Thread #97600170
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Welcome to the Old School Renaissance General, the thread dedicated to first-decade, Gygaxian D&D, its faithful modern clones, and content created for use with them. Later editions (2e and newer) should be discussed elsewhere.
Broadly, OSR games encourage a tonal and mechanical fidelity to Dungeons & Dragons played as intended by its creators from 1974 to 1983 — less emphasis on linear adventures and overarching metaplots and a greater emphasis on player agency.
If you are new to the OSR, welcome! Ask us whatever you're curious about: we'll be happy to help you get started. We also have two excellent beginner guides created by Anons with feedback from the thread that you can check for help:
>n00b DM's Guide
https://pastebin.com/EVvt6P0B
>n00b Player's Handbook
https://pastebin.com/XALkXkV0
>Troves, Resources, Blogs, etc:
http://pastebin.com/9fzM6128
>Need a starter dungeon? Here's a curated collection:
https://archive.4plebs.org/tg/thread/94994969/#95006768
>Previous thread:
>>97568691
>Thread Question:
Is there any OSR-related material being released in 2026 that you are looking forward to?
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>>97600170
>TQ
Pic related from E.M.D.T. ULTRAREALITY PUBLISHING. Might go ahead and get Castle Xyntillan with it just to have an easy pickup dungeon but I think that's more a cool idea in my head than a thing that will actually come up much.
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>>97600301
Wasn't that already released in 2025?
>>97600998
>I really want the initial wave of adventures for it, since the authors are all top-tier.
What's the roster? I haven't seen anything about this.
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>>97601106
>>97601134
Quicker than I thought. Here's the blurbs:
Curse of the Crooked Tower. A leaning tower outside the abandoned town of Finsburg once housed a Cult of Asmodeus. Now, something in the tower has reawakened, and the characters are tasked with investigating! This challenging adventure by Steve ("Zherbus") O’Connell is designed for 5-6 first-level adventurers run by veteran players. For inexperienced players, the adventure is best played with second level characters.
Whispers of the Death God. Ancient snake-people, an evil order of knighthood, and the sinister whisperings of a death god. This adventure is an assault on a mountain fortress that harbors a multitude of secrets. Written by Gábor ("Chomy") Csomós, Whispers of the Death God is designed for 4-6 player characters, level 7-9.
Fortress Tomb of the Ice Lich. At Grathen Rift, the Ice Lich Vathudnar built a great fortress-tomb, populating the frozen ice-halls with his servants before sending his spirit out into the planes and strange dimensions beyond the material world. Thus far, no adventurers have dared to assault this legendary fortress ... until now. This epic adventure by G. ("Hawk") Hawkins is recommended for groups of 5-8 characters of level 8-10, or 4-6 characters of levels 9-12.
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>>97599429
>>97599088
>>97598373
I am serious here check the books
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>>97603158
I'm pretty sure they just changed it on purpose, tb h. I get what you're saying, that it's a mistake in the math, but Basic also extends the Dwarf's level cap by a lot, for example. They just reworked it.
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>>97603936
have you done any research yet or are you just begging to be spoonfed?
https://archive.4plebs.org/tg/search/text/tips%20for%20solo/
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>>97603936
Scarlet Heroes has a solid set of tables and procedures for solo and 1 player games. It does an odd modification of HD to HP for a very
>conan book cover
vibe but I don't mind that. Worth taking a look at.
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>>97601106
>Wasn't that already released in 2025?
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>>97604719
I'm pretty sure that implies it's soon to be restocked. It would be very mysterious if EMDT 95 isn't out when EMDT 96-102 are all released, wouldn't it?
That being said, I must correct myself and state it was apparently released in 2024:
>https://beyondfomalhaut.blogspot.com/2024/07/modulezine-khosura-king- of-wastelands.html
Still, I hope it comes back in stock soon so you can pick up your copy!
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>>97603681
>>97605219
still irrelevant to traps RE: moving at combat stupid, moron
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>>97605880
Well anon, if you don't have a thief your options for traps are to advance a 10 foot pole checking a single square per turn or throwing caution to the wind to actually make good progress and get less random encounters for the distance covered hoping the traps don't fuck you up too bad along the way.
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>>97606012
HEY RETARD
You asked about consequences of moving at combat speed in dungeons.
I told you that you will ALWAYS trigger traps when you move past them, which is completely unconncected to having a thief/searching for traps.
>advance a 10 foot pole checking a single square per turn
fucking retard doesnt know how the game works
>>97606029
Retainers are NOT implied, they are EXPECTED. A party should have around ten member in combat capable roles, and extras members for porters/light/etc.
>What do you use them for? Will they wear wigs? When will they wear wigs?
