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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:
>>98735990

>Thread question:
How do you handle seafaring in your games?
>>
>>98805916
>How do you handle seafaring in your games?
I honestly just treat it as hexcrawling on the sea, I know that's lame but I really can't be bothered with wind directions and shit like that, I feel it would bog down gameplay and require player knowledge that in my case my players would have to cram for.
>>
>finally back in the action after a delay caused by illness in the group.
>exploring the lower level of the dungeon
>rooms are smaller and corridors are shorter complicating movement of such a large party
>The front ranks getting fixed by an obvious enemy while another group attacks from the side is a regular occurrence
>still we press on
>mage missile in ACKS is kinda nuts because it puts every fight on a timer if the enemy has no ranged weapons
>come to what quickly becomes obvious is a gnoll lair but it was abandoned in a hurry, even obvious treasure was left behind
>our greed knows no bounds and we press on into a larger cavern and we find gnolls as arrows come out of the darkness and they have friends
>more of the baby shoggoth things with paralysis attacks, zombies an wights.
>turning doesn't work so we are going to actually have fight through all this.
Sadly we had to call the game because of time. I think the GM is doing a pretty good job of not having the locals wait about to be killed and making attempts to get to the squishy mages even if it hasn't worked out super well for them yet but they did succeed at stopping one spell so far.


>TQ
We don't. My GM refuses let me do bote stuff.
>>
>>98806081
I think it would work better if there was a rulebook specifically for sea travel, so all the necessary player knowledge is baked in and gamified the way it is for other subsystems.
>>
>>98806228
Eh, maybe that would fix it for some people but for me, the players would still have to learn that stuff and it just doesn't seem worth it for the occasional shipboard jaunt while hexcrawling.

I bet it would be useful for a game where the wilderness exploration was focused largely or entirely on sailing though.
>>
>>98806191
>mage missile in ACKS is kinda nuts because it puts every fight on a timer if the enemy has no ranged weapons
Can confirm it: Mage Missile is the best level 1 spell in the game, even when you roll bad you're still able to shave away HP from the enemies.
>>
>>98805916
>How do you handle seafaring in your games?
Not to be a dick, but by the book, how else?
>>
>>98806191
>mage missile in ACKS is kinda nuts
Yeah, I've just replaced it with the B/X version.
>>
>>98806380
Yeah even though one got disrupted we still have 3 going and another henchmen is going to declare mage missile in the next round.
>>
>How do you handle seafaring in your games?
Using Wilderlands' stuff of course!
>>
>>98805916
>How do you handle seafaring in your games?
Generally at arms distance. For small boats and short trips its easy enough to put together, but long haul sea travel is mostly about logistics and measurements with a bit of randomization in it that player characters don't have a lot of influence over once you're blue water. Sailing ships with purpose is mostly hard work, repetition and doing what you're told with occasional wild moments. Giving whoever the captain is
>save vs tpk as the ocean decides you're going to drown today and there isn't anything you can do about it
isn't very interesting so I don't get into it much. If everyone had their own boat you could do naval wargames but I'd do that with something not dnd, the rules for it aren't very good.
I've contemplated making a point crawl that has different routing and encounter tables based on trade winds, a bit like the old warhammer quest sea faring rules to keep it simple. An archipelago hexcrawl would work too, mostly making sure there are ways player actions actually mater.
>>
>>98806806
>f everyone had their own boat you could do naval wargames but I'd do that with something not dnd
I mean... this is literally BTB OD&D, Arneson had already written a naval wargame called Don't Give Up The Ship and by all accounts still used it in any situation that warranted it in Blackmoor.
>>
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>>98807873
>Don't Give Up The Ship
Neat. Looks more towards Age of Sail than I want, but when I was pulling that from scribid I did find Bireme & Galley which is a lot closer to the general era I like for osr games.
Also apparently there's a fanmade warmaster naval game.
>>
I've been working on a "not S.T.A.L.K.E.R." game based largely off of LotFP and some BFRPG. Especially now that it is slow at work.

Looking for any feedback, input, criticism, suggestions, etc. Its still very much a rough draft and I haven't even had the opportunity to playtest it yet.

