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Welcome to the Old School Renaissance General, the thread dedicated to first-decade, Gygaxian D&D, its faithful modern clones, and content created for use with them. Later editions (2e and newer) should be discussed elsewhere.

Broadly, OSR games encourage a tonal and mechanical fidelity to Dungeons & Dragons played as intended by its creators from 1974 to 1983 — less emphasis on linear adventures and overarching metaplots 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. We also have two excellent beginner guides created by Anons with feedback from the thread that you can check for help:

>n00b DM's Guide
https://pastebin.com/EVvt6P0B

>n00b Player's Handbook
https://pastebin.com/XALkXkV0

>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
>>98004530

>Thread Question:
Post your favorite character sheet that you use in your games
>>
>>98041533
Its more-or-less inconsequential but the rounding of 1, 2, 4 & 5 will make it slightly different than X:6.
>>
>>98041772
posted those tokens for you here
>>
>>98041533
The other thing is wider compatibility with things like modules and magic items that presume the original distribution. Leaves you more conversion on the fly in the middle of games, if you're using material other than what you wrote yourself. Might not be a big deal; depends on how far you're going.
>>
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My favorite character sheet is the original green Basic sheet. I don't really use it anymore except for during solo games as my group plays AD&D. As of now, the go-to sheet for my group is one of the OSRIC ones. I don't remember which. I keep track of the party's henchmen or any NPCs that I feel warrant a full character sheet by using TheDungeonDelver's CROM program.
>>
>>98042225
>AD&D
you mean 1e?
>>
>>98042250
Of course. I like some things about B/X and OD&D but AD&D is my preferred system.
>>
>>98042250
Why would he mean anything else?
>>
>>98042340
Just doing a spot check.
>>98042269
Same here! Love BX and Im mystified by ODD but I play ADD the most.
I like ACKS quite a bit as well, excising the Mortal Wounds table for my homegame was a good idea.
>>
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Would you play a B/X game where:
>world is a bunch of floating islands of diameter 250 feet to 50 miles
>world generation is like Traveller star map, you go up and down columns on a hex map where each hex is 100 miles, roll 1d6 and jump that many hexes to the next island
>once you mark all the islands you generate their attributes, similar to Traveller planets
>characters start with ship, roll randomly for their starting financial situation related to it
>when characters die, new characters can be added to the ship by buying a stake in it at the next town
>they fly between ports buying and selling cargo or doing odd jobs, taking passengers, similar to Traveller
>in town they can find rumors about dungeons from before the "worldsplit" that they can explore while in town
>they get nickled-and-dimed by berthing fees, porter fees, tariffs and taxes
>random encounter tables while flying of course
>a storm or monster attack might end it all for their ship but there are rules for playing through a storm
>all manner of other things like alchemical enhancements to ships and such that can be purchased, giving some gold sinks to the game
Would you play it?
>>
>>98042377
>buying and selling cargo or doing odd jobs, taking passengers
>they get nickled-and-dimed by berthing fees, porter fees, tariffs and taxes
>gold sinks
Kinda gay and NuSR, but I suppose it'd be fine. Not much of a domain game to be had in this kinda setting I suppose.
I'd play it, but I'm not sure it belongs here
>>
>>98042400
>Not much of a domain game to be had in this kinda setting I suppose.
What about taking control of an island and conquering other islands?
Or becoming a merchant prince and starting the aerial version of the East India Trading Company?
>>
>>98042225
Hit points should not be revealed to the players
>>
>>98042377
sounds like too many gimmicks
>>
>>98042377
just play travel
>>
>>98042408
What kind of weird NuSR telephone-game meme is this? It's one thing to not tell players how many hit points a monster has, but to try to hide the player's own hit points from him? The fuck?
>>
>>98042250
There's no edition called "AD&D 1e". If anything it's the other way around, when somebody says "AD&D 1e" they mean AD&D.
>>
>>98042377
You've already asked multiple times. Yes I'm interested. Time to show progress, buddy!
>>
>>98042479
oh ffs now you're just being pedantic. Knowing that a "second" edition exists, it is perfectly fine to colloquially call it "1e" or "First edition", especially in the interest of clarity.
>>
>>98042465
Adnd phb pag 34
>In some campaigns the referee will keep this total
secret, informing players only that they feel "strong", "fatigued" or "very weak", thus indicating warning hit points.
>>
>>98042479
>erm, it's actually a magazine not a clip!
lmao autistic poindexter ahh
>>
>>98042488
>Adnd
Erhm you mean 1e RIGHT? Please say you mean 1e right fuarking now!!!
>>
>>98042487
This. There should be a boardwide rule about being obligated to begin every post with a melty about 2e honestly, the posting quality would improve so much.
>>
>>98042375
You love BX? I love BX as well!
>>
>>98042377
>Would you play it?
I would! Very interested.
>>
>>98042554
Yep! We had to cancel playing the last two weeks but we're on for this saturday!