Oh, so youre just a retarded troll?
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>>97605880
>>97606227
What are you so mad about? Is this the fishnigger trying to false-flag the thread as being abrasive and offputting again?
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>>97606029
My players use fewer henchmen than they probably should, because they don't want to split the take too much. There are three of them and a few non-henchman retainers such as porters, a linkboy and some guards to watch the horses outside the dungeon.
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>>97606271
>why are you irritated at a nogames newfag not able to grasp the simple answer he was given?
>>97606300
>I was merely pretending to be a bad-faith troll!
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>>97606309
>a bad-faith troll!
I legitimately don't understand what you're mad about. I was asking a real question about retainers as someone new to the rulebooks, and made a little reference to a well known video I'd just watched. Ah well!
>>97606271
Do you feel like you have to compensate as a DM for them using fewer henchmen than they should, or do they end up compensating in their playstyle?
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>>97604704
>Scarlet Heroes
the HD-for-HP thing is a pretty clever hack. as is damage 'spilling over' to other enemies, you're right that it's very Conan.
but i don't get why he went for the weird damage system. i would really prefer it if the number you rolled was the actual damage dealt. it also means you can successfully hit with your 1d4 dagger, but there's a 1-in-4 chance you won't deal any damage. what is this, Morrowind?
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>>97606437
Sorry, that was meant for
>>97606288
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>>97606437
It's probably asking if DM nerfs the dungeon so party has easier traps and monsters or if players act like pussies and repeatedly run away from danger.
>>97606672
Even though it was meant to be on a different post but you could have clarified for the anon who asked. It's not a very clear question and it could do with an explanation like the one I suggested that took just a few seconds to make.
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>>97606464
I’ve been using Scarlet Hero for Greyhawk modules. But I switched from AD&D to OSE Advanced after one session.
The solo rules work well but are murder for dual or multiclass characters. Defying Death has done the most damage to me because of how many dice get rolled every time my character wanders into a Save or Die situation.
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>>97607142
this guy >>97606743 nailed it.
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>>97606424
>Do you feel like you have to compensate as a DM for them using fewer henchmen than they should, or do they end up compensating in their playstyle?
The second if anything; I certainly don't modulate the dungeon challenges to the specifics of the party (unless I were to realize I'd inadvertently made a grotesquely unfair meatgrinder; then I probably would, but in that case it's less about the specific party composition). That said, I don't feel like they really compensate deliberately and actively either; the result is just that they'll be chewed up and have to retreat sooner than they otherwise would have.
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>>97603465
fagit
>>97603537
It happened between Moldvay and Cook/Marsh
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>>97606029
>wigs
I've got nothing.
>>97603287
Doesn't increase odds. Does mean younare always suprised. Not sure whete other anon got the always triggering traps though. If someone has a page number for that I'd appreciate it.
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>>97608434
In ACKS it does not effect surprise rolls. You just might be heard by enemies some distance away.
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>>97606424
>Do you feel like you have to compensate as a DM for them
If I understand what you mean by this:
(1) It's not your job as a DM to balance encounters, that's 2e/WotC bullshit. You create a world with an intelligible gradient of danger in it, e.g. "the deeper you go, the more dangerous it becomes", and it's the players' job to figure out what risks they want to take.
(2) If that's what you were actually asking, you would benefit from reading the n00b Guides in the OP, since they cover exactly this kind of misconception about real D&D and a few others.
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>>97606012
>if you don't have a thief your options for traps are to advance a 10 foot pole checking a single square per turn
This is wrong on so many levels.
The time to check for large traps doesn't depend on whether there's a Thief in the party. Thieves are not better at finding large traps; in fact, they're worse than Dwarves. You don't need a ten-foot-pole to check for traps; ten-foot poles trigger traps (2-in-6), they don't show them, and they don't slow down normal exploration speed. Checking a ten-foot square doesn't take a full turn in AD&D; it does in B/X, but the B/X rules for searching are notoriously broken. Use the DMG rules, including the two-pass rule for secret doors.
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>>97609154
I can't find a rule that says it does. You might pull the monsters drom nearby rooms but I can't find a rule saying you get random encounters on a 2 in 6 or something.
>>97609369
The original question was about ACKS2. In ACKS2 only thieves or characters with the search proficiency can search for free as part of exploration movement. Other characters can roll adventuring proficiency to spend a turn searching everything within 5 feet of them or 10 feet if they have a pole.
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>>97609472
>I can't find a rule that says it does.
Sounds like an omission. It should be self- evident.
>The original question was about ACKS2. In ACKS2 only thieves or characters with the search proficiency can search for free as part of exploration movement. Other characters can roll adventuring proficiency to spend a turn searching everything within 5 feet of them or 10 feet if they have a pole.
