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/osr/ - Old School Revival Anonymous 04/18/2025 (Fri) 18:56:30 Id: 1d2b97 No. 1539 >>1542 >>1582 >>1614
/osrg/ is dead, but /osr/ is so FUCKING back! This is thread for Tactical Studies Rules (TSR), Old School Revival/Renaissance (OSR), Fantasy Adventure Gaming (FAG), Classic Adventure Gaming (CAG), and other faggot (nuSR) games, i.e. Boomer D&D and bootlegs thereof. Generally speaking, the OSR playstyle focuses on a very early 1970s "intended" D&D playstyle heavy on logistics and player skill that was displaced later. Some games that are generally the focus of this general are: >Original, Basic, and Advanced 1st Edition D&D >clones like OSRIC, Labyrinth Lord, Old-School Essentials Other games are not strictly OSR but related: >Advanced 2nd Edition D&D >Dungeon Crawl Classics RPG and derivatives >Basic Fantasy RPG The above lists are not comprehensive! Core OSE rules: https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page >Thread Question ^is retarded, post a play report or ask a question instead! And last but not least, fuck tranny jannies, fuck their mod BFs, fuck fake grogs, and fuck WOTC!
a bit esoteric, no?
>>1539 (OP) who tf even plays this restirictive bullshit
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>What's the difference between the "focus" games and the "related" games? The focus games all have the necessary support to run games in that older playstyle. The related games either aim the (mostly) same rules toward a different playstyle, use different rules for that older playstyle, or are aiming for a "feels" approach. >>1541 For some mayhaps
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>>1542 Many people! And it is neither restrictive nor bullshit. Players don't have to plan builds and DMs don't have to worry about keeping them on railroads, making for a much more entertaining and fulfilling type of game.
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>>1544 As an example, 2 years ago (both IRL and in-game), a half-orc PC bought a deed to an abandoned tower in the wilderness. That tower was also full of harpies. About 1 year later IRL, the party had secured the political and monetary influence to clear the wilderness out to the tower (now devoid of harpies) and begin repairing it and recruiting serfs. More recently, their good treatment (and constant funding of festivals) has caused their new peasantry to side with them against a resurrected hero of old trying to sway them to his side so his claim on the tower and its lands might be honored. None of this was planned and evolved organically from player choices.
>>1542 My circle of friends, four different tables a week. You're in what we call the "nogames" camp
>>1544 That sounds interesting. I take it OSR is mostly build on a "Trust the Dice" kind of mindset? I did want to say that I had an interesting concept that I could work into a game (I originally had an idea about it for 5e for 5E, but don't tell webring /tg/ about that), a sort of alternate ruleset for honest rolls. Basically, roll a number of D6 (~72, I would say). Your character's strength is equal to the number of 1s, their Dex is equal to the number of 2s, ETC. Has someone come up with this idea before? >>1545 It's interesting to hear stories about this, given I have not played OSR (Yeah, I'm a newfaggot as far as this goes, having only done far less grognardy sorts of stuff). I might give it a stab at some point, but my RPG schedule is already starting to get packed as is.
>>1551 >I take it OSR is mostly build on a "Trust the Dice" kind of mindset? In a sense, yes. You know how Blood Bowl is a game where as a player you want to minimize the dice rolls as much as possible? That's kinda of the OSR mentality but focused on a smaller scale. >Basically, roll a number of D6 (~72, I would say). That's a bit much.
>>1552 I do understand the whole idea of not wanting to roll dice if you can avoid it - I feel like that's the case at times. Unless you are referring to reducing the amount of bookkeeping you need to do, I can understand why OSR usually encourages caution. I imagine games of that sort have middle to high lethality rate as a defining feature (but maybe I am wrong). And about rolling 72 dice, yes, that is a lot and I mostly imagined using online applications like rolladie.net to tally stats generated that way. I invented the system as a sort of way to counter the common criticism of honest rolls in that player stats won't always be equal or can result in players feeling gutted as to having to play weak characters or not having the stats for certain classes. Since everyone who rolls the same amount of dice using this "Balanced Rolls" system will have exactly the same total amount of stats (I picked 72 because that's the exact stat total of the standard distribution in 5E, I don't know what standard distribution would be like in OSR) - which in turn means that a character with a weak stat will in turn have several good stats or a very strong stat to compensate.
