An OSR Catalogue of sorts. (this post is a work in progress being updated as time allows)
As previously stated I like to surf the internet for game related material much like I channel surf the TV. Most of what I find is meh, but there some true gems out there to be discovered if you want to look, especially among the OSR blogs and discussion forums.
Of course there are plenty of detractors as well (see GET OF MY LAWN for example). Some people that believe they know all about us old farts in the OSR have made the claim that nothing new and innovative has been produced by the OSR. I'm about to debunk that simply by listing a bunch of the things available (obviously not everything). If you know of something I missed off this list please send me the name of it and provide a link (to the publisher's website or blog preferably) and as time permits I'll keep updating this post.
Here is a list of the OSR products I have bought or been given since jumping back to basics.
Not in any order:
From Goblinoid Games:
Labyrinth Lord (the basic rules, print copy), but you can download the rules free as a PDF from the site.
From Faster Monkey Games:
Turn Tracker - very useful for keeping time during dungeon crawls.
Skull Mountain - a fun adventure that is now part of my sandbox with minor modifications.
Lesserton & Mor - I very much enjoyed playing in this setting with Mr. Joel DMing. He brings his creation to life when running it and that allowed me to appreciate his vision. I also figured out something about a murder mystery with some clues and was amazed both how close I was and how sideways off I was once I actually read the material after spoilers weren't an issue.
I also expect to pick up the new release from Faster Monkey Games (In The Shadow of Mount Rotten).
I have bought issues #1 through #12 of Fight On! magazine in print version and was given issue #13 in PDF format as a prize for participating in the random table contest and both of my entries getting Honorable Mentions.
I also have issues #1 through #3 and issue # of Knockspell magazine.
From Michael Curtis at The Society of Torch Pole and Rope:
Stone Hell
The Dungeon Alphabet
From Lamentations of the Flame Princess (James Raggi):
Lamentations of the Flame Princess Grindhouse Edition
Vornheim: The Complete City Kit (Zak S.)
Carcosa (Greg McKinney) (note, while this link goes to the publisher's store I would feel as if I were doing a diservice by not explaining that I got mine from Troll & Toad.)
I am in as a $100 supporter for James Maliszewski's Dwimmermount Kickstarter project. His Kickstarter for the product was targeted at $10,000 and blew past that in 2 days and kept going.
Another Kickstarter I am a $22 backer for is the Random Dungeon Generator as Dungeon Map poster which also met it's goal and blew past it in 2 days.
Those are just the ones in my personal library. Below will be a bunch more as they get added.
Tuesday, March 13, 2012
Monday, March 12, 2012
Carcosa Hard Cover - Short Review
I finally received my copy of the recently released Carcosa hard cover published by Lamentations of the Flame Princess.
Here are some quick thoughts on the book and contents.
The book looks fantastic. It could easily fill the role of a prop in your fantasy game representing some ancient tome of foul wisdom. The cover and spine bear only imagery avoiding the writing and titles we commonly see on a book, and this adds to the mysterious appearance.
The text and graphics are mostly black and white in a large easily readable font. There are accents of purple and green text as well that in natural daylight really pop, greeting the eyes with a wonderful effect.
While I did read some areas for details I mostly skimmed the rest. I might have missed it, but I do not recall seeing the fighter class description and experience table in the classes section. (Carcosa has only Sorcerer and Fighter as classes.) If it is there it must be brief or it could have been left out either by accident or perhaps there is no real difference in classes except how one chooses to play them. If the latter is the case it would be nice to have that pointed out in the book.
I read the Psionics rules with interest after having read a couple of reviews that remarked on how short and simple they rules actually are, and those reviewers were correct. In fact I like the random element to the availability of powers on any given day. Any character has a percentage chance of having psionic ability based on their mental stats (Intelligence, Wisdom, and Charisma). The way this is handled keeps it from being an overwhelming game breaker, making it just an extra tool.
It would be nice for the D&D developement team to take a look at how elegant these Psionics rules are and impliment something similar as an option in their next iteration of the game. Meanwhile I could easily port this into my own game with no fear of runaway mentalists stealing the show.
A good friend of mine is a Cthulhu fan and this might just be a great addition to his library of game books. Sadly it is too expensive to just order him another hardbound as a gift, and he has brutalized every book I have ever lent him so he'll have to settle for buying it himself if he wants it. (PDF files are handy, but I'm a dead tree fan.)
Overall the production values are top notch, hitting the mark for what the publisher's intent happens to be for this artifact.
The game world is bleak and hopeless which suits a world where the Great Old Ones actually reside or are easily contacted should be. It isn't meant to be the typical fantasy campaign environment, but this would make for a nasty little side-trip caused by entering the wrong portal or being cast into it by a powerful enemy, as long as the stay was brief and escape not too difficult.