Oh, I see, apologies. Most of my point about B/X stands, though.
I still think 10 minutes to search a 10 foot square area is an extraordinarily bad rule because it leads to (a) the players never searching because it is ridonkulously time-consuming and possibly (b) the DM telegraphing shit to compensate for that, so finding traps becomes a trite exercise in rolling for something you've already been told is there.
The DMG rule requires about 1 minute per 10-foot section to search for traps or secret doors. That's its own time, so it slows down exploration speed: If you normally do 90' per turn and you also want to search for traps, that becomes about 50' per turn.
The double-pass rule states that this cursory checks only reveals the presence of a secret door and its location. Once you know the secret door is there, it takes one full turn (and a second check) to find the means on entry.
Notice you can implement both of these rules in ACKS without breaking anything: Thieves still have an advantage over non-Thieves, in that they can explore at effectively double the speed or thereabouts.
And I still maintain that a 10-foor pole having their own 2-in-6 chance to trigger a trap right in front of the leading character rather than being a required tool to search makes more sense. This, too, can be used in an ACKS game.
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>>97609353
>It's not your job as a DM to balance encounters, that's 2e/WotC
Advising the DM to balance encounters started no later than Holmes.
>The Dungeon Master should increase the number of goblins if the party of adventurers is a large one - i.e., if more than three are in the party, have five goblins, more than five, seven or eight goblins, etc.
Cook and Marsh explicitly stated the requirement to balance encounters.
>Encounters should be scaled to the strength of the party
It is your job as a DM to balance encounters. If you're not balancing encounters then you're not playing B/X or Holmes D&D.
>they cover exactly this kind of misconception about real D&D
Considering the fact that your misconceptions include direct contradictions of the rules I don't think anyone should be following your advice about what is and isn't "real" D&D.
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>>97610454
Yeah, Holmes also had daggers do two attacks per round and two-handed swords do one attack every other round while being identical in all other respects. So he was far from infallible.
Ditto Cook, there's multiple shortcomings in B/X, which is why we recommend fixing some using the DMG, e.g. >>97609369
Not to mention Cook's later endeavors with "AD&D" 2e. There's a reason we pray to Gary, Dave, and Wesely before and after sessions, but not to fucking Cook.
There's a reason this general is dedicated to Gygaxian D&D and not to Holmesian or Cookian D&D.
You can fuck off back to your hijack thread now, subhuman.
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>>97609353
>"the deeper you go, the more dangerous it becomes
At what rate?
Dungeon level 1: A clan of of kobolds
Dungeon level 2: A mind flayer colony
Dungeon level 3: Orcus and a hundred lich slaves and their thousands of undead servants
Is this reasonable dungeon design to you?
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>>97610539
>>97610530
>This thread is dedicated to first decade D&D
>Just don't mention first decade D&D because we don't like it
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>>97606464
>but there's a 1-in-4 chance you won't deal any damage
I've found this to be my least favourite part of that as well. I think it may have been related to the fray dice and for some reason not wanting to lean into that being automatic mayhem but I think it's counter to the rest of the design. I've been considering changing the table a bit.
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>>97610772
It's not OSR. It's a parody game from 2001. You could make an argument that it's part of a set of proto-OSR products together with e.g. Necromancer's "3e modules with a 1e feel"; in fact, you could even say it was a sort of missed opportunity for an earlier start of the OSR, scuppered by the parody elements (in case you're not aware, Kenzer had an agreement with WotC about publishing a D&D derivative as repayment for WotC accidentally stealing Knights of the Dinner Table; they blew it on making this HURR, HURR parody game but could potentially just have effectively reprinted 1e).
But, as it is, it had a negligible effect on the OSR and its popularity is even eclipsed by Hackmaster 5e.
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>>97610765
Thieves being able to sneak around in the dark and not be trying to evade a whole dungeon full of people with thermal imaging is a good change. Even still I am loath to risk the guy who is good at getting into chests and doors on scouting.
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>>97611480
>It's not OSR. It's a parody game from 2001. You could make an argument that it's part of a set of proto-OSR products together with e.g. Necromancer's "3e modules with a 1e feel"; in fact, you could even say it was a sort of missed opportunity for an earlier start of the OSR, scuppered by the parody elements (in case you're not aware, Kenzer had an agreement with WotC about publishing a D&D derivative as repayment for WotC accidentally stealing Knights of the Dinner Table; they blew it on making this HURR, HURR parody game but could potentially just have effectively reprinted 1e).
The optimal way to play a Thief is HIGHLY dependent on level.
