so simple it's not having any trouble with them.
>>
>>97001558
AI gms have been stinky everytime i've tried them so no I haven't used them in nsr games.
>>
>>97001621
yeah they're usually complete dogshit. but NCO is such a light game that the AI barely has to GM properly. it has like... on rule to rack for dice. and the rest is creative choose your own adventure storytelling.
>>
>>97000907
Freebooters on the Frontier, the various Perilous Wilds bits and Dungeon World all use margin of success. There's another pbta-osr thing maybe called Vagabond but I don't clearly remember it.
>>
>>97001558
>FU/NCO
Pop?
>>
>>97001149
PF, 3e and 3.5 I can see not wanting to be mixed, they divided for a reason. But the OGL d20 games could perfectly be in the 3e thread, if you have any question both players could give you the same reply.
It's something I sincerely prefer a lot about how things are going now, even B/X clones try to do their own thing. I remember the first version of XCrawl and something like Urban Magic being totally gimped just to use 3e's mechanics because it was "legal". There was one about being cops, not fun movie cops, pencil pushing regular cops doing beat cop rounds and shit, you had a bunch of weapons and you weren't allowed to use them. I have no clue what they wanted to make and why they chose 3e's engine.
>>
>>97001809
yeah, degrees of success is super popular. It touches with PBTA. But multiple successes are rare.
In Blade Runner a 6 is a success and a 10 is 2, you give different die to different skills going from d6 to d12. In 2d20 rolling under stat+skill is 2 success but rolling under skill is 2.

Obviously die pool system had this forever, but you usually have a binary target number of successes and then it's up to the GM to do whatever. Like I mentioned before, this other systems use extra hits as a malleable metacurrency.
>>
>>97001922
freeform universal/neon city overdrive
>>
>>97002043
>this other systems use extra hits as a malleable metacurrency.
Oh I get it. Neat, thanks for explaining anon.
I think one of the difficulties in using that for even nusr stuff is still tried into the one dice-roll per outcome, usually d20 but there's others, but its still largely just one dice.
There would have to be some sort of pool like GLOG's magic dice maybe.
>>
>>97002043
What does "two successes" do? Either you unlock the door or you don't.
>>
>>97002936
sure, some stuff is binary.
I think I already gave examples:
>Blade Runner
-Weapons do flat damage, but each success is an extra point.
-Each success is a clue you find
-Opposing roles check successes
>Conan 2d20
-In combat you can use a success to add damage or an effect
-Spells expand reach, distance, targets, and so on
-If there's no use for it you add a die to the shared momentum pool so anyone can roll, instead of the titular 2d20s, up to 9. That pool goes away when things calm down.
-Harder dificulties requiere more successes
-The GM has his own pool of extra dice to roll, called doom, that comes from enemy effects or the players giving him doom in exchange of extra dice.

The idea is that you stage things to have extra things to achieve rather than lesser results like you do with degrees of success. Like I said, this should be in practice the same with dice pool systems, but in practice you have codified effects instead of the GM shrugging and saying you did it but really good, which is what I've seen with WoD games.
>>
>>97003166
That's just success levels, though, not number of successes. Many RPGs do that.
>>
Tonight's session two of running Knave 1e for a new group. Session one was supposed to be just character generation and getting to know each other a little, but they wanted to just jump in and play so I ran them through the first bit of The Lost City. In about an hour of play they go through... technically three rooms, counting two of the three megaphone chambers right above room 1. We ended right before combat with the fire beetles in room 6. It wasn’t much of a chance to get a read on their play styles, but they do seem to like trying shit just to see what happens. I can work with that.

But I guess they wanna stick with some oneshot/short adventures for the time being, so I think I’ll try running The Lean, High House of the Gnoles tonight. I've had it for years but have yet to run it, so we'll see how it goes over at the table.
>>
>>96999742
My group initially expected we'd be playing 5e, but I sure as shit ain't doing that for six people so I compromised and homebrewed some non-human races for Knave. Basically I gave each race (including humans) a special trait a la Elder Scrolls, plus a list of 10 careers for each of the non-humans. There's only a single human PC in the group, so like I dunno if I made the humans' thing too weak in comparison, or if the 5e play culture just runs that deep.
>>
>>97004259
Keep running the Lost City, you'll save time on set up. Pick up where ever you left off.
Its Knave, its not rocket appliances. You shouldn't need an entire session to make characters, the entire idea os the lite nusrs is getting into the game asap.
>>
>>97004854
True in theory, but half the group had never played a TTRPG before. There was some necessary Q&A and conversation that lengthened the process.
>>
>>97000932
unless you post a wip copy of your char sheet you cant get precise feedback you know.
>>
>>97004285
Human are the lesser option, as in, they are functionally less fantastical and interesting than anything else. It's like having the option and not putting cheese in your burguer.
Now, I'm in the NSR thread, I know that players will then roleplay the weirdest race in the universe as a human with face paint. And a lot of times if they are forced to deal with how strange they are supposed to be they'll ressent your for controlling them.

