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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:
>>98683033

>Thread question:
Which of the six abilities have the least impact in old editions, what have you done to incorporate or fix them in your game?
>>
>>98735990
>Which of the six abilities have the least impact in old editions,
It depends on the edition.

>what have you done to incorporate or fix them in your game?
Nothing. Ability Scores work perfectly fine as they are.
>>
>>98736021
What about wisdom in B/X? It is the only ability without any official affect on the game non?
>>
>>98736049
It affects magic saves and XP for Clerics.
>>
>>98736061
I see now as I'm looking through my omnibus and the trove that I have a clearly inferior version
>>
>>98736141
>>98736061
Nevermind I'm just a fucking idiot with a reading disability apparently

>>98736021
Anyways I'll raise another question then, should strength affect the amount of coin a character can carry?
>>
>>98736141
>>98736153
Idiot or not, OSE-Classic is extremely well done. You might want to learn to play on that one and use it as reference. Just read the examples of play from B/X.

As for Strength and carrying capacity, it depends more on your table than on your preference as a DM. If your players hate calculating encumbrance, you probably want to do something more abstract like slot-based encumbrance or even the basic B/X rules. Otherwise sure, you can do that if you want.
>>
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Does anyone play Irish OD&D?
>>
>>98736021
>Nothing. Ability Scores work perfectly fine as they are.
Seconding this. Only in OD&D would I consider fucking about with them.

>>98736153
>Anyways I'll raise another question then, should strength affect the amount of coin a character can carry?
Personally, I prefer when it doesn't. It's just fiddly, and it tends to make weak characters a bit usless for logistics. Also, if anything it's Constitution that should affect how much someone can lug around for an extended period of time, IMO.
>>
Is Bytee doing ok?
>>
>>98736562
I was wondering too. It seems like he hasn't uploaded the demon thing yet.
>>
So if I wanted to get the goofy fun of old school 2e (something a lot of games like basedbork miss) do I go DCC or Hackmaster?

Pic related would have gone so hard in the early 2000's and my old 2e gang
>>
>>98736625
Wrong thread. You want the /nusrg/
>>
>>98736634
the fuck does half these acronyms mean
>>
>>98736666
They mean read the OP, Anon. This is an OSR thread, 2e has nothing to do with it.
>>
>>98736808
Ignore this anon. He's a schizo who thinks everbody is this one troll whose long since been range banned. 2e isn't /osrg/ so you have to ask in a different thread even if outside of /tg/ 2e is osr.
>>
>>98736625
Fuck off with your slop and your trolling and your bait.
>>
>>98736625
try the open osr thread
>>
>>98735990
It's not a fix because stats aren't broken but I have found having a monster do damage to stats instead of HP is a very effective way to make a monster very threatening and serious to players. Don't do it a lot but it works well.
>>
>>98735990

TQ: I just took them out. They make so little difference in 0e that they're more distraction than anything. I'd rather get characters table-ready faster.
>>
>>98736964
That’s just Traveller
>>
>>98736873
>even if outside of /tg/ 2e is osr.
2e is not OSR outside /tg/, no.
>>
If I wanted to play the solo modules like
•Ghosts of Castle lion
•Lathan's Gold
•Thunderdelve Mountain
•Maze Of The Riddling Minotaur

Would it be better to use B/X or BECMI?
The Redbox or the full art design box?

Also is there any other solo avengers modules that I miss?
>>
>>98737559
See, he's retarded schizoid faggot.
>>
>>98736153
>Anyways I'll raise another question then, should strength affect the amount of coin a character can carry?
I'd say yes but only to the point where you're hauling around relevant amounts of it and that's a threshold that you have to determine for yourself based on context.

>>98736510
>Also, if anything it's Constitution that should affect how much someone can lug around for an extended period of time, IMO.
To me it's more like strength is how much you can lug and constitution is how long you can lug it. A wizard and a fighter with the same con score might get winded at the same time after rucking a heavy burden but a heavy burden might be 30lb for the wizard with his STR of 9 and 70lb for the fighter with his STR of 16.
>>
>>98736275
Careful m8, I hear their after yer Lucky charms.
>>
>>98737577
the more relevant issue is to chose an orison that you actually enjoy flipping through
as lesser things can spoilt solo playing worst that the wrong auger for the roll
>>
>>98737941
I don't understand what you are saying.
>>
>>98738019
Seems to be solo gamer jargon but half gibberish as if it was machine translated from a foreign language.
. "Orison" needs to be "oracle" -- which is a thing you're not using when playing the D&D solo modules. And "wrong auger for the roll" is just nonsense any way I slice it.

Basically useless advice.
>>
>>98738035
And "auger" I guess is meant to be augury, as in the prediction of future events by reading omens and signs as done by a magician or oracle, rather than a woodworking tool. But I don't know any solo oracles that call rolling on the table an "augury," usually it's just called a result.

"The wrong [result] for the roll" is still gibberish though
>>
>>98737577
All those modules are crap. The least bad is Thunderdelve Mountain, which is still not really D&D since it is a railroad without time tracking, wandering monsters, encumbrance, XP for gold, stuck doors, and many other core rules.

You should learn to play on the B/X manuals for the examples of play and use OSE Classic or the online OSE SRD as reference.

