19 September 2019
13 September 2019
If you want to change how D&D and derivatives do combat (armor and weapons etc), that's fine, but please stop basing your arguments on hp in D&D being meat points. That is to say, granting unarmored AC bonuses to martial characters when they aren't wearing armor so they aren't mechanically disadvantaged because their skills or whatever. Or that <armor as armor class is fine dot arguement>.
10 September 2019
But there is no bear, so a bear is TWO goblins. And a dire bear is FOUR goblins.
Damage as Large Beast
Damage as Gigantic Beast
Could you do better and more inline with the core monsters by using knights of road, manticores, cyclops, and dragons? Probably.
Pull mundane and magical arms from other games without converting their damage dice to a d6 while using the closest damage table to the weapon. When using a weapon with multiple damage dice, use only the highest, unless you want have murder murder MURDER.
d20 Laser Rifle does 3d8, so roll on the fusil chart taking the best d8 roll of the three. Alternately, use 3d6 to stick with Troika's d6 based everything.
d20 Beam Sword does 2d8, so use the sword or longsword chart in the same manner as above.
Is this balanced? Probably not at all.
08 September 2019
All the best posts are started at 4am— Daniel "King of Games" Sell (@Ignus1) September 8, 2019
Hey @infinite_mao i used one of your wordshttps://t.co/qibkgN4jXR
06 September 2019
|From Left to Right|
Top Row: Mixam and two Lulu Covers
Bottom Row: 3 DTRPG Covers
|From Left to Right|
Top Row: Mixam Color and Lulu Premium Full Color
Bottom Row: DTRPG
|From Left to Right|
Mixam Color, Lulu Premium Full Color, Lulu BW,
DTRPG Premium Full Color, DTRPG Standard Full Color Softbound,
DTRPG Standard Full Color Hardcover
Mixam is also massively more flexible with the weight and finish of the paper. What I ordered is comparable to Lulu's Premium Full Color. And DTRPG paper has roughly the same finish across the three proofs.
Pricewise, Lulu has 2-3 times the base cost of either Mixam or DTRPG.
Ease of use for a total novice, Lulu is the easiest with DTRPG being the biggest pain in the ass barring some wonkiness I had to correct with this Mixam run.
The biggest down side to Mixam is that you have to buy multiples and do your own distro, so you have stock sitting around, unlike with POD.
The biggest upside to Mixam is that past the base price, which is very very likely to be below that of DTRPG is that you don't have to give anyone a cut, unlike the 30-35% cut that DTRPG takes.
So if you like what you see, you can go here to order a physical copy for US side people.
Melsonian Arts Council will be where you will be able to get it if you are in the rest of the world.
And if it needs saying, boilerplate "Obligatory please don't hunt me down and feed me to the ghoul-bears text: Axes &
Orcs Compendium: Volume Two: Science-Fantasy Potpourri Backgrounds is an independent production by Ian Woolley and is not affiliated with Melsonian Arts Council."
22 August 2019
If your Euro Fantasy Setting has__, it should also have___, or you need to shut up about historical accuracy.
I am specifically talking about the long running and eternal dispute over "historical accuracy." Which is often trotted out for such things as justifying a lack of diversity in Euro based fantasy settings or the low level of technology.
So potatoes come from the Americas. Along with the tomato, they were imported during the Columbian "Exchange" (someone other than me can do some more unpacking on colonialism).
Ok cool. They came from across the fucking ocean, what does that have to do with historical accuracy.
They weren't cultivated in Europe until about 1544, tomatoes, and 1570, potatoes, both in Spain because conquistadors.
An abbreviated list of technological and cultural things that happened before or during the period when these 2 nightshades were introduced and cultivated in Europe. Because my basic thrust is about technology and diversity, although yall are still racists for having milk-stained folks.
The Protestant Reformation: 1517 to 1521, depending on how you wish to think of its start.
The Gutenberg revolution, i.e. moveable type printing presses: 1540s.