You make them roll randomly and play what they get. It can be tough convincing them, but once they start playing they'll play the same thing they always play, and they'll get it. People get pretty childish about this, it's throwing a fit because they are sure they don't like tomatos until they eat one. I'm sure it will happen to you too with some other thing, so be nice, but forceful. Doing a modern time one shot, something like Liminal Horror, will probably help them.
>>
>>97004259
Wow, you're fucking stupid, you played for an hour and they went to three rooms and now you're abandoning the adventure? How would you just don't play any games at all?
>>
>>97005411
... how long did that take?
>>
>>97005411
In my experience, and in my gming style (whatever that is), explaining confuses people. It's like reading a videogame manual to them before playing it. It's better to just give them some general pointers during character creation, and explain things as they come up. Like a tutorial in vidja.
>>
>>97005762
they all suck, if I had something that I felt was half cooked I'd be happy to share it but it's just crap.
>>
>>97006015
I think chargen on its own came down to about thirty or forty minutes.
>>
>>97006248
I see your point, I probably could've trusted the more experienced players more. The brand-new people did have a fair number of questions, so I could only pare down my answers so much. To be honest, brevity is a weak point of mine I'm trying to correct.
>>
>>97005918
Not a bad idea. Making the process fully random probably would speed things up. I'm inclined to want to provide options just because I know I tend to enjoy playing a select few archetypes, personally. My instinct is to extend the meaningful choices presented to the player to before the game proper begins.
>>
>>97007007
>30-40 minutes of character gen
>1 hour of play
>30 minutes of regular human fucking around
less than 3 hours isn't really enough time to game well.
>>
>>97006557
then post something that sucks anon. now you made me curious to check your shitbrew
>>
>>97007217
yeah, I've considered getting a table at cons but the 2 hour window is crazy. I checked how other people managed that and the advice was stuff like
>don't small talk
>don't try to make friends with the players
>don't prepare a one shot that expects players to do anything
>be ready to axe it wherever they are
And at that point what are you even doing, that's not a game I'd like to run or play
>>
>>97007524
Premade characters you deal out like cards can help speed things up but I would also have a hard time giving a fuck if it was less than a 3 hour experience.
>>
>>97007050
>To be honest, brevity is a weak point of mine I'm trying to correct.
A prolix fa/tg/uy?! Say it ain't so!
>>
>>97007524
Games at cons are more for just demoing systems than actually playing anything meaningful
>>
>>97007624
>>97007624
Good character art, not generic class defaults but something that gives them personality prompts, helps a lot, Like the art pack they used for the MoSh app. They'll forget the traits you gave them, but a picture will stay in their minds.
https://ashen-victor.itch.io/sci-fi-character-portraits-poject
>>
I ran The Chair last saturday. It was an improptu thing because some players skipped and another one showed up with no warning and the dude running the main game didn't know what to do.
Really good dumb one shot. It's stupid enough that players get into the horror movie mind set. It was my second time running it and it went pretty differently each time. Mostly how much they wanted to stay alive.
>>
File: file.png (1.01 MB, 600x779)
1.01 MB
1.01 MB PNG
>>96999742
Hey guys not sure if this is the place to ask but can you give me your opinion on Dungeon Crawl Classics?

There's a pretty decent Humble Bundle going on for their Lankhmar stuff before they lose the license.

Love the artwork but it's not really a system or company (Goodman games) that I have any experience with
>>
>>97017042
There's buckets of material, I don't run it so mostly browse the dungeons for cool ideas. Haven't gotten to the lankhmar stuff yet but it was well received.
The d30 stuff and tables are a meme but a fun one.
Some anons seem against the magic tables being convoluted or time consuming, ymmv. There's an app for it that is supposed to help.
>>
>>97017042
It's 3e with weird magic and some OSR sensibilities. You can find almost everything in the OSR archive
>>
>>97017136
>some OSR sensibilitie
*no* procedure for dungeon crawling tho
>>
>>97017042
Personally I thought that its rendition of Lankhmar didn't do the stories justice, but it's possible that I would think that about any adaptation besides the Chaykin/Mignola comic.

