Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Tuesday, April 26, 2022

The Long & Short of RPG Stats

Since the dawn of roleplaying games many have relied on two forms of game stats for adversaries and other elements requiring definition in relation to game mechanics. Long-form stats usually reside within the rulebook pages with similar reference material; the typical bestiary chapter for fantasy roleplaying games. Sometimes supplements use them, too. Adventures often rely more on short-form stats distilled from their more detailed cousins. These serve as quick, in-game reference without having to drag out the rulebook. New monsters appearing in adventures often get short stats in game text with long-form stats and more elaborate description in an appendix. Although I admit both long and short stats have their place in roleplaying game rulebooks, I’m starting to tend toward short stats or – horror of horrors – no stats at all in my own setting and adventure materials.

Tuesday, February 1, 2022

System -Neutral or OSR Stats?

Although our intellect always longs for clarity and certainty, our nature often finds uncertainty fascinating.”

Carl von Clausewitz

I have on occasion been moved to write about the Old School Renaissance (OSR, or whatever you want to call it using those initials). A few years ago I explored OSR rules and supplements. The vast array of adaptations offered some interesting innovations among the retreads of classic D&D mechanics. Settings and supplements tied to rules interpretations provided inspiration easily ported to other games. But now I’m developing two fantasy roleplaying game supplements – an as-yet unannounced setting and the Infinite Cathedral setting currently languishing in limbo – I’m faced with a conundrum. Do I provide stats for the inhabitants in OSR format or in my established but not terribly well-known system-neutral format?

Tuesday, January 29, 2019

Derivative D&D


Books serve to show a man that those original thoughts of his aren’t very new after all.”
Abraham Lincoln

I’m constantly amazed learning about the origins and influences behind Dungeons & Dragons, how even today the roleplaying game hobby continues evolving based on past works “improved” by those who feel they could do a better job...and sometimes actually do. Two publications best illustrate the movements from which D&D derived much of its imaginative power and mechanical implementation: Jon Peterson’s monumental scholarly history Playing at the World and the visually impressive coffee-table tome Dungeons & Dragons Art & Arcana by Peterson and a host of others who have reflected on the origins of the roleplaying game hobby.

Tuesday, October 23, 2018

Evolving Periodical Content



In a world where everyone is a publisher, no one is an editor.
And that is the danger that we face today.”
Scott Pelley

The announcement of Google+’s eventual demise prompted many users to migrate to other social media platforms, a movement I explored in my last Hobby Games Recce post. Some have re-dedicated themselves to blogs – some faithfully maintained, others neglected over time – instead of or in addition to their engagement in social media. Part of my satisfaction with Google+ came from others sharing links to blogs to further inspire my own interest in adventure gaming. I likened my Google+ feed to old-style gaming magazines, like Dragon or Challenge, beloved print publications whose passing I frequently lament. Although I’m still building and exploring contacts through my MeWe presence, I find the platform lacking in providing easily noticed updates to my old favorites and interesting possibilities for new ones to follow (understandable in this period of nascent gamer communities there). So I’m focusing on re-evaluating my current browser bookmark folder for game blogs, combing my old Google+ feeds for interesting blogs to add, and reorganizing it for more efficient access.


Tuesday, September 18, 2018

Playing at the Fair


We recently visited the Maryland Renaissance Festival and it brought back memories of how much I used to enjoy the playful immersion in the renfest environment. My adventure gaming hobby stands at the confluence of many inspirations during my youth. I’ve discussed the role music, books, films, and even family vacations played in fostering in me an appreciation of elements that would fuel my gaming activities (“Early Fantasy Gaming Inspirations” and “Early Musical Influences on My Gaming”). Although I went to my first renfest well after I’d discovered Dungeons & Dragons, the experience enhanced my appreciation for roleplaying games, history, music, and literature. Our recent trip back to the Maryland Renaissance Festival reminded me how renfests still provide inspiration for gaming. I also realized how closely renfests mirror roleplaying games (or games in general) in that they provide an immersive experience and a relatively “safe” space in which to play.