We're finally cornering the thief who stole our bag of holding, and my elf might finally hit name level by the end (less than 70k away).
I keep forgetting to use my elven cloak so IM considering giving to the thief as a slight upgrade from his ring.
Soon the party will also be fighting the tarrasque I think, as it has been spotted wrecking some islands.

hows your game going?
>>
>>98042562
what an awesome game you are having!
I would love to play that!
>>
>>98042487
I didn't say it's not fine to say "AD&D 1e". You're free to call it that, if you like.

What I said is that "AD&D" means a specific edition and there's no NEED to qualify it further.
>>
>>98042569
After we wrap up this part of the game, we will be soft rebooting with a party of new characters, and we'll be after some extra players, so there will be recruitment posting eventually!
Right now we have five of us playing, and we want maybe two more.

hows your game going btw? you didnt answer
>>
>>98042571
yes, I know what you said, and I called it pedantry.
>There's no edition called "AD&D 1e"
>I didn't say it's not fine to say "AD&D 1e
are you trolling me?
>"AD&D" means a specific edition
to people in the know certainly, but any layman would easily see the "advanced dungeons and dragons" on a 2e cover and think of it as "AD&D"
>>
>>98042583
>to people in the know certainly
Correct. And since Anon wasn't in the know, I gave him the information. Not sure why that's triggering you.
>>
>>98042589
>triggering
Huh? I'm making the matter clear for the other guy, and you contradicted me with the following conflicting statements, of which I'm asking you to explain:
>There's no edition called "AD&D 1e"
>I didn't say it's not fine to say "AD&D 1e
>>
Reposting because of a confusing typo.

>>98042590
>I'm making the matter clear for the other guy, and you contradicted me
Huh? The Anon I replied to in the chain asked
>>98042250
>you mean 1e?
And I replied directly to that comment with:
>>98042479
>There's no edition called "AD&D 1e". If anything it's the other way around, when somebody says "AD&D 1e" they mean AD&D.

So I replied to somebody ASKING for a clarification, not to somebody GIVING a clarification. Was that you? Was it somebody else? Which comment of yours do you think I was contradicting, exactly?
>>
>>98042608
>There's no edition called "AD&D 1e"
>I didn't say it's not fine to say "AD&D 1e

are both of these comments yours?
>>
>>98042623
Yes. Why?
>>
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>>98042625
>>
>>98042628
So what? Are you trying to shit up the thread?
>>
>>98042629
those statements are contradictory, and saying >"There's no edition called "AD&D 1e""
is autistic pedantry, especially when you then immediately say
>"I didn't say it's not fine to say "AD&D 1e"

Unless I'm misunderstanding?
>>
im so sleepy
>>
>>98042641
>those statements are contradictory
No, they aren't. There's no edition called "AD&D 1e", it's just called "AD&D", but you can still call it "AD&D 1e" if that's what you like. I'm saying that the qualification is unnecessary at the very least in this space, not that it's forbidden.

Now could you tell me which comment of yours you think I contradicted when you said:

>>98042590
>I'm making the matter clear for the other guy, and you contradicted me
>>
>>98042375
You like ACKS? That's so cool! I love ACKS!
>>
>>98041779
Download completed. They look great, thanks!!!
>>
>>98042641
NTA, "There's no edition named AD&D 1e, but you can call it that" is a statement that shouldn't get anybody upset. No more than "World War 1 wasn't called World War 1"
>>
>>98042653
>upset
replying and asking for clarification is not being "upset" autism-kun
>>98042650
autistic pedantry. AD&D can be interpreted to mean three different things, get over it.
>>
>>98042651
Fucks sake, you going to do this weird inane reply thing all thread?
Post about the games youre' playing instead.
>>98042652
No problem buddy, courtesy of DCF, FAG on!
>>98042650
asking which game when someone says "AD&D" is a pretty safe thing to do considering the current 2etard troll we are dealing with. Chill out
>>
>>98042645
gnight anon zzzzzzzz
>>
SotB session 27 this evening.
The party got chased out of the Hexperiment by Bugbears, then snuck into the back of Hobgoblin Redoubt via the Discotheque. They were on a quest to steal the Decanter of Endless Water.