>gofile.io/d/QUBQScTF
>>
>>98808370
>I did find Bireme & Galley which is a lot closer to the general era I like for osr games
Look up Trireme instead
https://boardgamegeek.com/boardgame/1709/trireme-tactical-game-of-ancient-naval-warfare-494
>>
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>>98808370
>>98809215
Trireme is great, but reminder that OD&D has its own naval battle rules on LBB3, pages 28. They're the right level of complexity for D&D
>>
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>>98809797
>>
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>>98809797
>>98809801
>>
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>>98809797
>>98809801
>>98809806
>>
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>>98809797
>>98809801
>>98809806
>>98809810
>WRITTEN ORDERS:
>As detailed under Aerial Combat.
See picture
>>
>>98809797
>>98809801
>>98809806
>>98809810
>>98809815
Yeah these are pretty bad rules.
>Medieval
ships were not beating to the wind, they were barely making it past a reach.
The wind rules for this are even more retarded than in AD&D.
>>
>>98809797
These rules are a kind of summarized DGUTS, IIRC.

>>98810028
>Medieval ships were not beating to the wind, they were barely making it past a reach.
Yeah, Arneson was a Napoleonics guy so his takes are all late Age of Sail. In his and Gygax's defense, it's not like it was easy for a layman to find good sources on medieval sailing circa 1972.
>>
>>98810037
>Yeah, Arneson was a Napoleonics guy so his takes are all late Age of Sail. In his and Gygax's defense, it's not like it was easy for a layman to find good sources on medieval sailing circa 1972.

Naval Library at Greenwich existed - he could have done his research, I'm sure Annapolis has something similar.
>>
>>98810028
>Yeah these are pretty bad rules.
Can you elaborate on why?

>ships were not beating to the wind, they were barely making it past a reach.
>The wind rules for this are even more retarded than in AD&D.
You mean from the historical POV? D&D is a fantasy game, not a historical simulation. I personally see nothing wrong in slightly anachronistic ship types.
>>
>>98810110
I mean from guy saying literally
>Medieval ships
and then using the wrong rules for them. Even with the fantastical, rules that are well written have mechanics that represent themes. These don't do that.
Wind Force doesn't even effect ship speed, momentum, or turning. All of the sailing ships turn at the same rate.
That's one page.
>>
>>98810106
>Naval Library at Greenwich
Nigga, Arneson was in fuckin' Minneapolis, he couldn't have been more landlocked if he tried. I don't think he ever left the country before the release of OD&D either.
>>
>>98806081
Same, it's just hex crawling in a different terrain type.
Calculating wind seems like too much, but I do like to use a hex flower to figure out the weather ahead of time, like an almanac.
>>
>>98806191
>bote
>>
>>98808788
Hey I just wanted to let you know that I downloaded this and I am very interested in it, I already really like what I see, but I haven't had a chance to fully dive in and dissect.

Consider a username or tripcode, and don't stop effortposting, I really like it so far!
>>
>>98810127
>Wind Force doesn't even effect ship speed
It does, though. See the table on page 28.
>>
>>98810596
Thanks. I am still updating it, slowly. Adding to the Bestiary, clarified how many rounds per ammo bought, etc. Little things like that. Not sure if I am missing anything glaring.
>>
>>98805916
>tq
I usually avoid these pathetic threads like the plague but I saw the thread question and just have to swoop in here and save you ignorant, lost souls.
Here’s the answer to handling to seafaring: play dungeons and dragons fifth edition because it solves seafaring by being a build brawler game with the feel of a team shooter video game such as overwatch, league of legends, or marvel rivals.
You’re welcome.
>>
>>98811289
>it solves seafaring
There's nothing to "solve" about seafaring in real D&D.

>by being a build brawler game with the feel of a team shooter video game such as overwatch, league of legends, or marvel rivals.
picrel
>>
>>98810738
Nope, that's just points of sail landlubber.
>>
>>98811289
>>98811338
Retarded troll successfully trolling an even more retarded troll
>>
>>98811461
*In "the aristocrats" voice* The OSR Enthusiasts
>>
>>98811461
Fucking got ‘em lmao osr forever my nigs
>>
>>98806389
which book
>>
>>98811543
B/X
>>
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>>98811754
NTA.
The optional weather chart is for sure better for wind effects but doesn't take into account direction at all.
The rules if you're not going to use the optional variance are hilarious.
>roll 12
>now roll random direction and 3x normal movement that way
>if you reach land 75% chance boat sinks, try and not die
Not something I would ever use but gets at the confused mess most of the attempts at sea travel rules are.
>>
>>98811872
A few things:

First, travelling in a random direction is loads of fun. It's basically the equivalent of a misjump in Traveller. So is getting shipwrecked potentially, but see below.