Miquelet locks: 1560-70s
A list of historical treatises that cover in part the use of the rapier through this span of time, a perennial favorite of murder stab machine rogues in some games like D&D:
- Antonio Manciolino, Opera Nova per Imparare a Combattere, & Schermire d'ogni sorte Armi – 1531
- Achille Marozzo, Opera Nova Chiamata Duello, O Vero Fiore dell'Armi de Singulari Abattimenti Offensivi, & Diffensivi – 1536
- Paulus Hector Mair, Opus Amplissimum de Arte Athletica (1542)
- Anonimo Bolognese, L'Arte della Spada (M-345/M-346 Manuscripts) – (early or mid 16th century) date it to "about 1550"
- Camillo Agrippa, Trattato di Scientia d'Arme con un Dialogo di Filosofia – 1553
- Giacomo di Grassi, Ragion di Adoprar Sicuramente l'Arme si da Offesa, come da Difesa – 1570
- Giovanni dall'Agocchie, Dell'Arte di Scrimia – 1572
- Angelo Viggiani dal Montone, Trattato dello Schermo – 1575
- Jerónimo Sánchez de Carranza, De la Filosofía de las Armas (1569)
- Joachim Meyer, Thorough Descriptions of the free Knightly and Noble Art of Fencing (1570)
Yall need to learn some history. Yall need to stop using bad history to justify the exclusion of non-Euro peoples and cultures. If yall don't want gun in yall's fantasy setting because of magic sure, but if yall want to include potatoes and tomatoes, yall need to have fantasy equivalent of the Americas. And yall should not be racist as fuck when you do include them.
20 August 2019
16 August 2019
This is a roleplaying game in which you and your friends play talented teenaged pilots of experimental war machines. Similar to other mecha games, in G:DDR:aM:tRPG the mecha are used to combat monstrous threats to humanity. However, unlike other mecha based rpgs, the mecha in G:DDR:aM:tRPG are used in titanic dance offs, rock concerts and other feats of the dance and/or musical nature to defeat for lack of a better term, gigantic mimes from outer space. These space mimes are fragments of the nothing before the universe and seek to render the Earth totally silent in part their goal to return things to nothing.
I tossed up on itch.io because reasons?
14 August 2019
These are draft rules in plain unformatted text for
High Fructose Hyper Space
This sub-net of the ancient Hyper Space Transit Network is modeled by the included map.
The entry point is the red space with the stone arch in the lower left corner.
The exit is the central pink space with the stone arch.
It starts out as a unidirectional and very linear pointcrawl. The arrows indicate direction of travel.
Pink spaces signify the systems in this sub-net and points of exit from hyper space.
<PLACEHOLDER> signify a hyperspace hazard.
Travel through the sub-net is determined by drawing from a deck of colored cards.
Each draw of the deck represents one day of travel. When the sub-net is stabilized each space represents one day of travel downstream and two upstream. <OR 10 DOWN/20 UP??>
This represents the instability of this sub-net.
The ship will travel to the next space on the map that matches the drawn card.
Exceptions this rule are:
Any pink card will move the ship the matching pink space, and subsequently exiting through the gate.
The ship MUST stop in hazard spaces. Reaming there until a matching card is drawn.
Passing by a pink space with a broken gate allows for a disadvantaged Astrology test to notice a hyper space exit, and a disadvantaged Pilot test to exit hyper space. If a map or any other kind of foreknowledge is possessed that there is an exit there allows for a standard Astrology test to notice. Thereafter, it only requires a Pilot test exit.
Once (or if) the party repairs a gate within the sub-net it become bidirectional between it and the adjacent gates and will no longer require a card to be drawn. Travel with the flow is automatic, as travel upstream to another repaired gate. Otherwise, travel upstream requires a disadvantaged Pilot test (failure results in a draw from the deck and subsequent travel downstream).