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>>97611512
>>97611523
No worries. But the opening hurdle is so bad that I am not surprised that no one in my group expresses interest in playing one. I think I am the only one that ever rolled one and I duel classed out into fighter after putting up with it for 2 levels back when we used swords and wizardry.
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>>97611523
Kek. No problem, Anon.
>>97611663
>the opening hurdle is so bad that I am not surprised that no one in my group expresses interest in playing one
It's very common for people to consider the Thief underpowered to the point of being the closest thing to a trap option in old-school D&D. You're far from alone. Modifying the Thief is its own little subgenre of OSR; lots of people like Raggi's Expert for the role.
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>>97611686
Idk man. It feels like a henchman class. You have to do high risk activities with bad armor, bad weapons and low hit points. Mage types at least get the luxury standing in the back/middle to avoid a lot of danger and have a huge late game upside so people will take risks to keep them safe.
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>>97611805
>You have to do high risk activities with bad armor, bad weapons and low hit points
Appeals to a certain type of player, like me. It helps if the DM doesn't treat the thief's abilities like "roll to not stab yourself in the dick"
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>>97611873
Since you bring it up, OSE-Advanced has a full-fledged (human) Illusionist class.
But you could also use the AD&D Illusionist directly with B/X, it's already compatible out of the box. No need to change anything really.
>>97611864
>It helps if the DM doesn't treat the thief's abilities like "roll to not stab yourself in the dick"
Another good thing about Macris's Thief is that he makes it very clear what he can and cannot do. Funny how that's pretty much unique in the first decade & compatible scene.
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>>97611963
>clear what he can and cannot do
I like leaving that up to DM interpretation to a point, but some clearer guidance from Gygax would have been nice.
The way Mornard describes the introduction of the thief class to the original table basically takes most of the complaints and arguments about the thief and cuts them off at the knees.
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>>97611963
>Another good thing about Macris's Thief is that he makes it very clear what he can and cannot do. Funny how that's pretty much unique in the first decade & compatible scene.
What's the difference, be specific Alex
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>>97612221
Nta but they can passively notice secret doors and traps, if they spend time to search they get a bonus and if they fail the check to disarm a trap or pick a lock they they cand spend a turn to try again. He also removed all the spells that imitate thief skills like knock and find traps.
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>>97609154
>>97609472
you wont have any chance to surprise enemies, and will always *be* surprised
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>>97612323
Yes and no they are about the same on a d20 throw as an action in a combat round or as a passive reaction. If you chose to stop and spend a turn doing it you can roll as many times as you like with a +4.
>>97612462
Again, show me in the ACKS2 rules where it says this.
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>>97600170
Probably more OSR inspired than OSR itself, but is Mythic Bastionland any good? My group is keen on it, but having read it I've got concerns. The crunch is alright, but the myths are way to lightweight - the rulebook says that seers should know the rules of a myth, but then gives no suggestions to the GM on what those rules are. Sure, the spirit of OSR is to improvise /imagine ect but I'm worried the system is a trap. It seems easy to run the first session and the hexcrawl, but then I'll suddenly being doing a huge amount of prep that may be disregarded if the players solve it another way.
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>>97611805
>bad weapons
They can wield any weapon though. And back stab. Not sure what's so hard about using a bow and arrow for the first few levels until you beef up a bit.
>>97612787
Check Chris's blog on this, iirc he made a post a little while ago addressing this topic.
I played in a few sessions of Mythic Bastionland and it was really solid. Very tight, BX feel to exploration and navigating challenges. Not sure how it would run for longer campaigns (although the aging mechanics are very cool) but no major issues came up.
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>>97611805
>best XP track
>bad weapons
you mean best weapons? all the good ones are magic swords, dummy
>bad armor, low HP
stop going into melee when not invisible
>Mage types at least get the luxury standing in the back/middle
uh, so do that?
>high risk activities
more thieves, less risk.
youre a dumb nogames
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>>97613059
>>97612885
when you fellas are done blowing each other, we've got a fishfag to stomp
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>>97610530
Balance wandering monster encounters
>NUMBER APPEARING indicates a good average spread. This number is furnished as a guideline only, and it should be altered to suit the circumstances particular to any adventure as the need arises.
That is repeated advice because he also wrote
>Inappropriate encounters should be ignored and a new number generated in order to gain a reasonable result. Number of creatures encountered should be appropriate to the strength of the encountering party.
Appropriate to the strength of the party? That's "balance".
The first of those quotes continues
>It is not generally recommended for use in establishing the population of dungeon levels.
A DM deliberately chooses how to populate dungeons to "suit circumstances? That's balancing planned encounters.
Gary didn't just say balance single encounters, he instructed DMs to balance whole adventures, that's multiple encounters in a row.
