In college, there was a group who played in the dorm lounge and hearing them play, I ended up losing interest in the game. My imagination of how the world I'd designed would come out and the reality of a game just didn't conform to each other.
In college, there was a group who played in the dorm lounge and hearing them play, I ended up losing interest in the game. My imagination of how the world I'd designed would come out and the reality of a game just didn't conform to each other.
Maybe it's similar to seeing someone speed run a video game where you mainly go for the sensory thrill of taking it slow. And you feel some pressure to get "better" but it doesn't exactly sound fun. Maybe something like that, anyway...
Personally I like to house-rule away just about everything that bugs me about any given game, if I like the setting for example. (And I also appreciate games with optional rules like "here are some ideas for making this game more heroic and less depressing for your PCs")
For example I was using one system and realized the writer didn't care very much about how one weapon differed from another, except in terms of raw damage. So I found a way to take the game in the complete opposite direction and I called my rules framework PaG, for "Play as Gun." (As opposed to playing as a character)
Every rule that the original game used for creating baroque characterizations was applied across to weaponry, and then ammunition. I started getting into all kinds of crazy smart ammo and it was a lot of fun.
This got me thinking of the idea of Ammo As Character in which you could effectively write up your ammunition as an archetype and play it as a character in the game.
That world got really cool fast, IMO. And mostly just to me. But that own-world, own-prefs stuff is a huge part of TTRPG culture.
Having more complex weapon behavior like that works much better in computer games where players can just play without having to understand what things does.
Here's an "attack table" for one specific weapon in Rolemaster: you roll a 1-100, add and subtract a whole lot of offensive and defensive bonuses and end up with a result like "15DK" -- 15 hit points of damage and a severity D critical hit on the K (Crushing) table. The broadsword can give both Crushing and Slashing criticals. That again has 20 random outcomes such as "Strike lower level; tear tendons. Foe is at -25%. +3 hits. Foe is stunned and unable to parry next round"
https://writeups.letsyouandhimfight.com/hulk-smash/hrnmaster...
I still think ShadowWorld (the main Rolemaster campaign setting) is the most detailed and well put together setting I've ever seen.
Just checked, ICE and Rolemaster are still going.
The rules shouldn't be a straightjacket dooming the players to a death spiral of despair and boredom. Especially so if they're your own houserules.
Personally I don't even understand why people buy rulebooks anymore. Just for the art I presume, or to cannibalise for their own systems and settings.
If I were ever to return to play, I would aspire to have disposable characters die glorious deaths and weave an epic tragic tale instead.
My brother was much better than me. He was a Dungeon Master. Now he writes fantasy novels.
Osr authors have produced many wonderful books. Definitely worth checking out. So games like OSE are carbon copies of older games. Other like knave try to modernise and streamline things while keeping the spirit.
There seem to be two categories of OSR games, as far as I can tell.
One is a category of games that are more or less faithful reproductions of some pre-3.0 edition of D&D rules, without any setting information. This is possible apparently because of an (untested?) understanding that rules cannot be copyrighted.
Most of those games are free downloads. Just the ones I have on my drive:
OSRIC (Old School Reference and Index Compilation)
Dark Dungeon (2nd ed. D&D?)
Labyrinth Lord (1st ed)
Old School Essentials
Swords and Wizzardry
Neon Lords of the Toxic Wasteland (1st ed. BX)
Lamentations of the Flame Princess
Lightmaster
Dungeon Crawl Classics
Some or all of those games are referred to as "retro-clones".As far as I've read up, DCC and Lightmaster seem to be the ones that depart the farthest from the original rulesets.
The other category is a category of rules-light, low-effort games that are often no more than a commentary on D&D and TT-RPGs in general, sometimes in zine format.
I don't want to give too many examples of those because my description probably sounds disparaging enough, but see this link for some such games (or "games"):
https://liberludorum.com/2021/03/29/sword-satire/
And I'm probably missing a few categories of OSR games. For instance, The Black Hack, Rogue, Troika and Into the Electric Bastionland seem to be OSR, but I haven't had the chance to read them and figure out what they're about. Anycase, the OSR movement seems to have started around the time of this essay:
"A Quick Primer for Old School Gaming"
https://archive.org/details/a-quick-primer-for-old-school-ga...
If anyone understands what OSR is, or means, better than I do, please help because I'm just confused. I don't even know what the comonly accepted definition of the "OSR" acronym is supposed to be (or if one exists even).
A lot of the Troika book is character profiles/archetypes/etc. if you tell someone this is a wild game, make up your craziest character, they will probably not be as “out there” as the provided archetypes. You roll 2d6, and get a refined alien cannibal (well, not exactly a cannibal, I guess, someone who wants to eat other characters) or a character that has become “enlightened” (chemically, surgically? I can’t remember) to the point they have very little thought. So anyway, between wacky characters and wacky skills, that’s what in the troika book. Some simple rules, No setting aside from a one session adventure, but flavorful skills and character ideas.