>>97017225
Anon made a supplement ages ago to fill this gap. It's very true that it's totally absent from the game as written though.
>>
>>97017042
dcc is 70 pages of rules that boil down to
>roll d20 to do something
>stuff can make the d20 into funky dice that are "bigger" or "smaller" so a d24 or a d16
>trust your gm
>and here are some rules for casting spells
followed by
>I MILLION PAGES OF SPELLS AND SPELL EFFECTS
its a bunch of memes but also really fun and cool
>>
>>97017225
I said some and sensibilities
Mainly character creation being fast and life being cheap. Levels also stay low.

>>97017472
For those not knowing why. Each spell has its own list of bad effects if you miss cast it. Patrons also give anyone spells and have direct and quick expectations of you.
So it's 3e, it even has the three reactions, but magic is more common and wonkier
>>
>>97017563
I didnt say you were wrong, I just clarified for the new guy :)
>>
>>97017042
The lankhmar stuff is worthwhile even if you don't like DCC, it has a lot of cool stuff about the setting. Ran some games in it, really enjoyed the boxed set.

I wonder if someone else is gonna take up the license, I feel as though there should always be some kind of Lankhmar game in print.
>>
>>97018355
Goodman Games usually do justice to settings. They either update and expand them, like x-crawl, or faithfully recreate them like Metamorphosis Alpha.
>>
bumping

what's the worst ttrpg defeat you've ever suffered?
>>
>>97007668
>good character art
>that link
not my thing but ymmv
I have had good use of the Dramatis Persona deck Moritz Krebs made a while ago. Just drew from it and made npcs for a dark fantasy city. Letting the players draw one for their character was fun too but took a bit of fudging to make it work with ItOs character gen.
>>
>>97017042
I'm not familiar with Lankhmar specifically, but DCC is pretty great if you just want to dive in and fuck around. Less emphasis on drama club shit, demihumans are refreshingly stereotypical, pretty much all other creatures are gross or weird or evil but usually entertaining. Character funnels are one of the funniest Session Zeros you can ever have. MASSIVE glut of classes, spells, and items if you go digging for homebrew and fanblogs. Magic is basically always dangerous...fucking up a spell can TPK, summon the Balrog, or recolor your hair. Id highly recommend DCC if you want to have a beer at the table.

Goodman Games started DCC with the stated goal of reigniting the "old school spirit" some years ago...and later saw how much money they could make releasing 5e D&D content. Take that as you will.
>>
>>97024069
Dcc started as a series of "old school" style modules for 3rd edition, and they kept publishing them into 4th edition. They've always done 3pp stuff d&d, trying to capture the "old school" style in tone and setting, if not mechanically.
>>
>>97017472
I feel like the million spells is a leftover from chainmail that we really need to move past. Spellcasters should be like other classes and have class features they can turn to instead of half a rulebook plus of bullshit.
>>
>>97023922
>Dramatis Persona deck Moritz Krebs
Good shit Anon. Thanks for mentioning that, now I have character art for the next game I'm running.
>>
>>97026424
i too love 4E1st edition and you should try it (with some house rules
>>
>>97027949
4E did the opposite and gave everyone spells instead of giving everyone class abilities.
>>
>>97027090
He made a few different decks, there's a smaller one of homunculus that's a lot of fun too. I've been considering using it for some sort of blackjack minigame or poker for dueling where you bid HP.
>>
>>97017128
>>97017136
>>97017409
>>97017472
>>97018355
>>97024069
Thanks guys! Helped me make up my mind.
>>
Ryuko Banbu
>>
the absolute state of NSR threads is strictly because the games function as intended. when you remove the need to theorycraft a level 1-20 build just to avoid a trap option that bricks your character three months from now, you effectively remove 90% of what /tg/ considers "engagement"

there’s no system mastery to circlejerk over, you just sit down and play the damn game, which ironically makes for a dead thread because nobody needs to come here to ask how to actually play.
>>
>>97048231
People want to talk about NuSR, and OSR, for that matter. These threads were actually pretty lively when they first started out.