Give small parties extra help
>If you have fewer than six players, be sure to arrange for them to get both advice and help in the KEEP.
Give small parties extra bodies to deal out and soak damage
>Likewise, the services of several men-at-arms must be available to smaller parties.
Give magic items before they even leave town
>In addition, give the player characters a magic dagger or some magic arrows and at least one potion of healing
Gary said the DM needs to compensate for stupid players even if the party itself could survive if controlled by better players
>The DM should be careful to give the player characters a reasonable chance to survive. If your players tend to be rash and unthinking, it might be better to allow them to have a few men-at-arms accompany them even if the party is large, and they don't attempt to hire such mercenaries.
>>97610539
>not to Holmesian or Cookian
kek
Back to >>97610530
As a general tip on how to DM Gary even literally used the word balance
>It is the job of the DM to see that the situations and characters balance.
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do you let players declare actions even if they don't have the talking stick, or does it ALWAYS have to go through the caller?
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>>97613502
It's not terrible, but having a powerful spell in the level 1 list is very nice for improving a party's survivability, and trying to find a scroll of sleep for the MU to inscribe gives them something to search for.
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>>97613502
It's a common take, but it's one that's held sort of in isolation. That is, you're looking at spells and thinking "hmm, this spell is way too good compared to the rest of the 1st level spells". That's true, but then you're skipping over the "mages are way too weak" side of things, so that you nerf sleep and now your spell equalization autism is happy but you then need to pivot to class autism, as the mage has even less it can do at the start.
I'd only rebalance spells like you're thinking if I could look at the whole magic-user setup in general. Otherwise you're just randomly fucking with supports in the hope that you wind up with a stronger structure.
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>>97612607
>Yes and no they are about the same on a d20 throw as an action in a combat round or as a passive reaction. If you chose to stop and spend a turn doing it you can roll as many times as you like with a +4.
Not sure I like it
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>>97611805
>It feels like a henchman class.
Originally it was. The Aero Hobbies guy who came up with it initially wanted to hire a burglar. And there should be no reason why you couldn't still get a Thief for a henchman. So, why not?
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>>97612787
It's not even very OSR-inspired anymore, it's very much it's own thing. I think if you like McDowall's style and methods you'll like it a lot, otherwise you won't.
>>97613407
>Marcist
Marcion was a heretic and to be repudiated by all adherents of the true faith.
>>97613485
IF you have a caller it should go through the caller, except in combat where each player speaks for his own turn. But you probably should not have a caller unless you have 6+ players or they're extremely unruly.
>>97613502
>curious what you anons think
"No." As Anon says, it's vital for the starting M-U to have a few solid choices. Sleep is also notable for only being valuable against lower-level enemies, thus delaying its availability for two character levels is reducing its useful life by maybe as much as half.
If anything about the level 1 spells should be changed it's to add an explicit marking that shows which ones are solid starting spell choices and which are meant for higher-level PCs to fill their lower-level spell slots.
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>>97611805
Counterpoint: I don’t like locked things, and I don’t like paying people.
Also my personal perception of an “iconic fantasy hero” is a thief, not a knight or mage or cleric or barbarian. Bilbo Baggins, Aladdin (Disney version), the Thief and the Cobbler, Garrett…I just never internalized the idea of some beefy guy with a sword treading jeweled thrones or whatever.
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>>97613770
>If anything about the level 1 spells should be changed it's to add an explicit marking that shows which ones are solid starting spell choices and which are meant for higher-level PCs to fill their lower-level spell slots.
I actually do something similar. I have a massive disgusting spell list of 30 spells per spell level for my BX game. I break the first level spells into into two lists—the 10 best and the other 20—and tell starting MU players to roll on each list once. Two known spells at first level, FOE I know, but I spent all this time putting together the spell list by god my players are going to use it.
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>>97613888
BASED, btw, pickleanon here, anyone interested in an update?
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>>97613828
I actually get that. The Thief of Baghdad and many other examples spring to mind as well – and of course the Mouser, that thief par excellence from Lankhmar, the City of Sevenscore Thousand Smokes!
>>97613873
>FOE I know
It's honestly not that far off from the AD&D method in the DMG. Besides, helping new players not to choose a dud is totally reasonable in B/X, where you're fucked if you choose the wrong starting spell as an M-U.
>>97613847
>>97613881
The best Conan stories are the so-called "thief" tales.
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>>97613847 >>97613881
Oh, no, I have read Conan. Conan’s great. But although he’s called “a thief”
Right in the opening of The Phoenix on the Sword, he’s not really a thief in the sense of iconic thieves like Bilbo or the Grey Mouser. There are thieves and there are Thieves. Conan is the former, not the latter.