>>1539 (OP) >Wall of fire does 1d6 dmg >Oil pot does 1d8 dmg Gay
>>1563 I'm sorry but I don't really understand the concept of using that method to generate ability scores. Rather I understand the execution, but I don't understand why you would want to do this
>>1539 (OP) Did anyone ever compiled the explicit and implied domain rules present in AD&D 1e core? I've been watching Mollison's recent attempt at domain play, and I am curious about it,
>>1583 I explained it in my post, did I not? Since some people dislike honest rolls because of the possibility of producing wimpy characters, this method means that they are more than likely to have a character that's balanced enough to be worth playing, and even if they do end up with a weak stat, they will likely get a good stat in return.
>>1649 Just sounds like nonsense to me. Do you actually play, or is this just speculation?
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>>1703 It's speculation, as I have said before that I have not played OSR games but have a mild interest in them due to some curiosity. In the event I ever try to run an OSR game, I might give it a go. You are free to try it yourself, though (and adjust the number of dice rolled if you feel like 72 is too high total stats for a character at level 1). If it helps you make a little more sense, however, then pics related might help. I would imagine that from this stat roll, I would probably want to play a thief (or maybe an elf) judging by the 17 Dex, though I could imagine that he would probably be more of an outcast type character due to having only 4 Charisma, and generally not be able to make use of followers at later levels. At least, that's what I can sort of understand from looking at a character sheet like the one I have generated here. Just to ask, do you usually roll stats in OSR games or have there been retroclones which allow for distribution of a limited number of points? I apologise if I am coming off as a newfag to this aspect (I am, really), I am just trying to make sense of how people did it back in the day.
>>1716 If you are trying osr games for the first time you should just play BX by the book instead of home brewing a bunch of shit for a game you have no experience with lmao
>>1731 Yeah, I am an idiot like that. And I did invent the idea for another system, so that's all my dumb idea. Maybe I'll give a B/X game a try before attempting to implement this system. But hey, I am glad to have a conversation like this, especially as 8/tg/ seems to be going at a slow pace.
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Clueless newfag 4chan refugee. Would it be ok to pimp out the O-S-rchive? I sort of know the guy.
>>1805 you have my written permission as some guy
>>1805 Yes
>>1732 Yeah I'm a refugee, although I used to come to the original 8c during its initial Hay Day. And sorry if I came across as a bit sharp, I wasn't saying you're doing anything wrong, but I highly encourage you to play the game without altering it first, it's going to seem like nothing makes sense, but once you get it, you get it, and you will understand how the moving parts interact
>>1805 "Pimp out" what do you mean? If you're talking about sharing the links and procedures, please don't do that, all of this has to be done to keep the secrets safe
>>1855 Cool. I'll make sure to do that if I the chance arises. >>1805 Yes! I would love to see the archive, maybe get an idea of what things were like before we had unified roll mechanics.
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>>1856 I do mean share the link! I totally agree that because 4merChan was so well-known, more obfuscation was necessary. But now? I think this place is obscure enough. Yes, people can share the link elsewhere whether I like it or not — but they could do that before too. I think here's safer because I can now post behind a dozen proxies. The Malaysian host never honored DMCAs from pigs like PIG anyway, and certainly won't now since they're just letting the Rchive squat on their server. Me and others used to share the redirect all the time on ShareThread and /osrg/. If people can't find or use the Rchive, if absolutely no one new can find out, we get no one new invested enough in the Rchive to support it with donations. I truly thank you for looking out and thinking about security, but I was actually asking because I'm unfamiliar with board culture and didn't want to be razzed for something I was unsure of. For the most part I'm just observing and learning. >>1812 >>1825 >>1865 Great! It's in the pic. Have fun.
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>>1912 /osrg/ refugee passing by. Where do we go next?
>>2061 Just play some games
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>>2061 Here's probably fine. There's probably going to be some nuSR talk 4merchan /osrg/ wouldn't approve of but my suggestion would be to deal with it, post/respond to what interests you and be respectful. There's no reason we can't share the space until it's necessary to branch off.