Question: how do you know when to stop repopulating areas?
How many Bugbears does Fulkth command? Do I add up the qty in keyed encounters and that's it?
Same with the Hobgoblins... Can adventurers exhaust their forces?
Roughly 50 hobs killed over the past few months, maybe 20 Bugbears.
When is enough enough?
>>
>>98042941
>how do you know when to stop repopulating areas?
I never do.

>How many Bugbears does Fulkth command? Do I add up the qty in keyed encounters and that's it?
No, there's going to be more because the wandering monsters don't deplete the keyed ones.

Me, I have added the Lost Level between levels 3 and 4, and added some Bugbear barracks between them.

>Same with the Hobgoblins... Can adventurers exhaust their forces?
The Hobgoblins' lair connects to another unmapped area. After they kill all of the keyed ones, I consider them wiped out.

>Roughly 50 hobs killed over the past few months, maybe 20 Bugbears.
>When is enough enough?
That's odd. When restocking, are you restocking with the same monster that was in the room? You should be rolling for new ones.
>>
>>98042941
>>98042954
Thanks for the update, btw. Keep 'em coming!
>>
>>98042377
>roll 1d6 and jump that many hexes to the next island
Mostly sounds fun, this part is weird.
Ships are large and tend to need significant crew, especially if you're sailing around the clock. You wouldn't need to get new PCs from towns all the time but could draw on crew members who weren't part of away teams but are now due to field promotions.
>>
>>98042941
>Question: how do you know when to stop repopulating areas?
Generally, if a group has its leadership killed off, takes 50% or more casualties, has their homes destroyed, notable amounts of non-combatants killed, or otherwise suffers a great loss I tend to adjust their place in the milieu and they may not restock as much or at all depending. They may
>flee entirely to a different part of the map, dungeon or hex, and start a lair
>get subsumed by another faction on the map as slaves, fodder, food, mercenaries, etc.
The gap in the map and encounter table gets filled in by other things over time, I tend to leave a bit if its a large chunk missing and play in various other locals scrambling to fill the power void.
>>
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>>98042954
>because the wandering monsters don't deplete the keyed ones.
This is an interesting decision. I've run it both ways depending and think, while its more tracking, having a running tally of how much the players are effecting the game world is important and adds to my ability to referee a more living world. I suspect there will be cases where it works better to not track, maybe adding uncertainty to player exploration in terms of risk assessment but I think I'd rather that be uncertainty with quantities I know about rather than quantum superposition collapse monster numbers.
>>
>>98043358
>This is an interesting decision.
Not really: It's how the game is meant to be played unless otherwise specified, which is extremely rare, e.g. in G1.

Before changing that, you should consider that in a dungeon that is designed to be run with "extra wandering monsters" if you make them deplete the key ones instead you'll be (1) making the dungeon much less difficult, and more importantly (2) you'll remove A LOT of the in-game time pressure from the players. The whole point of wandering monsters is that it's *additional* encounters that players don't want to have to face.
>>
THAT LITTLE FUCKER!! 98043504
>>
>>98043723
sorry anons I was a bit emotional >>98043504
THAT LITTLE FUCKER!
>>
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>>98042941
Funny, my players are 40 (3 hour) sessions into Stonehell and have only explored the second floor (as well as supplement dungeons and a few other non-SH things. Really excited to see how they progress into deeper levels. They just killed the chaotic pixies in the Asylum at the bidding of the Mad King in exchange for a prisoner.

