State of the OSR: so, what did I miss?

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But reading Roberts posts, I would give consideration again to running some basic form of D&D (OD&D, BX/OSE, some other OSR set, or even AD&D 1e) but pick a setting that had enough definition that I COULD expand on character backgrounds in the way Robert has. Maybe by the time I'm ready to make that jump, the Majestic Wilderlands will be more concrete in published form and I'll use that (The Wilderlands of High Fantasy is really cool and nostalgic for me, but it just doesn't have enough detail of cultures and polities for my current taste).
Appreciate the compliment.

Currently, my plan is to release Into the Majestic Fantasy Realms which builds off of Blackmarsh and Points of Light. Which are basically the Majestic Wilderlands with the Judges Guild serial numbers filed off. When I wrote PoL didn't know that I would eventually get a JG License. So the prep work for that was done a decade ago.

Then release the full version of my Majestic Fantasy RPG. It will be basically four volumes, characters, monsters, NPCs, and campaign (including treasure). I have fancier titles for all of them but that the basic gist.

Then it is releasing Deceits of the Russet Lord along with a 2nd edition of Scourge of the Demon Wolf set in the Majestic Fantasy Realms. It is a sandbox adventure like Scourge. A situation that the players can find themselves in which has a variety of ways to resolve it.

Again thanks. Looking forward to seeing what you do with classic D&D stuff when you have the time for it.
 
Then what is it you are talking about?

Robert has made it clear there's plenty of options to make a rich setting and campaign run with D&D rules.

Oh, I wish I had the time and players for two (or three) more Roll20 campaigns:

Cold Iron (classic fantasy, and optionally, I'd LOVE to ALSO get Cold Iron Samurai Adventures running live vs. play by post).

D&D/OSR something.

Cold Iron classic fantasy and D&D/OSR something need an inspired setting to run in... I'll find one if the option to run either of these comes up...
I'm talking about when a player looks at a book and is inspired by what it presents to want to play in a game and maybe find a GM who is running a game. Or if a GM idly mentions a game the player jumps on it, because they looked at it a while back and were excited to play it.

I don't know why people are overcomplicating things.

I'm talking specifically about the general perspective of a player. Of course the GM can use it as a toolbox to do a lot of things. I already said OSR games offer a lot to get a GM excited - so I don't know why people are argumentatively agreeing with me.
 
Some people just have analysis paralysis and can’t come up with rules on their own that easily. In that way, the codification of later editions helps certain types of people better.
 
Some people just have analysis paralysis and can’t come up with rules on their own that easily. In that way, the codification of later editions helps certain types of people better.
Game system rules are often an effective and terse form of communication for what can happen in a setting or for what a character can do.
 
I'm talking about when a player looks at a book and is inspired by what it presents to want to play in a game and maybe find a GM who is running a game. Or if a GM idly mentions a game the player jumps on it, because they looked at it a while back and were excited to play it.

I don't know why people are overcomplicating things.

I'm talking specifically about the general perspective of a player. Of course the GM can use it as a toolbox to do a lot of things. I already said OSR games offer a lot to get a GM excited - so I don't know why people are argumentatively agreeing with me.
Oh, I see. So from that perspective, sure, a bland rule set might not offer enough of a hook. But D&D is more than just a set of bland character classes. There are spells and monsters, and evocative artwork, probably plenty to hook many a potential player. Once they find a GM, that GM hopefully has an inspiring campaign to join that makes a memorable entry EVEN if the player ends up playing a Fighter with STR 15, INT 7, WIS 12, CON 13, DEX 3, CHA 17 and 7 hp. As soon as the player engages the adventure, they will be hooked. Now if the player rolls those attributes and says "hey, I'd like to play Fred the Miserable" (from the book he last read), hopefully the GM engages the player about Fred and maybe suggests ways to better embody Fred in the game system.
 
The character's background, history, personality, goals, etc. Lots of stuff that isn't quantifiable.
Very true.
But I think this can also be said for many trpgs that don’t portray these things with crunch -
If it’s not quantifiable by game mechanics, then it can still exist as part of the narrative.
 
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According to anydice.com, 4d6k3 will generate 16, 14, 13, 12, 10, 9 on average. Not bad, but not amazing given how many dead spots (i.e. scores with +/- 0) there are on the AD&D 1E tables. I prefer the newer (x-10)/2 for the bonus/penalty modifiers.
As do I... I think the ability scores going up was something WotC actually got right, and the regular progression is kinda necessary for that.
 
So, did anyone pitch Stara Szkola yet:tongue:?
 
So, did anyone pitch Stara Szkola yet:tongue:?

I've seen you mention Stara Szkola a couple times, I think. I've not been able to find any useful reviews of it so far. So, please, pitch it! (Either here or in a thread on its own).
 
I've seen you mention Stara Szkola a couple times, I think. I've not been able to find any useful reviews of it so far. So, please, pitch it! (Either here or in a thread on its own).
Well, the author is on the Pub, so... Peter Von Danzig Peter Von Danzig?

My quick pitch shall be: It's an OSR system* that manages to make the OSR-style "roll off" combat actually fun, by adding more options, and importantly, without too much mechanics.
The focus is on historical games, but as I like pointing out to people, RE Howard created Conan in order to write historical romance/swashbuckling adventures without needing to do too much research (in the pre-Internet age). So changing to Swords and Sorcery wouldn't actually require too much work, you can actually achieve it by doing less research - although some S&S fans actually do heavy research on their favourite settings:grin:!
OTOH, it adds a reputation-based "social" mechanic, which totally has its place in any S&S, being as I call it "bling-based":shade:.


*Some people are probably going to feel it changes "too much", but in my book, that's a good thing:thumbsup:.
 
Well, the author is on the Pub, so... Peter Von Danzig Peter Von Danzig?

My quick pitch shall be: It's an OSR system* that manages to make the OSR-style "roll off" combat actually fun, by adding more options, and importantly, without too much mechanics.
The focus is on historical games, but as I like pointing out to people, RE Howard created Conan in order to write historical romance/swashbuckling adventures without needing to do too much research (in the pre-Internet age). So changing to Swords and Sorcery wouldn't actually require too much work, you can actually achieve it by doing less research - although some S&S fans actually do heavy research on their favourite settings:grin:!
OTOH, it adds a reputation-based "social" mechanic, which totally has its place in any S&S, being as I call it "bling-based":shade:.


*Some people are probably going to feel it changes "too much", but in my book, that's a good thing:thumbsup:.

Thanks for the pitch!
 
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