But, when you can't talk without constant shitposting from some discord faggots who've decided they're gonna make a "narrow scope" and then even go so far as to harass the people in other threads, they go off to discuss NuSR and OSR on some other website.
>>
>>97048298
>you can't talk without me talking over you about how bad the thread is instead of talking about any games I actually play
You fuckwit.
>>
I'm apparently running some sort of
>dnd
thing for my extended inlaws this Christmas and there's going to be about 7 of them. So I am considering a DCC funnel but have never deeply looked into them. Anyone have any they've run and liked for a large group?
>13 year old boy into anime
>19 year old girl into anime
>19 year old girls bf, into anime
>19 year old girl's bf's brother, 17, no idea, I think they're trying to gtfo their house
>45 year old mom, sister in law
>48 year old dad, brother in law
>40 year old wife
Likely going to run it with ItO because its dirt simple and I won't have to wrangle 7 of them through character generation or anything complicated.
>>
>>97048330
i ve run portal under the star but it was a 5 person party so 20 character total.
It went fine, but they were already into the idea of people dying constantly and it being kind of a meme session
Don't know how much would this fit for your group.
Honestly i would recommend running something like The Black Wyrm of Brandonsford or Barrow of the Elven king
>>
>>97048442
>The Black Wyrm of Brandonsford
Does not seem like a oneshot at all.
I think from the last time I ran a game for them, 4 players, Tomb Robbers on the Crystal Frontier, that having player character death was fine. Wanting to aim at a funnel with spazy encounters and fast pace to keep everyone on the game. It fits with the general sort of cartoons they seem to like.
>>
>>97049822
If it's a one shot, a goodvone page dungeon might be a better option. Roll characters, present the hook, let them gear up, maybe run an encounter on the way there, then run the one page dungeon.

You could even create your own using an online generator and/or the Tome of Adventure Design. Doesn't need to be anything fancy for casuals.
>>
>>97048330
One thing to remember is that, with seven players, every single room/encounter/scene (however you think of discreat unit of play) is going to take a long time, especially with noobies. If you want something that is going to actually fit into a single session, I'd focus on something short (a five or six room dungeon would probably be plenty.)

Also, start them already at the adventure site, already having agreed to delve the deep/steal the treasure/rescue the damsel/etc. Get them making decisions as fast as humanly possible.
>>
>>97049952
>start them already at the adventure site
This is excellent advice to avoid wasting time in the home base, but I would term them the general type of mission so they can decide equipment.

That's unless you give them standard packs or have them roll for random equipment or some such, of course.
>>
>>97050010
>I would term them the general type of mission
TELL them
t. fonephag
>>
>>97050010
Oh, one hundred percent. In anons case I would probably give them a standard pack with a a random extra, to keep things moving.
>>
>>97050010
>seven players
>multiple characters per player because funnel
Of course the equipment has to be randomly rolled, buying equipment is already the bottleneck in old-school chargen.
>>
>>97050226
I was just going to pregen characters on index cards and hand them out.
>>97049952
Yeah, that's why DCC seems like the right dungeon format at least.
>>
>>97024069
>funnels are fun
You're a retard.
>>
>>97051329
>I was just going to pregen characters on index cards and hand them out.
That definitely works.
>>
>>97051329
Sailors beneath the stars is a good one for this, it's really just 4 encounters, but the opening courtyard has a bunch of small shit for players to run their faces against.
>>
>>97023922
I didn't mean it as an example of peak art, it was an example of portraits with items you can see and use to role play. I don't care for the quality of the character portriats unless they're gonna be used as tokens, and in the case I'd prefer them to share a style even if it's shittier than it could be.
>>
>>97026424
In DCC you don't have that much magic, the thing is that each spell changes according to the level of success or failure. So each spell takes from half a page to multiple ones. I don't love it, it's very not NSR, but it is different from other games.

(the pic is from X-Crawl Classics, I couldn't find the DCC pdf)
>>
>>97048330
In a funnel you usually give each player 4-5 lvl0 characters to burn through and see which survives. If you treat the players like a single use of those it's gonna be a different, worse thing.

Seven players is crazy, man. I have a hard time seeing how it could work unless they are willing to gop well over 4 hours. I'd try something extremely simple and straighline like Cairn 2e.
>>
>>97049952
When I have 6 players I usually break them down in groups of 3. The problem isn't really the time spent, it's the people with some innate leadership allowing the more timid ones to fade into the background.
>>
>>97048298
>>97050241
>>97057068
Fishfag repeating the same shit over and over again, even after it gets deleted.
>>
>>97057799
Crazy how he just bounces from thread to thread spamming his nonsense as loudly as he can
>>
>>97002936
indeed
>>
>>97002936
To play devil's advocate, I could see a couple things:
-unlocked so quietly that you get a bonus to surprise
-done so well you gain bonus to surprise
>>
>>97059889
I inmediately replied that it works as a metacurrency to feed other mechanics of the game with examples and shit.
>>
>>97053945
Do you mean Sailors on the Starless Sea, or did Goodman make the tard mistake of releasing another funnel module with a confusingly similar name?
>>
>>97060639
Nope, I was the idiot! I did, in fact, mean sailors on the starless sea
>>
>>97060766
Eh, messing up the name is a lot less idiotic than actually making a whole badly named module to confuse their players would have been. I think you're safe.
>>
>>97060132
Wat
>>
>>97004285
>group assumes 5e
>group bitches for non-humans
>all but 1 play non-humans
My money is on that one being the guy you bring along when this group inevitably crashes to assemble a permanent group.