In the Lizardman Quarter, there exists a portal that can only be activated by speaking a certain phrase but I don't see that the supplement has any way of knowing what that phrase is. Do you know what I'm talking about? Did you make any changes or did you require the party to use some sort of Augury if they wanted to discover the password?
>>
>>98043861
>In the Lizardman Quarter, there exists a portal that can only be activated by speaking a certain phrase but I don't see that the supplement has any way of knowing what that phrase is. Do you know what I'm talking about?
The Ouroboros? I'm a bit confused because you mention a supplement, but the Ouroboros Gate is in 2B-28 in the main book. If that's what you're talking about, the way to know the phrase is given in the room that the teleporter points to, 5B-13. The idea is basically that the party will only learn how to use it once it reaches level 5 by traditional means, and then it becomes a very handy shortcut for them. No changes or Augury needed.
>>
>>98043992
Ah, I must have missed that. Yes, I was talking about the Ouroboros. I see how the way I worded my post could be misleading.
>>
>>98044014
While we're discussing this: MAJOR STONEHELL SPOILERS FOLLOW Do you think Song knows about the Ouroboros Gate? We know he visits the Kobold Korners occasionally, and on page 51 book mentions that he uses the submerged tunnels from 5B-8 to go out and hunt. So he has two options, in principle: He could use the submerged tunnels that also connect to 2B-36, or the Ouroboros Gate. What do you think is more likely/interesting?
>>
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>>98043723
>>98043750
>he's trying to spam the general
lmao, look how flooded we are
we are so rekt right now, the thread is unusable
kekkkk
>>
>>98042486
Okay I will post my WIP later today when I get home. I do have like 10 pages written for it so far.
>>
>>98043579
Removing an entry from a wandering monster table doesn't remove wandering monsters in general, it just changes the spread.
Tracking which factions, creatures and monsters are alive adds to player capacity and decision making. While
>infinite monsters
is also information they can use, it tends to fuck up their ability to care about activity in the game.
>>
>>98044146
Excellent
>>
>>98044060
That's a good question. By virtue of appearing fairly often in his crocodile form, he's obviously privy to some of the goings on of the Lizardfolk. However, the gate itself it rather far away from the river so I feel that he would avoid arousing suspicion by wandering the halls as a uniquely curious crocodile and therefore is unlikely to know about it. I am excited for my party to encounter Song. Hopefully they don't rush headlong into him and get obliterated by acid.
>>
>>98045898
This is I think it's important to get the players to make multiple characters and run multiple parties.
>>
>>98045927
Indeed. My players run multiple characters but so far it's been entirely the same group of players each session and, as we've been ending sessions in the dungeon (hard time limit due to time differences and familial duties), I haven't been able to run the open table that I'd like. To remedy this, I've told my players that after this next delve is completed we are going to try to move to 1:1 time which requires the party to return to safety after each session and resolve things that can be handled over text during the week between sessions. The BroSR guys are right, it makes for a better game. It'd be interesting to have other parties venturing into the dungeon after this party has already put a dent into the various factions and affected the game world.
>>
>>98042954
>Roughly 50 hobs...
Sorry I should specify these numbers are mostly wandering monster encounters.
Last night's session was the first time the Party took on keyed HGs.

Generally I do go by the rule that once the keyed rooms of a faction's territory are cleared & the leader defeated those rooms remain empty, reading other replies this seems like a common ruling.
But in the case of the HGs they are described as a Century of soldiers, not to mention the additional Century that I have had reinforce them as they conquered much of the first floor. Also, the unmapped area you mention leads to the Hobgoblin caves from B2, giving them supply lines to the surface.

>>98043358
>>98043579
To this point about WMs: this is the crux of my issue.
The party have killed numbers of wandering Bugbears far exceeding what Fulkth has at his command per keyed rooms.

>>98043861
If you're the anon I'm thinking of, we've had this discussion before. My players like to quest ever deeper, leaving large parts of the upper levels unexplored. I'm noticing a trend where it is often Quadrant C that is the most overlooked.
>>
>>98046184
>If you're the anon I'm thinking of, we've had this discussion before.

Indeed I am. I don't fault my players for wanting to explore every corner by any means, but I am chomping at the bit for them to go deeper (no homo).
>>
>>98046184
>The party have killed numbers of wandering Bugbears far exceeding what Fulkth has at his command per keyed rooms.
Abductive reasoning time! That means there have to be extra rooms with Bugbears. Time to expand that area.
>>
>>98046296
>First we had quantum waveform hex collapse
>Now we have dark matter bugbears!
>Muahahahahhh
>>
>>98046193
>chomping at the bit
*champing
>>
>>98046436
Diamond dozen.
>>
Another Stonehell question:
How the fuck is anyone expected to travel to the lower levels?
Not just players, I'm thinking of NPCs like Lachesis or the Plated Mage.
The only (i.e., solitary!) path I see is the staircase leading from 5C to 6C - which is behind a locked door, behind a secret door known only to the Jarl of the Mountain Trolls.
Am I missing something? Looking at the map in SH2 for level 6, there isn't a single point of entry identified!?
>>
So, everyone would pretty much agree that the space of faithful retroclones is well and truly saturated, yes? There's even PODs of official B/X and the Rules Cyclopedia.