Second, the odds of that happening are remote and down to bad player choices. If the vessel is in sight of land, it can just enter a port or beach itself, there's a reason ships almost always travelled along the cost for most of the history of sailing. So just by using this precaution the risk of a shipwreck is pretty much averted. You just should not sail out of sight of land unless you're desperate or see #4.

Third, even if the players are retarded, there's only a 1 in 36 chance of a storm, and then there has to be land on the ship's random path, which is rather unlikely if the ship is NOT in sight of land in the first place. One storm is usually enough to teach players not to stray from the cost.

Fourth, Control Weather.
>>
>>98811872
>>98811956
>doesn't take into account direction at all
This is a fair criticism. If that's a concern of yours, you can just port the rules from OD&D as multipliers, or just make your own. The ship types in B/X and OD&D are basically the same after you notice that B/X Warships and Sailing Ships have the same speeds.

Anyway, what rules do you use?
>>
I'm in a bit of a hurry to come up a nasty disease for tomorrow's game and would appreciate some ideas. Actually, if anyone could point me to an appropriate random table (online or in a book), that'd be cool too.
>>
>>98812174
https://www.independent.co.uk/news/world/asia/man-with-rare-skin-disease-to-receive-specialist-treatment-a6843726.html
>>
>>98812174
>>98812262
Also google "huge testicles disease", I can't post direct links here because this is a SFW board.
>>
>>98812174
What type of disease is it? Something you get from mummies, or rats, or a swamp, or a magical curse, or...?
>>
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>>98810580
We love cute botes here
>>
>>98812268
75% of the PCs are female, so this one is sounding increasingly appetizing...
>>98812391
No preference as to its origin. It should be something violent that's ravaging the settlement the group is heading to. I'm trying not to be lazy for once and avoid going with a Black Death equivalent.
>>
>>98812473
In that case, I would say that the best fucked-up medieval disease is St. Vitus' Dance. Another good one is the Sudor Anglicus although that one might confuse your players.
>>
>>98810302
No excuse for poor research. They have towing tanks in MN he should have done the experiments himself.
>>
>>98812592
>Sudor Anglicus
That one is divine punishment on the Tudor kings though.
>>
>>98812174
There's tables in the DMG
>>
/osrg/ threads used to be bumpin' a few years back. What happened? Everyone get tired of rehashing the same 5 topics/arguments ad nauseam and leave?
>>
>>98815331
The 2etard troll finally got thrown out. A lot of the apparent activity was his dogshit posting and anons telling him to fuck off.
>>
>>98815331
See >>98815382
It's not correct, but it does demonstrate why there's less activity. Though part of it is that there's less OSR hype in general than a miniature boom that happened in the early 2020s.
>>
>>98815331
>>98815382
>>98815413
The above plus we can't share PDFs anymore and 4chan as a whole has been declining for a few years now.
>>
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>>98811956
Just stick with this, trust me. You're getting a lot of little points that link up to the entire problem but we need to go over those and get to the larger ideas.
You didn't read the rules. The travel in a random direction happens 2.78% of the time; This is both bad in terms of bothering to make a further check after that in terms of gameplay, and if random movement is fun it only happening that often is also bad.
You really didn't read the rules, if the vessel is close to land, it can't just get into port, its process wise fleeing before the storm after rolling weather and if it runs into land there's 75% chance of sinking. No save, no adjusting course, nothing.
Control water is a 6th level spell. Notice most vessels don't have a magic user who can cast 6th level spells.