You should NOT learn to play from BECMI because the intro in the first book is stupid, retarded, and misleading as to what D&D is about.
>>
>>98738443
not really, if anything is shows what dnd used to be about, before it got coopted.
>>
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>>98738450
>if anything is shows what dnd used to be about, before it got coopted
>>
>>98738450
rules compendium is my preferred breakpoint when it comes to what is or isn't dnd several osr can trace their roots back to them its a shame that the pod copies look like ass
>>
>>98736201
Nah. Delegating that shit to the players to sort out frees up the DM's time and energy for more important things
>>
>>98738482
get a blog, cyclopedianon
>>
>>98738498
Aren't we saying the same thing?
>>
This might be a dumb question but in Keep on the Borderlands there are apartments in the keep. Can you rent an apartment? What exactly does that look like? Do I have to talk to the duke of the Keep to do that? How much does it cost? Is it just a single room? Is my shit safe there while I'm out adventuring?
>>
>>98739446
Most of that is for the DM to decide. The commander of the keep is the Castellan, though, not a Duke. Dukedoms are huge, and the Keep is presumably not even the Castellan's fief.
>>
>>98737577
For solo games that are less shit and railroaded, you could try Kabuki Kaiser's procedural generators: Ruins of the Undercity and Mad Monks of Kwantoom.

>>98738482
The Rules Cyclopedia is great, but Anon's right that learning to play from Mentzer Basic is a terrible idea as his play example is shit.
>>
>>98738450
After reading trough some of the last ones, it seems more like without D&D being co-opted, there never would have been the spark that got that fire lit under the ass of what would become the OSR, it literally needed to happen and without WotC stepping in and doing their part TSR-era D&D could have gone the way of Avalon Hill.
>>
>>98739836

I don't know how to explain this to you, but for some of us that is the "remember what they took from you" scenario.
>>
>>98739836
>>
>>98739663
>the Keep is presumably not even the Castellan's fief
Gotta disagree with this. Say what you will about Gygax, but he knew his noble titles, so he probably knew that a castellan is a minor noble given the governorship of a castle as his fief. Of course, at that sub-baronial level it's not like he's going to be the tenant-in-chief or anything.
>>
>>98740003
The main problem is that the Keep does not generate enough revenue to sustain its garrison and repairs. So either he has a fief somewhere else that he uses to fund the keep, or an overlord supporting him.
>>
>>98740263
It's perfectly reasonable that his overlord is funding him. It's a castle on the borderlands of the chaotic wilderness, tasked to defend civilized lands from incursion; it's obviously not going to be generating revenue as anything near its primary function. The Castellan has been granted governorship of the Keep in order to serve his lord in this way, so if the lord isn't funding it he's shooting himself in the foot.
>>
>>98737166
Good.
>>
>>98740479
Fair enough
>>
Here's my original donut steel campaign idea:

A big expansive forest created by a mad wizard. Before it was a big spooky magical forest it was a kingdom, but aforementioned wizard went crazy and covered the land in an expansive wood.
There's one road into the forest that goes through three villages/smaller towns. People come to the forest to seek out the long lost riches of the former kingdom.

Now here's where I'm at a loss, should the road always be accessible or should it be closed off/magically hidden and only open a few days every month?
>>
>>98739781
>The Rules Cyclopedia is
*often highly overrated by some posters
>>
>>98741184
It should always be accessible, because a fantastic adventure campaign isn't a book, so it's incredibly inconvenient if the adventuring area is only sporadically accessible. At best, you're forcing extra downtime on PC parties for no obvious reason.
>>
>>98741304
Figured as much. To clarify the three villages lie within the forest and the road between them are always accessible. So it's more the way in and out of the forest that becomes a problem.
But I was leaning towards having it always accessible. I just need a good reason for the wizard to allow this.

He has a counterpart though, a druid that travels around and keeps things semi in check. But I'm thinking that the only reason for the road should not be explained to players but it's basically "im a mad wizard and would like fresh souls to enter my forest/dungeon"
>>
>>98741395
>I just need a good reason for the wizard to allow this.
Well, what was his objective in turning the kingdom into a forest in the first place?

(I'm already liking the backstory for this better than Dolmenwood just because it doesn't totally break scale)
>>
>>98741395
>I just need a good reason for the wizard to allow this.
Ancient elvish magic protects those three particular villages from any intrusion from the forests.
It was part of a pact formed long, long before the wizard and he's fucking seething that it still works and is holding him off.
Each village has 2d4+2 elvish families who live in a small druid grove at the heart of it that no one is allowed into, which is the source of the magic.
>>
>>98741449
Haven't gotten the specifics down. But basically he was the kingdom's head wizard. Perhaps he got appointed to ensure they didn't run out of resources or maybe it was to ensure the safety of the kingdom and he went to extreme measures.

>>98741464
I like this idea but I think I'll tweak it a bit.

So the wizard has a brother. A druid that roams the land, a good counterpart of sorts. Even after a couple of hundred years. The wizard is rumored to be alive too (ofcourse he is).
The druid has created these totems that encircle the villages and stand along the main road to keep the forest at bay. The druid saw his brother's madness and tried to ensure the safety of the kingdom, but a little too late so he could only save three villages. In my lore the road in and out of the forest has only been established within the last 10 years. This establishes why everything hasn't been looted yet and why most other towns and castles would be overgrown ruins by now. The people in the villages have basically been living in an apocalypse up until this point. But a steady supply of newcomers have been in place because people have either A. Gone to the forest of their own free will to escape their current life; or B. Been transported there against their will by spooky magic.
There are also rangers that help maintain the totems and magical barrier around villages.
I guess the druid either succeeded in opening up a main road to the outside or had a talk with his mad brother and convinced him that a road would be a good idea. "You can't have a kingdom with no people in it"
>>
>>98741621
>Haven't gotten the specifics down.
Have you read the manga Dungeon Meshi? It could probably offer you some good inspiration.
>>
>>98741395
>I just need a good reason for the wizard to allow this.
He's dead or missing, all his various achievements and experiments are escaping, falling apart and fighting for control. Keeps it from turning into a bullshit setting with an all powerful wizard DMPC who will always win no matter what. Keeps it actually interesting for the players.



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