That being the case, I'm considering making a shitbrew that's 100% faithful as far as all the rules and procedures are concerned, but with some new classes and spells. The new classes would be intended to be used in place of the B/X classes, to hopefully offer some new flavors of fantasy PCs.

Thoughts?

Another way I had thought to do it was to put the new classes and spells in an appendix, and include the traditional classes in the main rules. That way a group could decide whether to play the game with the classic classes or with the new classes as suits their table.
>>
>>98046686
>So, everyone would pretty much agree that the space of faithful retroclones is well and truly saturated, yes?
For B/X, yes. RC is garbage, so who cares, and there are no faithful retroclones of AD&D, OD&&D, or Holmes Basic, not that you could do much with the latter.
>>
>>98046707
OD&D is cloned pretty damn well in Delving Deeper.
>>
So here's the big question. Is it wrong a game based on faithful cloning of the rules from B/X (o any other variety of OSR D&D) but not the subject matter (dungeon crawls) to call itself OSR? Can a superhero game based assiduously on the rules of B/X for instance call itself OSR in good conscience?

Like, this thread is all about OSR rules and gameplay, meaning the full on dungeon crawling thing with the rules as they were in OD&D, Holmes, 1e, B/X, and early on in BECMI (before they fucked up the rogue). But does it break some taboo to have a superhero or space opera or whatever game with authentic OSR rules but not OSR style gameplay, meaning dungeon crawling?
>>
>>98046686
Why not just write the new classes and spells?
Why do you need to reinvent the wheel before you make a new tire?
>>
>>98046819
I think it depends, the game needs to have a solid gameplay concept and rules that reinforce it. If it does that, it's at least in the neighborhood.
LotFP is a game that doesn't do the standard OSR kind of gameplay, but its rules are carefully constructed (and executed well) to tailor the play experience to match its horror-story theme. So it's okay in my books.
>>
>>98046827
>Why not just write the new classes and spells?
No reason other than I want to.
>>
>>98043227
>Mostly sounds fun, this part is weird.
What would be better? I don't want the map to be as dense as Traveller's map and I want to avoid rolling for a chance of an island in every single hex.
>>
>>98046962
>I want to avoid rolling for a chance of an island in every single hex.
Then don't? Even in Traveller, you roll up your sector beforehand, then move star systems to arrange them better, adding or deleting systems as needed.
>>
>>98046819
It's an interesting question, and despite all the non-D&D "OSR" games, one that's relatively unexplored. I think that's because the people who see OSR as everything don't feel a need to examine if any one given mode fits within it, while the D&D guys are just playing D&D and so have written off 90% of the modern OSR anyways (plus the fact that most other games have a fraction of the popularity).

I can see there being room for non-D&D-based games, if they work to preserve the elements of a core gameplay loop focused on exploration, a living world, and adventuring/non-story drivers of progression. When people say that Traveller isn't OSR, for instance, it's more a historical statement than a claim about the fundamental nature or quality of Traveller: the reason that game comes up so often when people start talking about other game engines and the OSR is (in addition to its age) how well suited it is to what you might call a old-school D&D sort of framework of campaigning. Similarly, there was a Battletech game being run on the CAG server for a while, and they're as puritan as you can get, but again, those ideas of a bigger world than the players, adventuring etc can come through in that universe pretty well, I think (though the particular game engine you're using to run a BT RPG might fight against that).

Overall, I think it's something worth discussing, but also something that will always be a minority of old-school thinking.
>>
>>98046707
Technically there's a faithful clone of OD&D, but the trannyfaggot who made it put in a retarded screed about Gygax and Arneson and also made the license one of those non-commercial Creative Commons things so nobody can use it meaningfully.
>>
>>98046686
I'm with >>98046827, I'm not really sure why you'd want to write the entire rest of the shitbrew when you could just write a supplement of a new class set and explain that they're meant to be a full replacement for the standard classes, not an addition.

But I mean, it's a hobby. Have fun with it.
>>
>>98047211
Elfin chain is a lot like the cloak and boots of elvenkind in that they seem to be intended to justify why NPC elves have movement rates for their AC and stealth abilities that don't seem justified by the standard rules and that PC elves don't share.

Of course, that creates the added problem that PCs could farm essentially limitless numbers of these items by just killing level 1 elves.
>>
>>98047076
>When people say that Traveller isn't OSR, for instance, it's more a historical statement than a claim about the fundamental nature or quality of Traveller
It's both, if you play enough Traveller you'll see it's an entirely different play experience.
>>
>>98046962
Not rolling randomly for movement would be better. Lets the players think about what they're doing more, actually explore, etc.
>>
>>98046819
Does it matter if it can "rightfully be called" an OSR game?