Tuesday, August 28, 2018

Boxed Worlds & Focused Locales


I peer over at my wall-spanning bookshelves (well, one wall of them, anyway) and see a chunk of my Dungeons & Dragons shelf occupied by several thick boxed sets crammed with fantasy world settings. Their names ring boldly in the annals of fantasy roleplaying games: Dark Sun, Raveloft, and Forgotten Realms. Lately I’ve been thinking about getting rid of them. Virtually unseen nearby sit several thin, saddle-stitched D&D modules, some of which provide more localized settings for fantasy adventures beyond the actual scenario material. Some of their names – notably B2 The Keep on the Borderlands and X1 The Isle of Dread – also stand tall in the annals of D&D. I’ve spent more time adventuring in these smaller locales than the vast expanses of the boxed sets and their numerous support supplements. Perhaps these more compact modules offered a young gamer both examples of solid settings as well as the invitation and inspiration to expand upon them. Perhaps I didn’t immerse myself in the larger boxed settings because by the time they were released I’d moved beyond my carefree, younger days of after-school and summertime gaming into a professional life that put a premium on free time.

Tuesday, July 11, 2017

Random Encounter Motivations

Monsters serve as the default antagonists in Dungeons & Dragons and its derivatives (primarily many games developed in the spirit of the Old School Renaissance or OSR). They’re the focal point of the entire hack-and-slash mentality: kill the monsters and take their stuff. The character advancement structure of these games encourages this kind of play. Fighting and killing monsters not only earns experience points for the deed but points based on the value of treasure plundered from dead monsters (an aspect of the game’s design I’ve examined before). Certainly elements like the “Monster Reactions Table” can mitigate these presumptions. Yet a creature’s own motivations might affect how they react when encountering adventurers just as much as the adventurers’ openly displayed intent. This becomes particularly important for randomly determined creatures – as “wandering monsters” or in randomly generated dungeons – who don’t always have motivational cues based on a particular location. For instance, in a published scenario, four orcs in an evil wizard’s guard room have an assumed role to keep adventurers out, sound the alarm, and try to kill or capture intruders; but four orcs encountered as wandering monsters don’t have such clear cues regarding their motivation and hence their reaction to meeting adventurers. What if – before rolling on the “Monster Reactions Table” – we consulted a “Creature Motivation Table” to determine their intent when they stumble upon adventurers?


Tuesday, May 16, 2017

An Exercise in Nostalgic Futility

A reader recently asked me about T1 The Haunted Keep from my “Gaming Artifacts: Homemade Modules” post. Back in my teenage days during the “Golden Age of Roleplaying” (the mid 1980s) I wrote several Dungeons & Dragons modules to run with the neighborhood kids, complete with maps and keyed texts in the style of TSR’s own releases. T1 The Haunted Keep was my continuation of the sample dungeon at the back of the Moldvay-edition D&D Basic rules. All my work from this period is irredeemably horrible, yet I keep these artifacts because they were an integral part of my earliest, eager gaming days. And that enthusiasm suddenly returned when someone expressed interest in seeing at least the maps to gain some insight about how I developed the dungeon as a base for a family of wererats and their marauding goblin allies. At first I had grand designs of typing up my handwritten text, cleaning it up a bit, rendering the maps in a better style than pencil-on-graph-paper, updating the stats to my oft-overlooked AnyOSR Key system-neutral notations, and releasing it with retrospective design notes for fun. Then I realized the idea was distracting me from my current distraction (developing The Greydeep Marches setting) from what I really should be working on (The Infinite Cathedral setting) and that it was channeling my nostalgic enthusiasm for the creations of my youth. Once I calmed down, refocused, and realized bringing it to publication in any form was not a good use of my time, the brief experience provided an opportunity to reflect on my past work to see what made an impression on a teenage roleplaying gamer in the mid-1980s.