If you are legitimately upset about a lack of fantasy races your brain may be a little rotted out. Dwarves are best played as greasy contractor humans.
>>
>>96999742
Could you guys recommend any games for a space western feel? I'm just so tired of bog standard fantasy want to so something else for once.
>>
>>97061987
It's weird because very few people play fantasy races as inhuman, just play a human and it's gonna be more fun to have danny devito in the party than a dwarf you play as danny devito.
An issue might be that with little experience they can't imagine other prompts being as helpful for roleplay as having a race.
>>
>>97062003
Orbital Blues.
The pdf is huge but it's mostly art, stuff you won't use, and a ton of space between items.
Your xp bar is called Blues, and when you fill it your past catches up with you and you need to deal with it to level up. I'd say at least 50% of the special skills and backgrounds are iconic western stuff.

But it is a very lite system and it's not a ton of fun to roll for stuff.
>>
>>97062003
Traveller
>>
Bunp
>>
>>97056782
having to roll at least a 14 to have magic work seems a bit stringent, having 11 effects per spell (even if the first few are the same) is kinda cool but it sounds like retarded design.
>>
How do you deal with a system or settiing that feels overwhelmingly big or complicated?
I don't mean actual word count, you can just sit down and read that. The issue is the ones you read and come out thinking you should re-read and check details somewhere else.

I really want to run some Vaults of Vaarn, but I can't visualize what a sessione would look like.
>>
>>97069719
>having to roll at least a 14 to have magic work
isn't that like a 50% chance for a lvl 1 char?
never played DCC, but seems about right for 3e, which I heard DCC is based on
>>
>>97069757
it's 3e but you roll stats in order, so you rarely get an optimized character. Ideally you'd roll 4-5 lvl 0 characters, run them through a funnel, and keep the one that survived that experience. And it isn't always your best rolled one.
>>
>>97069742
Take notes as you go. Either on post it notes in the book or just in the book like god intended.
Make a character at the beginning and run them through the mechanics as you read.
Generate a location with the tables, VoV has a bunch of those, see if it gives you enough to work with.
>what a session would look like
Its post apocalyptic, a bit gonzo. Either take a more classic fantasy dungeon and change it to the setting with the aforementioned tables or loot from movies.
>make dungeon
>make starting settlement
>make characters in front of dungeon
>????
>profit
>>
>>97069742
the thing is, the players are going to face the same problem as you, struggling to find familiar tropes they can lean on. for starters, make the appearance weird, but keep the intent recognizable. like, no "you see a xyl-thar, a being of light resonance who communicates via pheromones". instead, do "you see a merchant. he is a floating cube of blue light, but he is clearly guarding a pile of water canisters and holding a shotgun"

flesh out a single location, the outside world is just rumors and legends for the inhabitants anyway
lean into mystery that invites action, not homework (like, "what is this chrome pyramid? nobody knows, it's been there a thousand years, hums when you get close, and could kill you or give you superpowers. want to touch it?")
do character creation at the table together, and make the first scenario incredibly standard, just painted blue

it's aesthetics, Jodorowsky/Moebius/acid western, not like a system of logic.
>>
>>97071680
The balance between weird and recognizable can be a challenge some times. I feel like I have a ton of shit I want to throw at them and end up making it impossible to distinguish, it takes finesse to work a setting that isn't supported by their preconceptions.
It doesn't help when you have a certain reference you think will make total sense and it's just not pop culture for them. I once had to flesh out The Dude from The Big Lebowzki and they loved the character, but it was just meant to be a quick reference. Another time a single person among four players had seen Fear and Loathing in Las Vegas, and it was pretty much acid western, it was the obvious direct reference to the thing they signed up to play. I asked later and they had absolutely no clue what kind of setting I was pitching, they just signed up.
>>
>>97069757
If I recall correctly, you add your level to your spell casting roll. You can also "burn" your stats, so you lower your stats on a 1-to-1 basis to raise your spellcasting roll.

But yeah, your low level spellcasters are sort of single shot glass cannons early on. Seems kind of useless until they burn 15 points of stats and one shot the gorgon with 8 magic missiles.
>>
>>97071978
Are gorgons in DCC a real gorgon or a D&D gorgon?



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.