>>1563 >I do understand the whole idea of not wanting to roll dice if you can avoid it - I feel like that's the case at times. Unless you are referring to reducing the amount of bookkeeping you need to do, I can understand why OSR usually encourages caution. I imagine games of that sort have middle to high lethality rate as a defining feature (but maybe I am wrong). Well, think of it this way: in OSR games, if you're rolling dice and your success (and possibly your payday and/or survival) hinges on a good roll, you've already fucked up by getting into that position. Let me elaborate on this. The situation The context here is that you and your friends and are moderately experienced murderhobos (let's say level four or so) and you've agreed to help a LOCAL LORD with his minor bandit problem in exchange for him providing you with a writ of passage through the mountain pass he controls which will shave a month off of your trip to some tomb you're on your way to rob as well as whatever the bandits have. The bandits aren't especially skilled but the local terrain has lots of caves that let them hide easily and they know it well. Let's look at how this might work from the perspective of more modern games first and then how it might work in an OSR game. Overview of events 1. Learn about the bandits 2. Learn about where the bandits are 3. Come up with a plan to kill the bandits 4. Kill the bandits 5. Get loot Modern RPG 1. Completely optional. Whoever they are, you're more than a match for them. 2. Roll a gather information check to find out that the bandits like to steal booze. 3. Optional. You decide to hide in a booze wagon and then pop out and attack the bandits when the wagon is stopped. 4. Trivial but time-consuming. Dice are rolled, your enemies die after giving you a few bumps the bruises and you loot their bodies for gold, jewels and magic items and go back to the LOCAL LORD for your payday. OSR 1. This is a necessary task. While the bandits make the townspeople uneasy, they're also afraid of what might happen to them if it gets out that they talked. You decide to grease the palm of the local publican to find out a few rumors as well as asking the guards and merchants who have been robbed. You discover that there are roughly a dozen bandits, they mostly use bows to shoot at people from the trees when they don't get paid, they seem like they're competent and may be ex-soldiers, they're not picky about who they rob and they always take whatever food and alcohol - especially alcohol - their targets might be carrying. In a stand-up fight you and your friends would be turned into pincushions so you're going to have to be clever about this. 2. With this information in mind, you decide to bait the bandits and then track them back to their hideout. You send out your least-threatening hireling on the road, carrying a basket of fresh loaves. As expected, the bandits appear and demand the bread, which your hireling promptly gives up and then runs away. As the bandits retreat away from the road, however, the raven familiar of the party's wizard is following them. The bandits suspect nothing and are tracked to their cave hideout where the raven watches them for a day and returns with the information. 3. Now you and your friends know where the bandits are and where they lay their heads and it's time to make good on that information. The bandits station a carefully hidden lookout near the cave day and night and there's only one way in and out, so a simple assault is probably a bad idea. With that considered, you discuss your options. You could try to start a fire and suffocate them, but that would take a while and might damage the goods or start a forest fire if you do a fucky-wucky. You could flood the cave, but that would also damage the loot and might not work and would be a pain in the ass. Collapsing the cave is impractical, even with magic. However, you know that the bandits are fond of alcohol, so poisoned alcohol seems just the trick. The wizard has some herbology knowledge from his magical studies and the thief knows something about poisons so they make a trip to the local apothecary and gather a few fresh plants to brew up a poison while the nominal leader of the party goes back to the LOCAL LORD[/doom] and asks for a fairly large amount of wine from the castle. The [doom]LOCAL LORD is having none of this as he thinks you're just going to get drunk while stalling, so you decide to ask around town. Eventually you come to the local importer, who has some awful wine he bought to sell to the castle without success. He tries to charge you for it, but you drop a hint that this is related to the bandit problem and he tells you to just take it. 4. The time has come. With the wine poisoned, you repeat your ruse by sending out a different hireling with the party's cart and the bandits strike again. As night begins to fall you head for the bandit cave guided by the wizard's familiar and the good night vision of the party's half-elf thirf. You pause a bit outside the cave to send the half-elf thief ahead to scout and he returns bearing news that almost all the bandits are laid out. With this in mind, you advance on the cave and find out that yep, everyone is having a bad time. The thief has already slit the throat of the sentry out of spite but the rest of them are alive and one of them spots you and yells. The fighter and cleric form a small shield wall and the wizard creates a cloud of choking gas in the rear of the cave which forces the bandits that can stand to try to get past the shield wall and chokes out the ones that can't, Utilizing this strategy, the bandits are easily defeated. The leader is in pretty bad shape from the poisoned wine and almost suffocating so you decide to take him alive. 5.The bandits don't have much in the way of coins but there are other goodies - a map of the region with interesting features marked, some cheap jewelry, trade goods (including some rough gems, textiles, tools, and various metal ingots such as copper/tin/bronze/etc.) some books (including a few with magical relevance, which go to the wizard by common agreement), the bandits' weapons and armor, a sizable store of rations, a spyglass, and the leader had a +1 bow. You gather up some of it, get some sleep and send your hirelings to organize and stash the rest. The LOCAL LORD is pleased that the bandits have been dealt with and gives you a bonus for bringing back the leader alive so he can be executed properly. You are treated to a meal at the castle and head out the next day with your writ in hand. You decided to leave most of the loot stashed near the road because you weren't sure if, strictly speaking, those goods that were obviously robbed from merchants were part of your payment. You double back to get it and when the guards get suspicious you just wave the writ in front of them and they back down. You make it through the pass with your possibly unrighteous loot and you're on your way. Fin. Review I hope this example helped you a bit. OSR gaming, at its core, is about treating challenges as puzzles or riddles instead of DPS checks. The use of treasure as XP means that creativity and lateral reasoning are highly incentivized and that every combat encounter is a risk-reward benefit; the easiest way to deal with the bandits would be to just dump a bunch of flammable liquids into the cave, seal it off and then cook the bandits alive, but at that point what do you get out of it? Your reward goes from a fat stack in the form of flammable goods to a handful of coins and gems. If the bandits were in a swamp or a decrepit fort or didn't drink you'd need an entirely new solution from an OSR perspective but from a modern perspective it probably wouldn't do anything besides change the backdrop for the combat encounter. Anyway, it's late and I sort of petered off there at the end but I think I got my point across.