The rules are badly made. That's okay, that' what we're trying to figure out how to do better but its not going to work if you can't even get to that point and have to scramble for bullshit about a paragraph for 12 year olds you didn't read properly.
As >>98811999
is getting at, it requires mixing together at least two editions of rules, including an optional rule and even then we still don't have a good solution to what the players are actually doing, we just have rules for a boat moving around that aren't totally retarded.
This is a problem with seafaring rules and osr exploration play. With land exploration its easier to abstract what different parts of the party are up to at any given point in time. With a boat your options are a lot more limited. You're doing what the person in charge tells you to do. Skill checks for adjust a line and don't fall overboard every 15 minutes doesn't work gameplay wise.
It can be heavily abstracted into a logistical minigame but that only suits if your entire group is fine with an accounting mini game, and even then you have to start figuring out how much randomization you're going to put in.
>cont
>>
>>98815382
you mean the same shit you people are flooding the open osr thread with?
>>
>>98815331
Even a few years back posting in the /osrg/ was pointless.
"B/X + Reference the DMG" was about the limit of game quality being pushed. Crab posters pulled everything down to that level.
I know my game improved wildly when I went elsewhere.
>>
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>>98815550
>how much randomization you're going to put in...
so that its not just
>roll 1D100, 5% chance everyone dies
The meaningful exploration choices on a boat are for the most part quite limited by weather and vessel capacity.
So now we have to sort out how to have some semblance of verisimilitude, enjoyable mechanics and gameplay that fit into the ability to make rulings that don't turn into how most other games handle sea travel, which is a cut scene with a pause to fight a giant squid, more cut scene and a pause to fight some pirates.
This can be entirely avoided if you decide to pay no attention at all to how boats and the ocean works, which might be the only way to do it and treat like land travel with a few nautical nods and spamming a bunch of boat words so the players feel like they're sailing or whatever, but at that point its gotten into making a story game feeling rather than a living world which is frankly not what I use osr for.
Its a pickle.
I'm going to try and trow together a costal map and a seasonal point crawl over the next bit, its been floating around for years as an idea but I'm curious enough to see if that can be made to work better.
>cont
>>
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>>98815589
Nautical combat rules themselves are another challenge because of chains of command being anathema to most ttrpg players. They can't all be captain of the ship, besides one ship combat being very boring to most people. So fleet combat appears more appealing at least in that everyone will get to move some boats around and make cannon noises.
But some of the difficulty with mixing wargames into ttrpg play, even osr play where mass combat and domain play is supposed to be the idea, it falls into the PCs being big damn heroes a lot rather than wargames, naval war especially, where sometimes a boat is just fucked and there isn't anything anyone on board can do. They're going to die and its going to take half an hour for whoever's going to kill them to even get there.
So figuring out what naval warfare game has the right mix of, again, verisimilitude, fantastical rules and player engagement seems very challenging.
>>
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>>98815331
>a few years back
It started getting quite fucked up around covid but its a normal fad trend in all things.
>be niche and enthusiasts focused
>get underground popular, get enough crative things its quite enjoyable but
>get popular enough from that the enthusiasts for the thing are pushed out by the enthusiasts for the culture
>people who actually know about thing leave
>culture grifters run out of thing because they don't actually know fuck all about the thing they focused on the culture part
A bunch of different things happened simultaneously but can be boiled down to 'osr' became enough of a marketing term and enough people decided they wanted to be the cool idea and culture around the idea than they wanted to play games, talk about that or read books. Once your ratio of people talking about culture or vibes instead of gameplay and what they're actually doing, you're essentially fucked.
Not being able to post pdfs doesn't help but people posting things they made had been on a downward trend for many years.
Some of it will also be as the enthusiasts got older they got families, kids, real jobs, etc. and that takes time so they have less to put into things like here, or got bored of osr and play other things. Most of the artpunks did that.
>>98815585
>I know my game improved wildly when I went elsewhere.
and yet here you are just to complain? lol
>>
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>>98815550
AYRT
>You didn't read the rules.
You're the one who didn't, Anon.

>The travel in a random direction happens 2.78% of the time
Only if the ship isn't in sight of the land, like I said.

>if random movement is fun it only happening that often is also bad
This is your subjective opinion. Also it's retarded. About 3% is reasonable.

>if the vessel is close to land, it can't just get into port
Wrong. Take your own advice and read the rules before saying bullshit. Picrel.