I like the book, though it is more something for me to steal ideas from than a campaign I would run for more than a session or two.
Here are some quick thoughts on the book and contents.
The book looks fantastic. It could easily fill the role of a prop in your fantasy game representing some ancient tome of foul wisdom. The cover and spine bear only imagery avoiding the writing and titles we commonly see on a book, and this adds to the mysterious appearance.
The text and graphics are mostly black and white in a large easily readable font. There are accents of purple and green text as well that in natural daylight really pop, greeting the eyes with a wonderful effect.
While I did read some areas for details I mostly skimmed the rest. I might have missed it, but I do not recall seeing the fighter class description and experience table in the classes section. (Carcosa has only Sorcerer and Fighter as classes.) If it is there it must be brief or it could have been left out either by accident or perhaps there is no real difference in classes except how one chooses to play them. If the latter is the case it would be nice to have that pointed out in the book.
I read the Psionics rules with interest after having read a couple of reviews that remarked on how short and simple they rules actually are, and those reviewers were correct. In fact I like the random element to the availability of powers on any given day. Any character has a percentage chance of having psionic ability based on their mental stats (Intelligence, Wisdom, and Charisma). The way this is handled keeps it from being an overwhelming game breaker, making it just an extra tool.
It would be nice for the D&D developement team to take a look at how elegant these Psionics rules are and impliment something similar as an option in their next iteration of the game. Meanwhile I could easily port this into my own game with no fear of runaway mentalists stealing the show.
A good friend of mine is a Cthulhu fan and this might just be a great addition to his library of game books. Sadly it is too expensive to just order him another hardbound as a gift, and he has brutalized every book I have ever lent him so he'll have to settle for buying it himself if he wants it. (PDF files are handy, but I'm a dead tree fan.)
Overall the production values are top notch, hitting the mark for what the publisher's intent happens to be for this artifact.
The game world is bleak and hopeless which suits a world where the Great Old Ones actually reside or are easily contacted should be. It isn't meant to be the typical fantasy campaign environment, but this would make for a nasty little side-trip caused by entering the wrong portal or being cast into it by a powerful enemy, as long as the stay was brief and escape not too difficult.
I like the book, though it is more something for me to steal ideas from than a campaign I would run for more than a session or two.
Saturday, March 10, 2012
New Spell - Twitch
Twitch
Level: 1
Duration: 1 turn (10 minutes) or 1 round (see below)
Range: 30 feet
The caster places a flea into a small pile of clipped hair letting it struggle about for a moment and then blows the components off their hand.
The spell causes discomfort for 10 minutes to the target if they fail the save vs spells, otherwise the effect lasts 1 round. Target suffers -2 (- 10%) on all rolls for the duration as they feel an itching sensation as if something is crawling all over them. Spellcasters must roll a d6 to see if they successfully cast spells while affected. On a 1 they fail to get the spell off, losing it.
For every two levels of caster an additional creature may be targeted.
Level: 1
Duration: 1 turn (10 minutes) or 1 round (see below)
Range: 30 feet
The caster places a flea into a small pile of clipped hair letting it struggle about for a moment and then blows the components off their hand.
The spell causes discomfort for 10 minutes to the target if they fail the save vs spells, otherwise the effect lasts 1 round. Target suffers -2 (- 10%) on all rolls for the duration as they feel an itching sensation as if something is crawling all over them. Spellcasters must roll a d6 to see if they successfully cast spells while affected. On a 1 they fail to get the spell off, losing it.
For every two levels of caster an additional creature may be targeted.
Wednesday, March 7, 2012
Hit points as fatigue
Over on A Paladin in Citadel, Aaron was musing on a possible fatigue rule that might be tied to hit points somehow. Having recently put down some of my own thoughts on hit points, I wanted to chime back in briefly.
I'm a believer that simpler is often better. Not always better, and not always more fun, but keeping things simple seems to work well most of the time.
With hit points, I feel that they already represent fatigue since it can be presumed that the character is doing their utmost to stay alive in combat no matter how pathetic they presume the enemy with the pointed stick might be. When those points are down it represents them being somewhat fatigued by the effort. Thus for me I don't worry about an additional fatigue mechanic.
Labyrinth Lord and other B/X versions already include an additional fatigue mechanic when a group has been exploring for an hour without rest.
If you were going to include a hit point related mechanic I would recommend the simple approach and give a -1 to everything at half hit points and below.
I'm a believer that simpler is often better. Not always better, and not always more fun, but keeping things simple seems to work well most of the time.