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>>97613954
2e is offtopic and not part of the first decade, fishfag.
>>97613955
You've never played a game in your life, nor could you even understand a gane, fishfag.
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>>97613964
I mean I’m not even arguing that 2e is off topic, though. I’m just saying that there’s a 4 year gap between Gygax leaving TSR in 1985 and 2e launching in 1989.
The Creature Catalogue, Bestiary of Dragons and Giants, and the Book of Wondrous Inventions, for example. They’re not 2e. They’re compatible with 1e.
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>>97614040
>there’s a 4 year gap between Gygax leaving TSR in 1985 and 2e launching in 1989.
We focus on the first decade (1974-1983) primarily because most of the post-Gygax stuff TSR posted became increasingly poorly written/tested, and more anti-OSR. Dragonlance in particular became the showpiece of TSR once Gygax was pushed aside.
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>>97614072
I thought the opposite was true. The first ten years were semi-amateurs with little to no writing experience like Gygax who really, really needed a better and more experienced editor as his handler. Original D&D was pretty much a shitshow mess, and AD&D has so many weird ambiguities and Gygax's iconic awkward prose.
Thankfully Holmes was actually a writer and Moldvay also wasn't bad. But it wasn't until Gygax left that they really got some professional editors and writers on board.
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>>97614064
Okay, but those three things I posted aren’t post 1989.
>>97614072
We can’t exactly pretend that everything published from ‘74 to ‘83 was Gone with the Wind.
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No one expects you to praise the first decade, but just as you can not redefine men into women, you can't redefine OSR as anything other than first decade Gygaxian D&D and ACKS. Go ahead and play 2E, or NUSR like DCC, have fun with them and enjoy them, but they are not OSR.
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>>97614099
I've tried to pinpoint the exact date that Gygax became less of an asset to the company and more of what was holding it back, and a lot of people point to 1982, when he went off to Hollywood.
He was spending the company's money and not really doing much to make any money, but it might have been earlier. I think it may have been 1981, but it could also have been 1980, though that really depends on how involved Gygax actually was with the Random House deal.
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>>97614099
The game itself is better designed than what they did to it afterward, editing aside. Much of the post-1984 content is ungameable and downright garbage. OD&D is an elegant system once you realize that Chainmail and Outdoor Survival clear up most of the ambiguous bits, and Gygax's writing is not as hard to parse as the memes will tell you.Unfortunately, the thread has suffered an outbreak of fishy shitposting because somebody's pissing his pants about the first decade clause
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>>97614165
>is an elegant system
Let's not kid ourselves. I love OD&D but it's a rough cunt.
>clear up most of the ambiguous bits,
The ambiguity of OD&D is one of its defining traits. Even Gygax stressed that as what separated D&D from AD&D.
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>>97614141
Not according to this fucker >>97610539 How about you two duke it out for our amusement.
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>>97614204
Does it matter? He can pretend to be any age he wants here.
>>97614189
That's starting to sound like some kind of blasphemy talk. I don't know if anything but the rosiest lenses are allowed here anymore.
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>>97614217
>I don't know if anything but the rosiest lenses are allowed here anymore.
This thread has always been willing to dissect stuff by Gygax et al. Fair criticism is respected, fishy bullshit is not. And currently this thread stinks of fish.
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>>97614217
>fishfag is mad he can't post about offtopic 2e
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>>97614248
I know it was that way, way in the past, but there's been way too much "you need to be faithful" business happening recently.
>>97614245
You play one Gygaxian adventure and you end up learning how much they were still trying to figure shit out back then.
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>>97614099
>Gygax who really, really needed a better and more experienced editor as his handler
Absolutely right. Many of the other guys needed a lot of help too but Gygax himself should have handed his final copy to the layout guy, who then should have handed it to someone else as a first draft. Could have kept much of his voice and odd choice of words but in an actually sensible arrangement with the contradictions removed, missing rules included, systems that actually worked...
Before anyone asks, initiative, how to populate dungeons, whatever is an alignment language, unnecessarily complicated XP awards, spell lists grouped by level but still listing level in every description when grouped by caster and sorted by alphabet would have been more efficient.
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>>97614268
>"you need to be faithful" business
When every thread sees somebody barge in and say "how can I play OSR without all that OSR shit? I wanna homebrew a bunch of stuff for a game I've never played!" people get tired of it.
Play the game as written for a while before you start trying to play game designer, the truth of it is that early D&D was grown through play, and heavily tested to a degree that virtually no companies can match these days -- I mean, fuck, they practically bankrupted the company with playtesting!
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>>97614277
>somebody barge in and say "how can I play OSR without all that OSR shit? I wanna homebrew a bunch of stuff for a game I've never played!"