>As >>98811999
>is getting at, it requires mixing together at least two editions of rules
That was also me.
>>
>>98815550
>Control water is a 6th level spell. Notice most vessels don't have a magic user who can cast 6th level spells.
Why is why they sail in sight of the coastline in familiar waters, so if a storm hits they can find refuge there.
>>
>>98815658
>Galley
>>
>>98815706
That's because galleys can't sail in front of the storm, so that's their only option. Doesn't mean other ships can't do the same.
>>
>>98815680
Yeah, see you're not getting it. This is part of why effort posting is so discouraged. There's almost no point trying to actually discuss anything, most anons are too stuck on wanting to be seen as right in their own heads than they are in figuring out how to make gamestuff better.
>>
>>98815722
>the rules don't mean what they say
Okay. I guess we're back to making up the seafaring part entirely then.
For a lot of the other types of vessels it does mean they can't beach instead but that's getting into how boats actually work which is the problem really. The abstraction required to make quick gameplay doesn't work with the detail involved in boats and seafaring, and the halfway don't make enough sense to have a functional game world players can engage with.
>>
>>98815413
>It's not correct
Oh yeah? You're saying the activity in e.g.
>https://archive.4plebs.org/tg/thread/96762682/
wasn't highly colored by one raving assmad faggot trying to force his non-OSR game into the thread?
>>
>>98815331
Disagreements on definitions of OSR caused a schism and seems to have broken some people's brains because the anonymity lets people hallucinate boogeymen behind every post they dislike. With that said: 2nd Edition is not OSR
>>
>>98815643
My experience is that OSR is still so niche that there is effectively no social pressures to do anything in the culture. The only real pressure I've seen is rampant toxicity on tg, but its 4chan, so its not really unusual
>>
>>98815572
If they'd just shut the fuck up and stay in this thread it wouldn't drag on for years. But this place has a handful of knuckle-dragging mongoloids who spend all day repeating the same few points. 2e is and isn't OSR. I don't give a shit. Gygax is dead, and none of you matter.
>>
>>98816264
>I Don't Give A Shit But I Must Post
>by Harlan Ellison
Same as it ever was.
>>
I find it ironic when people start hand-wringing about how /osrg/ is le bad and nobody talks about games here, right smack in the middle of other people having a detailed discussion of game rules.
>>
Newbie zoomer here.
What does "% in Lair" mean?
AFAIU, when you roll up an outdoor encounter, you don't encounter that monster, only its lair, and you roll the "% in Lair" to know if the monster is home. That's my deduction of it, though i'm not sure if I should roll for each monster or for them as a general group.
>>
>>98817284
Your understanding is completely wrong.
When you roll on a table for a wilderness encounter, you then consult the chance of percent in lair. If you are within this value on a percentile roll, you encounter the creatures at their lair.

This is relevant because almost all decent treasure is found in hoards and not on individuals abroad.
>>
>>98817375
Another question:
I'm reading OSE and it says that every character, unless noted otherwise, has a 1-6 chance of finding traps, but the thief, at level 1, has a 10% chance of finding and disarming traps, at level 2 they only have 15, both are lower than the 1 in 6 chance (roughly 16.6%). So am I missing something? How can it be that the thief has lower chances of finding traps than other characters at levels 1 and 2?
>>
>>98817429
oh nevermind, looking around in the interwebz I found an plausible answer
still these rules are weird
>>
>>98817520
No problem, but let me still please answer your question.
>>98817429
There are two kinds of traps:
"Room traps": these are things like Spears coming out of the walls, the walls trying to crush you, things like that.
Any character has a chance of detecting something like this, equal to 1:6.

Treasure traps are exclusive to the thief, and they are things like hidden poison needles, or potentially secret magical traps on the lock.

Basically Indiana Jones covers normal traps. But you need a hyper specialist for that weight trap that Indiana Jones fucked up with the golden idol and the sandbag
>>
>>98818117
>Treasure traps are exclusive to the thief
Where does it say this? Not doubting I just don't remember it
>>
>>98818205
No no, he's right, at least in the OSE books. But I doubt they were different in the OG manuals as OSE is generally veeery faithful to the OG versions.
The rules differentiate between room traps and treasure traps.

>"There are two kinds of traps:
> Treasure traps: Small traps placed on an item, to prevent it being tampered with or stolen (e.g. a poison needle on a chest or lock).
> Room traps: Large traps that are designed to affect anyone who enters a certain area (e.g. a pit that opens in the floor when walked over)."
>- Advanced Fantasy Players Tome v1.0, page 211, dungeon adventuring

It also says that all characters have a 1 in 6 chance of finding ROOM TRAPS.
>If a character is searching in the right location, there is a base 1-in-6 chance of finding a secret door or room trap.

>- Advanced Fantasy Players Tome v1.0, page 211, dungeon adventuring
But it also says in the thief class page that thieves have an ability that allows them to find and disarm TREASURE TRAPS. Page 74 of the Advanced Fantasy Players Tome v1.0.
>>
>>98818220
>I doubt they were different in the OG manuals
It's not different but it's much less clear, and the distinction was clearly articulated the first time by a user on, IIRC, the D&D Stack Exchange. If you find the original question/answer post you can actually see Gavin Norman replying to it and saying he's sure this explanation is correct and he's going to integrate it into future editions of B/X Essentials, as it was at the time.