Regardless, if you rent to make a superhero game with B/X rules, a good chunk of the work was already done for you by Mutant Future and ACKS. You can use the mutations from the first one and the custom class rules from the second one to design the classes. Mutant Future has tables for technological weapons and, IIRC, vehicles and stuff like that.

What I'm very sceptical about is the idea that you can do something that is based on XP for gold while staying faithful to the superhero genre, that is intrinsically storyshitty and quest-based. If it isn't based on retrieving treasure from dangerous places based 100% on player initiative, it's definitely not OSR.
>>
>>98047947
XP-for-citizens saved?
>>
>>98046962
>What would be better?
NTAYRT. The problem with your system is that it is anhisotrilopic, since creation rules are not invariant under rotations. The space between islands is bound to be between 1 and 6 in the North-South direction, but it can be anything in the other direction.

You could instead make a first roll for the island density on the map say 2d12 on a Traveller sector map, and then roll the individual coordinates randomly.
>>
>>98047001
>Even in Traveller, you roll up your sector beforehand, then move star systems to arrange them better, adding or deleting systems as needed.
First part is correct, second one isn't in the 1977 rules, that are the only good ones.
>>
>>98047076
>When people say that Traveller isn't OSR, for instance, it's more a historical statement than a claim about the fundamental nature or quality of Traveller
The Traveller rules for star system generation and monster generation are great and very similar to Appendix A/B/C in spirit. And the economy rules are very well done.

The main problem with Traveller, IMHO, is that it's heavily based on Patron play, and there's basically zero rules for that apart from a couple "inspirational" tables. This means that it is heavily quest-based with a ton of input from the Ref, which reduces player initiative accordingly, although of course generally they don't have to accept any individual quest. That's not quite storyshitting, but it makes it a heavily social, quest-based game, which is very different from D&D.
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>>98047104
>also made the license one of those non-commercial Creative Commons things
Isn't it CC-0?
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>>98047957
Not OSR and definitely storyshitty
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>98048020 #
>Seconding the request. Are Demi-Humans next?
I gotchu, bro. Here's the first one, the Dwarven Craftpriest. This is a Dwarf Cleric, but a couple important things set it apart from the Crusader (the ACKS II not-Cleric), in addition to the standard Dwarf race powers:

1. Access to a great number of proficiencies and a big bonus (+3 on d20) on ALL of them.

2. Studious Divine Magic. Like the Witch, the Craftpriest uses spellbooks with Divine spells. Pretty cool!

See you later, bros
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>>98045946 (OP) #
>What was your first character?
I can't remember, but my last one was an ACKS II Fighter. I really loved cleaving the shit out of mooks.
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Best random encounters tables for hexcrawls?
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>>98048141
Definitely and unironically the ACKS II tables. They're divided into civilised, common, uncommon, rare, and very rare columns, which allows you to have your wilderness get gradually weirder and more dangerous as you stray from civilisation. Once I discovered them, I never went back.
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>>98047988
No, it's CC-BY-NC-SA or some faggotry like that. The tranny predictably is also a commie so he doesn't want anyone else making a profit, IIRC his stated ambition was to push out actual OD&D from use and have people adopt his "anticolonialist" clone instead, but with the usual commie retardation he failed to realize that a restrictive FOSS license actively prevents uptake.

If it had been released CC-0 I would have stripped the woke whining and published a for-profit edition myself ages ago.
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>>98048332
>No, it's CC-BY-NC-SA
Just checked. You're right, I misremembered.
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>>98046819
There already is a B/X supers game in the OSRchive called Sentinels of Echo City. That’s the problem with the OSR, everyone thinks their special idea is going to be some breakthrough hit when it’s just forgotten and piled up with all the other shitbrew clones.
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>>98047993
? It would functionally be the exact same thing and generated the same way, just with stupid level 0 normal men instead of gold pieces
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>>98047104
Which game is that
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>>98046184
>The party have killed numbers of wandering Bugbears far exceeding what Fulkth has at his command per keyed rooms.
This gets into a stickier wicket about megadungons, I don't think its actually that much more complicated but they do have more material to consider when making adjustments. So figuring out which faction takes advantage of the power vacuum, if Fulkth and the bugbear's activities and reactions change, etc. takes a bit longer. I think putting that kind of effort into the dungeon and game world makes it more vibrant to play in and is worth it.



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