With hit points, I feel that they already represent fatigue since it can be presumed that the character is doing their utmost to stay alive in combat no matter how pathetic they presume the enemy with the pointed stick might be. When those points are down it represents them being somewhat fatigued by the effort. Thus for me I don't worry about an additional fatigue mechanic.
Labyrinth Lord and other B/X versions already include an additional fatigue mechanic when a group has been exploring for an hour without rest.
If you were going to include a hit point related mechanic I would recommend the simple approach and give a -1 to everything at half hit points and below.
Tuesday, March 6, 2012
New Spell - Pin Shadow
Pin Shadow
Level: 1
Duration: 2 rounds plus 1 additional round per level of the caster
Range: touch of target's shadow
The caster takes an ordinary nail and jams it into the surface the target's shadow is covering to complete the spell. The target rolls a save vs spells with failure causing the target to be limited to movements that remain within 15 feet of the location of the nail. The target creature is not hindered in any other way. For flying creatures it draws them down in a spiral until they are within 15 feet of the nail, but does not force them to land. This spell also works on the creature called a Shadow, but is dangerous because the caster will be affected as if hit by the creature.
Based on feedback and suggestions here are some modifications to the spell.
The target can elect to tear free in order to avoid being stuck or dragged along in the event the nail is in a movable object such as a wagon or barrel. Doing so damages the target's shadow and prevents natural healing (magical healing still works) until either Remove Curse is cast on the victim or a Mending spell is cast on the shadow of the victim.
Monday, March 5, 2012
Lost Baronies of Lendore Isle - session 12
Before jumping into the update I wanted to mention that we are back down to 2 players again. Our third player (and newest) has been given an opportunity to make better money, but that meant sacrificing availability on Saturdays. If anyone is local enough and would like a seat at the table drop me a line.
The session was brief and lacked combat so this will be a short report.
The party spent a couple more days resting up in Troll Pass while waiting for their large strongbox to be completed. Once it was delivered the group set about loading it with coins and goods, then disguising the wagon by loading it over-full of hay and dried grasses.
Heading north along the road they arrived later in the day in the much larger town of Grest. They arranged for lodging at the Inn of the Giant Dwarf whose proprietor may actually be half dwarf and half ogre.
In town they visited several shops including a general store, glass-blower, potter, and an alchemist. They are trying to have some sling ammo manufactured that will contain flamable liquids and be able to ignite on impact.
They managed to sell some more of the silver goods and buy a map of the sutrrounding towns from Grest up through Cobblethorp and west to Kroten.
An old ruin sits atop a wooded hill behind the estate of the Alchemist. They agreed to go into the woods to pick some Barrow Wort leaves and a flower for her, and she warned them "Do not go into the ruins, stay away, nobody comes back from there."
Of course that means that is exactly what they plan to go do in the very near future.
Currently one character is 26 points away from 2nd level and a couple more are not too far behind.
Stay tuned for our next exciting episode "Certain Doom!"
The session was brief and lacked combat so this will be a short report.
The party spent a couple more days resting up in Troll Pass while waiting for their large strongbox to be completed. Once it was delivered the group set about loading it with coins and goods, then disguising the wagon by loading it over-full of hay and dried grasses.
Heading north along the road they arrived later in the day in the much larger town of Grest. They arranged for lodging at the Inn of the Giant Dwarf whose proprietor may actually be half dwarf and half ogre.
In town they visited several shops including a general store, glass-blower, potter, and an alchemist. They are trying to have some sling ammo manufactured that will contain flamable liquids and be able to ignite on impact.
They managed to sell some more of the silver goods and buy a map of the sutrrounding towns from Grest up through Cobblethorp and west to Kroten.
An old ruin sits atop a wooded hill behind the estate of the Alchemist. They agreed to go into the woods to pick some Barrow Wort leaves and a flower for her, and she warned them "Do not go into the ruins, stay away, nobody comes back from there."
Of course that means that is exactly what they plan to go do in the very near future.
Currently one character is 26 points away from 2nd level and a couple more are not too far behind.
Stay tuned for our next exciting episode "Certain Doom!"
Saturday, March 3, 2012
Monster Ecology - From larval to juvenile to adult forms
Some of the monsters through the history of the game lend themselves to inventing reasons for them to exist. This is an attempt to show how 3 monsters fit together even if going by the rules wouldn't quite make sense. F it, it's magic!
Our subject today is the Roper.
In caverns deep there are horrors aplenty just waiting to make a meal of your frail adventurer. It could be things like the Mimic and it's cousins the trapper, lurker, etc. In this case we're looking at the Roper and what it might look like at various stages of life.