But yeah, it's a Moldvay rule that (for once) he just didn't explain very well.
>>
>>98818205
>Where does it say this?
NTAYRT. Read the answer by user fatootie here
https://rpg.stackexchange.com/questions/41032/in-moldvays-basic-dd-should-the-thief-roll-twice-to-find-a-trap
It is currently ranked #2
>>
>>98818739
Damn, this is a huge epiphany moment for me. I dig this interpretation bigly
>>
>>98818764
*NTA sorry
>>
>>98820682
I must be ignorant than because I have no idea what that is.
I've run some osr and I'm generally interested in it but it seems super niche and free form to me
>>
>>98820835
I stick to OSE and had a blast running the Hole in the Oak, then ran my own stuff with a rotating group
got some friends and family in with hole in the oak paired with my setting
>>
>>98820997
OSE classic btw
I dont like splitting race and class
>>
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>>98805916
I was playing a jedi-esque cleric and I thought it might be fun to give him a "lightsaber" like spell effect.

"Luminous Blade"

Level: 2

Duration: 1 turn per level

add 1d6 magical damage to all successful attacks with this weapon. During this time the weapon gives off as much light as a torch and can cut through almost any non-magical material given enough time.

Could have a nice bit of utility doing that door cutting thing or felling a tree if you think a level 2 spell is worth it. Doing it on a quarterstaff would really make it look like a light saber!

You think thats roughly the power level of a lvl 2 spell?
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>>98821005
NTAYRT, but Based. Have you read B/X?
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>>98822342
No, but maybe I should jump on those if they're light
I've started the 1979 DMG but I haven't made serious progress.
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>>98822707
B/X is 60 pages, and OSE is basically a reference book for B/X.

Gary's DMG is a font of knowledge +1 though, so you'll probably want to go through that eventually.
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>>98822739
EZ
thx for the rec
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>>98821517
Why did this post get deleted?
Anyway,Zak had a lot more impact than Macris on account of zak's boosting of the lotfp artpunk edgy stuff and the entire G+ era being the direct line to most of the nusr morkbog and co milieu?
The macris milo posturing was just the culture war warming up. Zak getting eaten alive by the crowd he built was par for the course.
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>>98823098
I am curious, are you denying Macris' alt-right bona fides in mentioning the Milo posturing or do you think it's good actually?
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>>98823098
Are you ban evading?
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>>98812965
>why didn't your locally published zine hold itself the the rigorous standards of a professional academic
Weird take.
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>>98823098
>Why did this post get deleted?
Probably mods thought it was /soc/-tier gossip posting I guess. But it's a matter of court record.
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I had never seen the second DMG cover and it's badass
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>>98823245
idgaf about it at all really. It always seemed both like boring political posturing that wasn't even pulled off well that then got jumped on by opportunists on their opposing side. That's always at the expense of actual gaming regardless of ideological bullshit. That you're needing it to be team blue or team red highlights how much you're part of that problem.
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>>98823374
Nope. The next few are mine but they're just deleted, which means whoever's doing it isn't even bumping up the chain, I haven't even gotten a warning or timeout.
Do you not have a ghost post plugin? I highly advise it.
>>98823524
Yeah there were some weird calls recently in the other thread too.
Like >>98820753 and >>98820835
are about game culture specifically related to osr so whoever's doing it has no real idea what they're talking about and are just firing at almost random unless there's a new rule where you're not allowed to discuss who makes the games and how they do so.
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>>98823795
I asked because there's a bunch more nonsense than just the Milo stuff that points to him being an alt-right guy. He had a whole blog where he'd post about his politics and it was very, very obvious what he believed in. He's since deleted it in the run up to ACKS II to appear for palatable but you can still find it on archive.org. Now, I still play his game because when I strip out all of his base setting for my own bullshit there really isn't a lot of built in odious shit, he cares more about being a Romeaboo than being the perfect right-wing soldier when it comes to game design and his autism about tables is appreciated.