Isnt this the general for all things OSR? Arent people allowed to talj about anything OSR and play whatever game they want however they want at their tables?
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>>97614072
>posted
kek
Stop replying to Fishfag though FFS guys. He's doing this on purpose to shit the thread up, don't bite the bait. If you want to fuck with him, do it in his failed hijack attempt thread, that's what it's for.
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>>97614277
You understand homebrewing has always been a big part of OSR even before it was OSR right? Trying to stop it is always gonna be worse than just letting it happen.
Also, how did you not expect gatekeeping via mock-gygax praise not to backfire.
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>>97614290
>Also, how did you not expect gatekeeping via mock-gygax praise not to backfire.
I think one guy is genuine. But if you call him out on it, he's says it's a just a joke brah. Then he goes right back to it.
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>>97614304
You'll find out eventually.
>>97614320
Could he keep the self-deprecation to just himself though? He acts like he's speaking for everyone here.
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>>97614341
Way to prove you still don't understand the joke. It's not even complex or hard to understand.
>>97614347
That's me, and I know what I said, and it was not "we were joking in order to keep you out!!!!" you colossal lying faggot.
>>97614352
>further lying
There's no point even talking to you, you disingenous shitbag.
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>>97614398
I'm the first guy he's replying to and I just want to be able to say "I think Gygax beyond pioneering a bunch of stuff is pretty mid" and not have to ward off some sort of gygaxian-faithfuls.
I don't really care about whatever spat you're having with your boyfriend.
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>>97614398
> the immediate post after >>97614385 has "hijack thread" in it
You're kinda proving my claims correct.
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>>97614320
Bro, waifus are serious business.
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>>97614347
>>97614381
Someone made this a while ago and it was part of the early enfishing. Sad to see it still applies to so many.
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>>97615022
t. fishfag
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>>97615022
And again you actually can't read and have to try twisting everything to suit your persecution narrative.
All you can do is derail and foam at the mouth that somehow everyone is out to get you and that everyone is just one fag.
You're delusional and fuck up everything you touch.
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>>97615023
ntayrt, but I think everyone is tired of that guy who posts like >>97615021
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>>97615077
Yes.
>>97615089
Is that even in contention?
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>>97615077
Nah
>>97615089
LOL
>>97615095
fuck off and kill yourself, fishfag
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>>97615061
>>97615066
Whoever used "self-deprecating" had no idea what it meant.
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>>97615120
May the first decade holy prophet Gygax ﷺ smoke all fish!only 60ish more posts until a real thread can go up anons every one of these posts eats up a slot for trollcows samefagging and makes him break the rules in seethe.he will keep doing it even after he reads this.
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>>97615130
>>97615136
You cant post a character sheet for any edition of D&D, fishfag
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>>97615206
>>97615218
>I wont post a sheet because...well I just wont!
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>>97615232
>>97615224
>I wont post a sheet because...well I just wont!
you dont play games, you have no sheet. sad!
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>>97615242
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>>97615234
If you want to see a character sheet, you've got to do better than this playground psychology stuff.
It's obvious you really want to see one, but you gotta make it worth the effort.
Are you actually too proud to beg anonymously?
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>>97615258
youve got no sheet to show, should I post the one's you used previously, so we can mock you?
I should.
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Okay I did some solo OD&D last night. Party came across a necromancers tower so the dude cast a geas on the party to find a staff of command from a sleeping golden dragons lair. In there the party came across a pool infested with ghouls and some treasure, mainly gems. One character died. Went back to town to reqruit more dudes.
Tried out the weapon class system from chainmail. Treating the ghouls claws as daggers for the sake of it. I thought it lead to some nice combat interactions, but I do feel they would cause players to overthink their actions at the table. Going to try it next time we play in my group for the giggles.
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>>97615652
I’ve read every Conan story, or at least all of Howard’s original ones; I have them collected in three volumes. Like I said, Conan steals things, he’s a thief, but he’s not a Thief, not in an archetypal way the same way that you have, say, Gawain for knights or Merlin for wizards. The closest thing to a Thief in the original Conan stories would be Tarus of Nemedia in “The Tower of the Elephant”.
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>>97615265
You spent time and effort on making an image to try and show how bad someone's character sheets were and how everyone was laughing at them like they were so hilariously inept, and its just you nitpicking as hard as you possibly can about some completely un-noteworthy sheets.
Were you hoping that no one would actually look at the image and just take you at your word or something?
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>>97615695
You nerfed those ghouls pretty hard if you don't mind my saying so. Ghouls are supposed to melee as Light Horse according to Chainmail, which is equivalent to the to-hit of Heavy Foot but with two attacks against weak targets; two attacks with a sword or one with a flail would seem closer to the mark.