Tuesday, May 2, 2017

The Lingua Franca for RPGs

“Therefore is the name of it called Babel; because the Lord did there confound the language of all the earth: and from thence did the Lord scatter them abroad upon the face of all the earth.”
Genesis 11:9


Gamers are a contentious lot, reflecting an overall human tendency of unfriendliness, or at least indifference, toward those outside our chosen tribes. We have been “confounded” by a plethora of different games catering to different genre tastes, mechanics, and play styles. Some folks can sit back, acknowledge the existence of games for which we don’t care much, and let others go about their business playing games that bring them the most enjoyment. Others like arguing about which edition or game is best and disparage those who play different games. Differences set us apart – they can help define who we are and what we enjoy – but can also reinforce tribal tendencies within adherents of particular games and can cause friction with other factions. In most cases this wouldn’t pose a problem; but for adventure gaming, and roleplaying games in particular, it’s often a barrier to bringing new people into the hobby or more actively pursuing our own involvement with new player groups. For better or worse, Dungeons & Dragons has, since its beginnings, served as a common frame of reference, a lingua franca, so to speak, for the diverse and sometimes divisive roleplaying game hobby.


Tuesday, April 11, 2017

The Temptation of Random Tables

Random tables remain a staple of roleplaying games. They determine random encounters, character backgrounds, treasure and magic items, monster and retainer reactions, or even form the basis for an entirely random dungeon or hex crawl (among a great many other things). They’re a temptation for both gamemasters and game designers, offering quick means to generate encounters and add another layer to an adventure or setting. They serve as prompts, providing a host of ideas in a succinct format to roll or choose. Part of the responsibility for their successful use depends on how designers present table information and tie it to the existing setting or scenario. Part of the responsibility depends on how gamemasters implement a random table result into their game. Random tables run the risk of seeming lazy tools rather than inspiring enhancements.


Tuesday, March 21, 2017

Customizing My B/X D&D Experience

My son and I have been gaming on and off recently, occasionally testing the waters of intro roleplaying games between Pokemon card game duels and an occasional board game. We’ve enjoyed Hero Kids, though each adventure requires a good deal of prep, whether I’m printing and adapting an existing scenario or devising my own (with the requisite maps). We’ve also tried the forgotten Pokemon Jr. Adventure Game – a wonderfully simple yet entertaining intro roleplaying game experience that capitalizes on the popular Japanese license – which I’m enjoying for its very basic, read-aloud scripted scenes and simple combat system printed on the various Pokemon cards. Both games still hold some potential for several more play sessions, especially if I can wean everyone off Hero Kids’ maps. At some point, though, I’d like to transition to something a bit more mainstream that also caters to my own gaming urges. So I’m re-evaluating my current views regarding Basic/Expert Dungeons & Dragons, as many of you know, my preferred version of D&D and, despite my general explorations of the Old School Renaissance, my preferred OSR game. I’m looking to make it more comprehensible for a seven year-old and provide a more heroic (read” less-deadly”) experience for characters.


Tuesday, March 14, 2017

Beyond First Edition RPGs

The release of subsequent editions of roleplaying games carries different significance for publishers and gamers. Professional publishers often develop subsequent editions to further refine the game system or setting, but usually with the core motivation of launching a new product or product line to stimulate sales. As consumers, gamers have the prerogative to invest their money in what they like; some love new editions of their favorite titles, others try one edition and either stick with it or move on to something else (just as some gamers find everything they need from a game’s core rulebook while others need every published supplement). Do gamers really need subsequent editions, or would publishers’ efforts be better spent on developing and releasing innovative new rules and settings?


Tuesday, January 31, 2017

The Basic Hack Offers Intro OSR Experience

I’ve enjoyed dabbling with the Old School Renaissance (OSR). It’s nice to indulge my nostalgic tendencies and revel in some of the innovations people are sharing based on the old “core” fantasy roleplaying game rule sets: Erik “Tenkar” Stiene’s Swords & Wizardry Light, James Spahn’s The Hero’s Journey, Scott Malthouse’s Romance of the Perilous Land, among others in the back of my mind. Yet the OSR itself caters to gamers with at least some experience with any earlier flavor of Dungeons & Dragons and roleplaying games, whether someone played once in high school or has been playing regularly for years. It’s not exactly a clear entry point for newcomers to the roleplaying game hobby. Since OSR titles are primarily available through online venues, they’re not visible in hobby, game, or book stores – unlike the current edition of D&D – and none of the OSR games have really, to my estimation, catered to complete beginners.... Until now. Nathan J. Hill’s The Basic Hack, an iteration of David Black’s The Black Hack, incorporates a few elements and a distillation of the OSR gaming experience I feel can offer an entry point for new gamers, either in the hands of an experienced gamemaster or even on their own.