I know the score of what kind of guy he is, play his game anyway because I recognize an autism I share but I don't give him any money. Denying he's a right wing nutjob is just trying to do damage control when he absolutely is that kind of guy.
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>>98823883'
>I asked a loaded question because I have a bias I want confirmed!
I know. You're doing the /pol/ thing again.
Don't care. Fuck off you're just as cancerous as what you claim to be against. Makes everyone hate you and undermines your political goals capacity, but you're not really as concerned with that as much as you're interested in grandstanding so I suppose that works for you.
If Mein Kampf had good tables for urban paramilitary encounters I'd use them. Doesn't mean I care one way or another about their political policies.
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>>98823883
Like how based we talking here? Is he just some Trumptard or does he believe anything actually interesting?
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>>98823903
I asked that because you seemed to be denying his affiliation with Milo as mere posturing instead of what it quite correctly told people about him. If you want to use Mein Kampf for its urban paramilitary encounters by all means, but don't pretend Hitler was just misunderstood by his contemporaries.
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>>98823912
Holy shit you're dumb.
Not caring about an affiliation isn't denying it. I don't care. I don't need to pretend one way or another about any of it. The zak sexual abuse controversy and fallout was significantly more influential on osr culture in relation to what anon was asking about. That you need to try and pretend the macris milo thing had nearly as much impact is weird, incorrect and strongly indicates you're a foaming at the mouth retard of a political stripe first, gamer second.
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>>98823912
He employed a guy, the guy turned out to be a total fucking looney tunes gay neo-nazi, he didn't believe it at first, then he accepted the truth and cut ties with the weirdo.
Why are you comparing that to fucking Mein Kampf of all things?

Zak did actual heinous shit to get his cancelled, the worst you can point to for Macris is maybe he has political opinions you don't like, but even then it's not for sure.
>>
All this dross about creator's personal lives and politics is off topic and should be deleted.

This thread is about playing elf games correctly.
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>>98824048
Haven't read a single post and I agree
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>>98821207
Why not just copy Flame Blade from the AD&D druid?
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>>98823883
>right wing nutjob
If you think everybody who disagrees with you is a "nutjob" odds are you're projecting.
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>>98823906
He think's the petrodollar is doomed to fail unless the US maintained global strategic dominance, and that the collapse of the petrodollar will cause global instability and maybe a war.

He also isn't a fan of the various constraints that that us politics has in regards to preventing various economic and geopolitical threats.

He's a nationalist and maybe a strongmanist but the main critiques that the left have against him was that he was CEO of the company that Milo Yanopolis worked for, that he owned the Escapist, and that he's economically literate.

As far as I can tell dude has never said anything particularly racist or homophobic or violent.
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>>98824092
never played as a druid, didnt know that was a spell.

desu sounds a bit underwhelming for 2nd level.
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>>98823954
>He employed a guy, the guy turned out to be a total fucking looney tunes gay neo-nazi, he didn't believe it at first, then he accepted the truth and cut ties with the weirdo.

The actual story is much funnier.
The gay-neo nazi being a gay neo-nazi wasn't a surprise, it was his entire brand. And, Milo is the one who hired Macris to run his company, a company that existed solely to try and position Milo as the self-described "most hated troll on the internet." Part of Macris's job was suing subway and billboard companies for refusing to put up ads for the guy's books, arguing free speech while the advertising companies argued hate speech.

>he didn't believe it at first
I think it's that that's hard to believe.
He also only cut ties when the company collapsed because it had one main financial backer, a cryptocurrency billionaire, who died from a drug overdose. Since trolling on the internet isn't exactly a cash-positive business, when that funding dried up Macris actually got fired along with the rest of the staff so Milo could try to pocket what remained.
>>
>Having failed to create his own thread for the purposes of rallying an army of useful idiots to come fuck up the /osrg/, the prodigal Dagonite returns to try and do the job himself by picking up where he left off
>Raving about ACKS
>>
I find it kind of interesting comparing effects from old dnd to new dnd.