I posit that what we know of as the roper is the adult form of a very long lived monster:
The roper is a strange stalagmite appearing creature, powerful enough to destroy adventuring parties or at least block their way to where they want to go. It can drain the strength of opponents when it grabs them with tentacles and begins dragging them to where it can deliver a savage bite. It is also exceptionally intelligent and knows it can bargin or extort treasure or magic from the potential food in order to avoid a fight and still gain something to lure other easier prey.
The monster is rare and that is a good thing since a monster of such power and intelligence could control or wipe out whole underground kingdoms should a group of them be so inclined. Thankfully then they are chaotic.
But what do they look like and behave like when they are younger and not so powerful?
Perhaps this is their juvenile form:
The much more mobile and vulnerable Darkmantle. In this younger form it is able to fly short distances, create areas of darkness, an ability it seems to lose in adulthood, and it spends most of its time skulking about at the tops of cavern rooms waiting to ambush prey, a trait maintained from when it was in the larval form. This creature is often encountered in numbers since on their own they are fragile and easily slain if the prey are in groups. You can see from this image that it has formed numerous tentacles and begun to take on a form similar to what it will have as an adult. The multiple eyes will gradually combine into a single, large ocular orb and the tentacles will fuse to form fewer, but much stronger appendages.
Moving on to what I believe to be the larval form of the dreaded roper:
These pathetic creatures imitate stalagtites, hanging in larger groups, high up on the ceilings of mineral rich caverns. They have a very strong outer shell formed by absorbing calcium and other rocky minerals. Some might even manage to pick up some small semi-precious stones as their carapace hardens. In this form they are nothing more than hungry ambush predators desperate for anything they can fall on and devour. It is very likely that they can sense the vibrations of movement below and their eyesight, though primitive, is enough to sense light. Through these combined senses they know when dropping down is likely to score a hit on something they might be able to eat.
Once down below they are so slow moving that surviving prey can often slaughter them before the beasts can climb back up to safety. This might account for the large number encountered at any time. Their hardened shells help buy time for some of them to reach safety and grow into the juvenile form.
Of course this could all be a flight of fancy and these could well and truely be unrelated monstrosities inhabiting similar niches in our magic rich world.
Yours with curiosity and imagination,
Prinportia the Sage, of Loreltarma
Our subject today is the Roper.
In caverns deep there are horrors aplenty just waiting to make a meal of your frail adventurer. It could be things like the Mimic and it's cousins the trapper, lurker, etc. In this case we're looking at the Roper and what it might look like at various stages of life.
I posit that what we know of as the roper is the adult form of a very long lived monster:
The roper is a strange stalagmite appearing creature, powerful enough to destroy adventuring parties or at least block their way to where they want to go. It can drain the strength of opponents when it grabs them with tentacles and begins dragging them to where it can deliver a savage bite. It is also exceptionally intelligent and knows it can bargin or extort treasure or magic from the potential food in order to avoid a fight and still gain something to lure other easier prey.
The monster is rare and that is a good thing since a monster of such power and intelligence could control or wipe out whole underground kingdoms should a group of them be so inclined. Thankfully then they are chaotic.
But what do they look like and behave like when they are younger and not so powerful?
Perhaps this is their juvenile form:
The much more mobile and vulnerable Darkmantle. In this younger form it is able to fly short distances, create areas of darkness, an ability it seems to lose in adulthood, and it spends most of its time skulking about at the tops of cavern rooms waiting to ambush prey, a trait maintained from when it was in the larval form. This creature is often encountered in numbers since on their own they are fragile and easily slain if the prey are in groups. You can see from this image that it has formed numerous tentacles and begun to take on a form similar to what it will have as an adult. The multiple eyes will gradually combine into a single, large ocular orb and the tentacles will fuse to form fewer, but much stronger appendages.
Moving on to what I believe to be the larval form of the dreaded roper:
These pathetic creatures imitate stalagtites, hanging in larger groups, high up on the ceilings of mineral rich caverns. They have a very strong outer shell formed by absorbing calcium and other rocky minerals. Some might even manage to pick up some small semi-precious stones as their carapace hardens. In this form they are nothing more than hungry ambush predators desperate for anything they can fall on and devour. It is very likely that they can sense the vibrations of movement below and their eyesight, though primitive, is enough to sense light. Through these combined senses they know when dropping down is likely to score a hit on something they might be able to eat.
Once down below they are so slow moving that surviving prey can often slaughter them before the beasts can climb back up to safety. This might account for the large number encountered at any time. Their hardened shells help buy time for some of them to reach safety and grow into the juvenile form.
Of course this could all be a flight of fancy and these could well and truely be unrelated monstrosities inhabiting similar niches in our magic rich world.
Yours with curiosity and imagination,
Prinportia the Sage, of Loreltarma
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