Tuesday, December 13, 2016

Advancement Influences Tone

Most roleplaying games include some kind of advancement system to encourage players to join game sessions and improve their characters. It’s been an essential element of roleplaying games since their beginnings, this ability to continue playing to gain more experience and build a more powerful character over time. Yet the particular mechanics of how in-game action translates to character experience influences the tone of the game. Players naturally want to improve their heroes; characters’ in-game actions tend to focus on those that best reward them in the context of the specific game scenario. Games that reward experience for slain monsters and looted treasure have a different tone than those giving points for solving problems, gaming in-character, managing encounters, and achieving goals.


Tuesday, December 6, 2016

Level-Up Lifepath

Dungeons & Dragons and Old School Renaissance retro-clone games in particular often rely on the “zero to hero” idea that characters begin at first level and rise through the ranks by going on adventures, killing monsters, and taking their stuff...or die trying (emphasis on the latter). Of course nothing stops players from rolling up higher-level heroes simply by adding level adjustments to first-level characters. It’s an exercise in bookkeeping, adding levels and experience points, adjusting to-hit modifiers, adding spells and special abilities depending on the character race and class. This all seems shallow to me and doesn’t offer the roleplaying opportunities to enhance a character actual play provides. I started thinking how to change that, looked back at some classic, well-loved roleplaying games for inspiration (and one recent acquisition), and discovered the sometimes-used “lifepath” method could provide some enhancements when creating higher-level characters.


Tuesday, September 27, 2016

Making Spellcasters More Effective at Low Levels

We continued our exploration of Hero Kids this week with a Thursday Game Night adventure I whipped up because the Little Guy wanted some action in a forest. My wife is playing a healer and the Little Guy is running a warrior. As we’re playing I’m appreciating how Hero Kids handles magic. Each spellcasting character has a magic-based attack they can use each round against a target within range. Each also has a special ability related to magic, such as the healer’s ability to brew replacement healing potions. I’m sure at some point we’ll transition to more involved roleplaying games, possibly even Basic Dungeons & Dragons, my personal favorite. Yet I’ve never been a fan of “Vancian” magic, in which spellcasters memorize a set of spells and, once used, can’t access them again until they find time to rest and study (with a similar prepare, use, and lose structure for clerics). Sure, I cut my teeth on B/X D&D and thus for many years just accepted the system as standard; spellcasters have a limited number of spells prepared from their spellbook, and they’re gone after cast until the character rests and memorizes them again. So I started thinking about an alternate magic system in my quest to make Basic D&D easier on beginning characters.


Tuesday, August 23, 2016

Romance of the Perilous Land: OSR Meets British Folklore

It’s almost a roleplaying game cliché that Dungeons & Dragons and its many retro-clones from the Old School Renaissance (OSR) often focus more on hack-and-slash dungeon delves than more story-driven fare. Mechanics in these games primarily focus on characters’ abilities in overcoming combat-oriented obstacles – armor class, hit points, to-hit bonuses, saving throws, spells – with other elements like thief abilities intended to safely grab treasure. What players do with these rules remains their own business; some engage in “murder-hobo” rampages in the full hack-and-slash mode, while others seek to infuse their games with more story elements despite the combat-oriented mechanics. Yet Scott Malthouse has deftly integrated old-school mechanics with more heroic, story-based themes from British folklore in his OSR game Romance of the Perilous Land. As a pay-what-you-want game it’s worth picking up to check out the setting-influenced innovations to OSR mechanics. Having recently featured the Kickstarter revision of the classic Prince Valiant: The Storytelling Game, I think Perilous Land offers a similar game experience with the legendary trappings in an OSR-friendly package.