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I've sent Bytee a handful files from his wishlist. Hope his archive stays alive
>>2646 >Hope his archive stays alive Goonies never say die! Thanks for the donation! I read your nota about the link. That's weird because its an inter-document link (not sure if those are still called anchors or not). It ought to just take you to the next page of the same doc where the Wishlist is. Anyway I tested it on Chrome and Firefox and it worked so I have no idea why it didn't work in your case. The workaround is to scroll down more ;)
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Want to contribute to the thread but don't know where to start? Roll 1d8 and look at this table! >1. Make a spell >2. Make a monster >3. Make a dungeon setpiece >4. Make a wilderness setpiece >5. Make a magic item >6. Make a race-as-class >7. Make a 4-10 room dungeon >8. Roll 2d8 and combine.
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>>2708 Made this for a Hyperborea campaign that never happened. Ammut (ambulocetus) | ×App 1-4 | AC 4 | MV 40 swim 50 | HD 6 (hp 24) | ATT 2 claws (1d4 +rake), bite (2d6 +grapple, death roll) | SV 15 | ML 9 | INT semi | DX 10 | SZ L | TC L | XP 580 | Instinct: ferocious, clever carnivore This creature is over 10-ft long, with the head like a crocodile and a thick, long seal-like body with short web-footed legs. The wickedly curved claws on the creature's webbed forepaws pale in comparison to the danger of its mighty jaws. ◦ Rake: If both claw attacks hit, the animal automatically rakes with its two rear claws for 2d4 hp damage. ◦ Grapple, Death Roll: On any successful bite, the animal holds its victim and goes into a death roll, causing bite damage plus an additional 1d6 hp damage per round (avd save negs). In water waist deep or greater, the victim risks drowning (asphyxia). Claws strike a grappled victim at +2. This dangerous monster is believed to be a soul-devouring demon, but truth is a wholly natural basal cetacean. They lay in wait in rivers and coastal waters for any prey that passes by. In their eyes shine intelligence and they are indeed approximate to a dolphin in ability to solve problems. They make a haunting sound underwater that both communicates with their own kind and warns aquatic competitors for miles; above water the same sounds are an eerie high-pitched hooting and whistling. Rarely do more than a few (a bull male 12-14' long, and a harem of females 9-10-ft long and un-maned) share the same stretch of water or territory due to their rotten temper. They ambush prey in the same manner as crocodiles, lunging out of the water with their toothy maws open. With a successful bite, they clamp down and spin the prey, raking with all four claws until leaving only fleshy chunks.
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We're all here! Let's hope that schizo that argued with himself doesn't start posting again
>>1541 >>1542 >>1551 Give it a shot newfriends. You may find you like it.
>>2691 >Anyway I tested it on Chrome and Firefox and it worked Found the cause: A simple left click on the link works, but right click > open link in new tab (or middle click, which is what I was doing) gives you the error I screenshotted.
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Post tables you fucks
4chan rapefugee doing a vibe check. Are people still posting here? Also, adding a question so I’m not shitting up the thread. How do you guys run an OSR game for two, possibly 3 people?
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>>3366 I'll make an effort posting here when I'm running games again. I used to lurk in smug/tg/ before the 4cuck hack. And to answer your question, give each player like 2-3 hirelings each for modules that requires large player counts. Otherwise, scale the NPC/Monster count appropriately.
>>3366 I have come to the decision of posting exclusively here, i'll keep lurking my generals on 4/tg though.
>>1563 >>3366 >Also, adding a question so I’m not shitting up the thread. How do you guys run an OSR game for two, possibly 3 people? Hirelings.


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