I think the spell Bless is a particularly revealing one. in older editions of d&d it increased to hit and moral saves by 1 for all allies in an area, while 5e has it increase to hit and all saves by 1d4 for only 3 allies.
I think that very clearly shows different assumptions in games. if you have a small 3-4 man party old dnd’s effect is pretty dang underwhelming, but if you have a party of 6 plus 4 hirelings, being able to effect all of them marginally pays dividends. it really shows how large parties are SUPPOSED to be in each game.
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>>98825990
>had one main financial backer, a cryptocurrency billionaire, who died from a drug overdose
Name?
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>>98825079
>the main critiques that the left have against him was that he was CEO of the company that Milo Yanopolis worked for, that he owned the Escapist, and that he's economically literate
Oh, THAT'S why they hate the ACKS economics rules!
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>>98826005
Shocker, right! Never happened before.
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>>98826270
Matthew Mellon, according to this article.
https://www.politico.com/story/2018/04/27/yiannopoulos-business-implodes-after-death-of-crypto-billionaire-557456
>>
> Melan's Gamemaster’s Guidelines Beyond Fomalhaut
https://beyondfomalhaut.blogspot.com/2026/10/supplement-gamemasters-guidelines.html
FINALLY AVAILABLE!
>>
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>>98827125
>> Melan's Gamemaster’s Guidelines Beyond Fomalhaut
>https://beyondfomalhaut.blogspot.com/2026/10/supplement-gamemasters-guidelines.html
>FINALLY AVAILABLE!
Forgot the cover image.
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>>98827205
>same rehashed generic fantasy bullshit we've had for 30+ years
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>>98827281
>hasn't even read the book
>already throwing a melty about it
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>>98825079
I think you're right that online leftists got on him for the wrong reasons. Like I think that his neocon views and his support for israel ought to be infinitely more disqualifying than the fact that he worked for a culture war grift. The latter is just embarrassing, the former is genuinely detestable. However, I'll give Macris big props for the fact that he doesnt spill his worldview over the project, and I do think ACKS is all-in-all quite well designed. Still not giving him a dime though.
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>>98823883
>there really isn't a lot of built in odious shit
Is there any at all?
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>>98827303
Saw enough from the sample thumbnails. Big "no thanks".
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>>98827303
I think its reasonable enough for people to want to see more of a preview than was here.
I've gotten enough good stuff from them and enjoy their blog enough I'm not worried about it, good excuse to get Khosura and save on shipping for me. But certainly advise pirating many things before buying them in the current
>OSR™
branding era.
That being said, >>98827281 >>98827752
is clearly a fag tourist.
>>
>>98827125
>>98827205
Hell yeah.
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>>98827205
"A curiosities table! This should be interesting!"

Mystical Objects!!!
>bowl
>gong
>incense
>mirror

Interesting Materials!!!
>grease
>liquid
>plastic
>jelly

From every preview image, this looks like the most generic, bland, soulless fucking thing I have seen since BFRPG. God no wonder the "OSR scene" died out.
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>>98827959
You're trying too hard
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>>98827959
>soulless
Hi fishfag
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>>98828032
>>98828082
Cope more. This shit sucks ass. People will rewrite 30-40 year old shit and resell it to you fags forever.
>>
>>98828159
You literally only hate Melan because he has a book by Trump in his bookshelf, fishfag. You've admitted as much here:
>>98815786
>>98816822
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>>98828202
I don't know who melan is, retard. I am commenting on this gay uninspired book being hawked.
>>
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>>98827959
What's your problem, man?
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>>98828407
Probably "Melan said 2e is not OSR so therefore he's a big nobody and anything he makes is clearly, absolutely, a priori, LE BAD, okay?"
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>>98827125
>>98827205
Fug yes.

>>98827281
>>98827959
Nogameniggers fuming, seething, malding, boiling
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>>98828412
It's definitely this. He can't bear that Melan articulated it clearly, once and for all, outside the confines of this general, proving that it's the mainstream view that 2e is not OSR rather than a board quirk.
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>>98828425
Implying I pay attention to OSR blogger faggotry
>>
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>>98828842
Yes, blogs have never been an important part of the OSR, and we have always been at war with Eastasia! The only OSR spaces that everf mattered are DTRPG and Reddit, amirite?
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>>98829293
>implying blogs were ever important
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>>98829520
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>>98827205
Can I get a tl;dr on what exactly this is
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>>98825945
The only way somebody would think flameblade underwhelming is if they're poisoned by nuD&D brainrot.
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>>98829578
GM advice book from Melan, the Beyond Fomalhaut guy, known for excellent anaylsis on dungeon design, and triggering a local schizo into declaring him a big nobody
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>>98827125
>>98827205
Will pirate and report back whether it's good
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>>98827324
Are you Anons not reporting this off-topic bullshit, or have the jannies decided that Israel is on topic on /osrg/?
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>>98830215
It's a discussion about why a major OSR game is banned from any mention on the OSR Reddit, which you can't actually find out on the OSR Reddit because they're jackasses.
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>>98827324
Well if you go to Westpoint or Harvard you will probably come out being extremely bought into the American system.
A shame really.

That being said fantasy Rome is cool and his game keeps surprising me on how well everything clicks together compared to the older OSR games.



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