There are two pairs of "short cuts" signified by a rainbow between two clouds, and a stone gate. Entering the upstream end of a shortcut is automatic if moving to the space, and if passing by requires disadvantaged Astrology and Pilot tests to first notice and then enter. Travel along the shortcuts is always unidirectional.
Additionally either Astrology and/or Pilot can be tested with disadvantage to draw an additional card, choosing one. <FUMBLE RESULTS?>
These are ideas for either the cause of the Hazard or an encounter at the Hazard, or as random encounters.
1 Hyperspace Snarl
2 Licorice incursion
3 Spacehulk leaking exotic particles
4 Hyperspace Pallet-swapped Elfs
5 Goblin Exploration Team
6 Temporary Engine Failure
13 August 2019
This is from the dead as a ghost town itch table top forum. This is response to a portion of the greater question and assumptions about old school play.
"10. You will die"
I think this is better stated as "You can die, and it may be at an inopportune or 'dramatically inconvenient moment'" In other words, being a PC doesn't grant them immunity from grave consequences.
"And lastly, "you will die" gives me the issue that... narratively, death is the least interesting thing that could happen. If a character dies, that's the end for them. There's no further drama, laughs or tragedy to be had. It's on this point that I don't think OSR games should really call themselves role-playing games, if this is their focus. They are very much games, but if cycling through multiple characters that die is the point, and its focused on what players can do rather than what characters can do, all those points together make it feel more like a board game with less rules than a role-playing game."
I agree that death as a consequence is one of the least interesting consequences, along with no lasting or serious consequences. I personally have PCs being down at 0 hp in a state of uncertainty until another PC comes to check them with a check penalized by time since 0 hp. and I've also offered other consequences of being downed like dismemberment and the like. Oddly, I've never had any players take me up on that, not even letting me get to actual possibilities of it; choosing death and reroll.
And like David says, I really don't think that even at a basic level, both in rules and in actual play, for death to be a permanent discontinuity in a narrative, such as you can have in D&D. To me it feels like a reaction to the continuous ease of surviving death and the 'Level Appropriate CR Encounter' mode of 3e onward. Which is as the default CR equal to Average Level is basically 4:1 odds favoring the players. The immediate risk PC death is minimal by design.
There is the play-style of each PC also has a henchperson as well as hirelings which should the PC fall could become the newest PC, maintaining a certain amount of continuity through the shared experiences the previously NPC had with the party and their relationship with the slain.
There is the erase or add a suffix to the PC's name retaining all stats making death to be more of an inconvenience, and in the case of a suffixed name, or even a new name, the 'new' PC is a relation to the prior, with any and all prehistory between them and the drama of "oh my dear sweet dead relation." As well as the rolling up a new character and gaining an inheritance.
In these cases, yes the PC is dead, but their death is added to the collective's story.
This does ignore the constantly dying at level one situation which means there is can be very little growth and continuity, which is a complaint that is made. This is also where the rewrite the name on the sheet thing most frequently comes into play.
But more importantly, IMO, than these ways of creating continuity through or despite PC death, is that within the Cook/Marsh Expert D&D book it says to make sure the starting town has some kind of temple with a cleric of sufficient power to cast Raise Dead. The Moldvay Basic book doesn't because it doesn't include spells of high enough level. And these two books, B/X, are one of the main editions of D&D to have OSR games based on.
"You Will Die" should be "Death is a real consequence." And it's more of an immediate consequence of reckless action and an acknowledgement that PCs aren't necessarily favored by fate.
09 August 2019
High Fructose Hyper Space AKA Candy Space Or Saccharine/Saccharide Space This sub-net of the ancient Hyper Space Tran...
Just two druids off to smoke some weed and toss people into bogs This is the first custom class I ever made for an OSR game. I menti...
Pollaxe - 1d8/1d6 It can used from the second rank as a spear doing 1d6 damage or in close melee as a mace/axe/hammer for 1d8 or as a sp...