Perilous Land covers the usual old-school bases – ability scores, character classes, armor, equipment, spells – with some nice adjustments, combining some original interpretations of OSR game mechanics with some previously seen innovations. Unlike other “grinder” games the characters in Perilous Land are heroes with a solid set of rules designed to help them survive at lower levels and give them a sense that their actions matter even if they’re only first level.


Tuesday, August 16, 2016

Customizing the OSR Experience

Resources like Brent Newhall’s Old School Renaissance Handbook and Taxidermic Owlbear’s overview of retro-clone systems remind me of the OSR’s amazing diversity in mechanics. Each new OSR game provides the author’s own interpretation of the classic Dungeons & Dragons game system based on a beloved early edition, an amalgam of preferred mechanics, new innovations on those systems, or other inventive derivations. (And I’m not even mentioning setting interpretations incorporating those mechanics....) Although I like a single unifying “core mechanic” in my games – such as the dice-pool roll against a difficulty number in the D6 System – I grew up with the amalgam of different mechanics in the Basic/Expert D&D and Advanced D&D games. “Core mechanic” systems allow for a some degree of interpretation in fine tuning within the scope of the basic rules, yet so does D&D with its numerous individual rulings for resolving the host of situations that arise in the course of a game. D&D established the foundation for fantasy roleplaying game mechanics; the OSR demonstrates just how variations and innovations can vary to produce games with different play styles.

The process adjusts individual mechanics within the game to find the right balance of game play. Take a look at individual systems and notice how gamers can alter nearly every one for a particular play style or rules preference. Since roleplaying games focus on characters, many of these elements appear on the character sheet; many trickle down to other systems, particularly in handling monsters .Designers have adjusted existing rules to their liking, but for some they’ve devised original ways of handling mechanics while still evoking the spirit of early roleplaying games:


Tuesday, June 28, 2016

Introducing Newcomers to Games: Theme & Mechanics

Last week’s post about “Attracting Newcomers to Roleplaying Games” inspired me to consider two factors that might influence people in trying new games. A game’s theme and complexity are usually topics discussed from the design standpoint: does one start with a theme and build game rules around it, or does one begin with a play mechanic and build a themed game around that? Yet theme and the complexity of mechanics also figure into the conundrum of how best to introduce people into any games within the adventure gaming hobby. For beginners – especially complete newcomers – I find an attractive theme can best engage their enthusiasm to try a game, while good mechanics (with light yet intuitive complexity) can provide an enjoyable play experience and bring them back to the table for a second try.

For many people a game’s theme initially interests them. Theme gets players to the table, understandable and engaging mechanics help transform that theme into a rewarding play experience. For instance, if I asked a five year-old if he wanted to play a game about hunting dinosaurs or one with a “push your luck” mechanic, he’s going to want to play something with dinosaurs; as it happens, these elements both describe Steve Jackson Games’ Dino Hunt Dice, yet new players hone in more on the enticing theme than the game rules.


Tuesday, May 31, 2016

Shields in OSR Games

Frequent readers know of my recent explorations in Old School Renaissance gaming (OSR) through my solitaire B/X Dungeons & Dragons exploits (my preferred old-school system). These activities help me examine what I like about various elements and how to improve those that don’t work for me. So I come to the shield conundrum: they seem underpowered. In looking at alternative shield mechanics I found myself questioning the very core rationale behind armor and shields in D&D combat.

(Throughout this post I refer to various bonuses to armor class as +1, etc., as I’m using ascending armor class; for the traditional descending armor class read that as -1. Either way, “bonus” means a benefit to armor class in the context of whatever system you’re using.)

I prefer a more heroic style of play rather than the deadly “grinder” style (as I’ve discussed before), so I look to provide my characters with every possible advantage within the bounds of the rules...and then house-rule some mechanics to offer some minor benefits. Of the three characters I’m running through various solitaire scenarios, two have shields and one has eschewed a shield in favor of two-handed weapons (the underpowered battle axe...a topic Jonathan Becker has discussed before at his B/X Blackrazor blog). While one of the shield-bearers has no ranged weapon, the other must set aside her shield if she chooses to use her long bow, temporarily shedding its armor class bonus. I’m examining the shield rules with an eye to making my low-level characters less monster-fodder and slightly more heroic.