Unfortunately, neither of the Chainmail combat booklets I know exist deal with converting monsters to MTM values, so this is a case where you have to do all the work yourself, but Forbidden Lore (which you can download from grey-elf.com) has a section on converting ordinary troop types to MTM armaments which you might find helpful.
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>>97616464
1) Get mad
2) Stay mad
Do you ever do anything, at all, all day, other than seethe about how you're not welcome here? You must be a complete NEET, right? Constantly infuriated, too, and totally unable to discuss games like the rest of us (or else you'd be in /2eg/ right now). I just come in here on my work break to talk about OD&D a bit, but you're here all the time, all day, losing your shit about being wrong. It seems a bit pathetic, honestly.
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>>97616492
No biggie! It's your game anyway, if you want to base monster attacks on what weapon their natural attacks seem to resemble it's no skin off my nose, you understand. I just thought I'd point it out because it's a pretty typical pitfall for someone who isn't used to Chainmail.
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>>97616453
Watching him trying to wedge-drive between ACKS and OSR is very amusing
>Inshallah Habibi, in the name of Gygax and Marcis (PBUH) we shall drive the Kaffir dogs from these threads. No longer shall 2e be a blight upon our lands, only the holy 1st decade and sacred ACKS shall be allowed within our Mecca
>I completely agree
>WTF why aren't you getting angry?!
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>>97616356
It might be something of an attempt at "slash and burn" marketing often seen by companies trying to enter a market with an established forerunner but numerous new entrants emerging. Try and get rid of most of the new entrants by discouraging any but the established market leader, and then in the aftermath offering your product as the sole alternative.
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it was suggested I ask my question here instead of the other thread, but like I assumed, the same insane circular arguing continues here, as it has for months. i still think it's one guy pretending and just arguing with himself day in, day out . these threads are dead
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>>97616763
The whole "it's just one guy" that both "sides" do and now you are also doing with both sides is not helping, because it presents an impossible and worthless "solution" (if we can just get rid of the one guy, everything will be solved!).
The real solution is just recognizing something every other thread and general understands; people have differing opinions. Drop the escalating meta bullshit, end the gatekeeping efforts, and focus on open discussion like this place is 4chan and not some subreddit.
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>>97616420
>>97616653
>I have made one that totally removes the various guides and community content I seethe about
>but how do i make it fool the helpless rubes on 4channel that it is not me?
>I know, I will pretend its not me!
lol
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>>97616793
that's all well and good of you to say, yet someone is continuing to engage with him over and over and over again, despite it being, by their own admission, pointless because he's a troll. this has been going on for so long that this person is either also retarded, taking the bait every time, or is on the same "side" as whatever the fuck a fishfag is. i only skim the posts that argue, but i swear it's literally the same posts and arguments from months ago being posted endlessly
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>>97616803
Your "guides" are shit though. Misleading, poorly written, poorly organized.
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Are there any good OSR style games in sci fi setttings? It feels like the game only works in more fantasy or post-apocalyptic style of games, but i kind of want to run something in a sci-fi setting. I am worried it might end up as more of a badly reskinned adventure but with planets or outposts instead of dungeons. I am not gonna be able to run it for a while, but I am struggling to think of how to differentiate it in the mean time.
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>>97617469
I have it, but I thought that was mainly out of the scope of the thread. I also generally use it more for the charts for other games than it by itself.
>>97617392
I have not played traveller in ages. Barely played it at all to be honest I heard they recently did a re-release of the TMNT stuff which seems neat. Maybe I should look at it again.
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>>97617585
Point to a thread it is in scope of if not this one.
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>>97616159
>>97616093
acks very good, yes
>>97616393
I didnt make that, but time and effort? Much less than the time and effort it took fishfag to shit out half-digested sheets like this.
>youre making fun of me? nooo, you spent time and effort making fun of my dogshit attempts at character sheets, stop!!!
>nitpicking
they are literally broken, fishfag
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>>97616763
>these threads are dead
demorilzation posters like you and him and killing it, faggot.
LONG LIVE THE ANONYMOUS LEGIONS
LONG LIVE THE OSR AND THE GYGACKSIAN PRINCIPLES FOR WHICH IT STANDS
ONE GENERAL, UNDER GARY, WITH XP-FOR-GP FOR ALL
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New thread is up, I know it's a bit early but I have shit to do later:
>>97617851
>>97617851
>>97617851
Try not to take the retard's bait this time please, don't give him any (you)s as you're just helping drive the thread into the ground by arguing with someone who aggressively refuses to learn.
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>>97617374
holy FUCK this gets asked every fucking thread. try the archive, faggot
>>97617392
not OSR, dipshit
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