What I don't understand is what common elements Troika and Electric Bastionland, for example, share with Dungeon Crawl Classics or Old School Essentials. They seem to me like completely different kinds of game, in tone, mood, rules, and everything else besides.
Not that this is a bad thing, I just get confused about what's OSR and a bit frustrated that it seems a bit cliquey in the end. Like you gotta be an insider to get it and if you don't get it then you don't need it explained.
> In no case does copyright protection for an original work of authorship extend to any idea, procedure, process, system, method of operation, concept, principle, or discovery, regardless of the form in which it is described, explained, illustrated, or embodied in such work
The core rules have no copyright protection and it's "untested?" because the language of the law and the interpretation of it is pretty clear and consistent.
https://www.americanbar.org/groups/intellectual_property_law...
These are not really all satires, although I like that post about satirical games a lot.
The Quick Primer is about as good a general definition of OSR as you're going to get.
https://www.amazon.com/Adventures-Damnation-Kane-I/dp/138779...
> Damnation Kane: Irish pirate captain, born in 1650 to an English Puritan and an Irish druidess. Through means mystical and mysterious, somehow Damnation finds himself, with his ship The Grace of Ireland and his crew of scalawags, in strange seas. His ship damaged by battle and by storm's fury, Captain Kane and his men seek a safe harbor; in the process they make dangerous new enemies, and tensions among the crew worsen. Because they do not know where they are, nor how they came to be there. Is it Hell? An undiscovered country? The land of the Fae? No: it is Florida. In the year 2011.
The novel isn't D&D swords and sorcery, but my second favorite scene is fantasy-like, where Kane's druidess mother casts an elaborate spell in a desperate attempt to contact him across the sea and centuries. (My favorite scene is where the pirates invade a Home Depot, and the guy with no thumbs swinging chains attacks a table saw...)
D&D definitely played a role in developing his narrative talents. Amazing game.
Dunno why it's not on Amazon, but it's available as an eBook on SmashWords in several different formats including mobi (Kindle).
https://www.smashwords.com/books/byseries/33132
The first 8 chapters can be read for free on the SmashWords web reader:
https://www.smashwords.com/extreader/read/823124/1/the-adven...
> Time shenanigans is one of the bingo square prompts this year on /r/fantasy
Oho?
The full title is "The Adventures of Damnation Kane Book I: Out of Place and Out of Time".
Here's a teaser (the story is mostly told from the perspective of Kane as a ship's log):
> But that thing that I saw when we came in sight of the shore! I thought it was a part of the land: the White Cliffs of Dover on the shore of the New World. Until it moved. Until it blew smoke from its back, like the spume of a whale, and sounded a horn that could have drowned out Gabriel’s trumpet, and then it sailed across the bay before us. Against the wind. Against the tide.
> It was a hundred feet high, two hundred. Pure white, shining like the clouds in a summer sky. It would have stretched from one end of the village where my mother raised me to the other, and beyond. It was smoking – there was fire on it – fire, the curse of ships, the terror of all sailors. And it sailed through the waves, without sail, without oars.
> I looked through my glass and I saw the faces of the men and women aboard. I saw children. They smiled.
> I looked at its bow and I saw written there in letters as tall as a man, “GRAND PRINCESS.”
> It was a ship. A ship the size of a mountain.
> We are in Hell.
Here's the /r/fantasy bingo: https://www.reddit.com/r/Fantasy/comments/ttrev1/official_rf...
At the moment of watching the show I didn't realized but, after learning the fact, it was obvious that I had been watching a role campaign.
https://en.m.wikipedia.org/wiki/The_Legend_of_Vox_Machina
I’d loosely describe it as Final Space set in Middle Earth. Though I found the humour far less forced than in Final Space.
I imagine game mastering to be a lot like that. Except when playing a game or D&D you also have a bunch of people participate in your presentation. I think you may have skipped the practice part a little too much, but I’d encourage you to get into to it as a player because it can be really fun with the right group.
I personally play AD&D with a bunch of other 35-40+ year olds, and the primary reason is to spend a few Saturdays each year drinking beer. Basically the reason for which I play blood bowl. The stories we go through are better than playing Baldurs Gate was though, largely thanks to our game master and the fact that nobody is too serious, and maybe because AD&D wasn’t designed to be as forgiving or “your character is now a God” as the modern systems. Anyway, we found our group through Facebook, and while there are two sets of “friends” in it half of it are solo players who joined us, so it’s certainly possible for you to find something if you look!
https://www.polygon.com/22525941/how-to-hire-a-dungeon-maste...
Then she saw the section for pay to play games, hosted by professional Dungeon Masters (DMs), that typically cost between $5 and $25 per session.
> she runs about eight to 10 games a week, charging six to seven people $15 each for four hours of 5th edition D&D.
So $900/week for forty hours, a $45k self-employed job that a lot of people would be happy with if it lasted.
And players can range from mildly disinterested in combat to tryhard min-maxers. Similar vein, but finding a group with the same overall style is helpful both from a balance and a fun perspective.
This was when I was in middle and high school. I’m 34 now and I’ve still not played a single game lol.
I have no idea why. Just a weird phase I experienced.