- Joined
- Dec 20, 2018
When you see a gnome, never bring them home.That elf is nicely thicc and the samurai has a good design and
*sees a gnome*
NVM. Setting is trash.
0/10
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When you see a gnome, never bring them home.That elf is nicely thicc and the samurai has a good design and
*sees a gnome*
NVM. Setting is trash.
0/10
Not listened to the full thing. I skipped to the last 20 minutes to get your thoughts. And I have opinions.Time for Dice Scum to delve into the golden child of the OSR, Shadowdark! Is it truly that grim and gritty campaign we supposedly always wanted or is it merely a penumbra?
https://youtube.com/watch?v=VWccE8goinw
You are right that considering "and this is why this next thing happens and that leads to..." is a valuable piece of advice for adding depth to a game. Otherwise it's just a bunch of random mini-plots instead of having nuanced layers to the story like aftermath and consequences that can lead to more plot.While it can be fun to do a "absolutely zero prep" session where you roll on a table to have the part walk into the tavern and find a Manticore, and the rest of the session being about dealing with that and how it happened, it should events related to moving the quest along.
The problem is that most of the tables in Shadowdark were completely worthless, made up over half of the book, and could have been reduced in scale to save page space and you money since the length of the book would shrink down. Encounter tables for all terrains in theory should be good; but not when a d% chart eats two pages for each, and in many cases they give you character names for a setting that does not exist yet; you have to fund that kickstarter first.OSR is about Random tables because it shakes up the game and lets you abstract the generation of less-important areas and characters. this is how you have a 30-page booklet produce years of content instead of just weeks. This was critical back when you couldn't just google "Fun module free download" or just Yo-ho-ho some legally acquired PDFs.
About the only table I remember liking was the rumors table, because those are always useful as an adventure hook or to establish plots that will occur later on. Again, the encounters tables were 40 pages long, and I know you can truncate those by a lot.The issue with a lot OSR creators forget is the tables shouldn't just lol random & quirky. There should be relevance to what you're rolling against. While it can be fun to do a "absolutely zero prep" session where you roll on a table to have the part walk into the tavern and find a Manticore, and the rest of the session being about dealing with that and how it happened, it should events related to moving the quest along.
I guess that's sort of my point is that at some point in CURRENT YEAR you're better off just using a program instead of what would be rolling on a bunch of tables.I'm also less kind to it mainly because in many cases, guess what? It often just came off like it was copying from donjon's own generators. I was most nettled by their inn generator for that, since the donjon version not only also gave you an inkeeper, but also patrons that gave interesting hooks.
For example, one of the generated patrons was a concerned druid who was looking after some badly injured woodsmen also in the tavern, and that alone already tells you a great hook for that.
And you can also discern and get menu items, determine what accommodations you could get, and whether or not it was a place commoners or adventurers tended to go, meaning you could determine clientele.
That's why I specified "well designed" which a lot of OSR stuff is NOT. A lot of the 70s and 80s tables aren't perfect but given the difficulty of printing, had usually seen extensive playtesting.About the only table I remember liking was the rumors table, because those are always useful as an adventure hook or to establish plots that will occur later on. Again, the encounters tables were 40 pages long, and I know you can truncate those by a lot.
Even in the early '80s as a kid I wrote a BASIC program for character generation that could use all the normal methods, like rolling 6d6 for every stat (or just the main stat of the chosen character) and throwing out the bottom three.I guess that's sort of my point is that at some point in CURRENT YEAR you're better off just using a program instead of what would be rolling on a bunch of tables.
I remember some OSR game having a random throne generator.OSR is about Random tables because it shakes up the game and lets you abstract the generation of less-important areas and characters.
While we’re speaking about ACKS, I like the stat generation method listed in ACKS II.ACKS tables are things Macris designed for use in his own games. They are generally pretty good.
More and more I've started to lean into that. There is some fun to rolling but there's always someone who ends up with something boring, and then he can't do anything at game or is allowed to roll again until he gets something like point buy anyway. It's also good if the system you're planning on playing is really crunchy, gives you something to fiddle around with when its slow at work.If we're talking about character creation methods, I think the method that I most prefer is actually point buy, which the DMG gives as an alternative. Mainly because it allows you to just straight up build the character that you want to make, and no shitting around about that sort of thing. You don't have to constantly worry about mediocre characters created with the 4d6 method. You don't have to worry about extremely lopsided characters. You don't have to worry about extremely anemic characters. You just build what you want to build
You just select the number of points you want to limit yourself on and then make sacrifices as needed. Doing that with 28 or 32 points is a good set to work with.
Drow look upon all that is not themselves with contempt. Why are you surprised? I imagine the two bond by coming up with more elaborate slurs for every mutant tiefling they run across.It's impressive that she hates Elves more than the halfpint hater.
Dungeonetics' ability generator does something very similar. It's intended for 3.PF, but I'm sure you could tool it to your D&D stat array of choice. Another fun one I've run across for more old school style games is yin-yang method. You only generate 3 scores with 3d6; your other three are 21 - the results of your rolls. Then either your lowest score becomes an 8 or your highest becomes 17 depending on how you rolled.I honestly like this better than the AD&D method.
When the largest possible bonus is +3, it's not a big deal. One of the strongest characters at my table had no bonuses at all.More and more I've started to lean into that. There is some fun to rolling but there's always someone who ends up with something boring, and then he can't do anything at game or is allowed to roll again until he gets something like point buy anyway. It's also good if the system you're planning on playing is really crunchy, gives you something to fiddle around with when its slow at work.
that's an interesting way to handle it. I certainly don't hate it.While we’re speaking about ACKS, I like the stat generation method listed in ACKS II.
View attachment 7805649
I honestly like this better than the AD&D method.
If I ever get around to running Swords and Wizardry Complete, I’m gonna use the ACKS stat generation method
- You get the same average score, but the higher scores are higher (ensuring baseline competence in at least one class) and the lower scores are lower (which makes games more interesting).
- It allows for some choice in what you want to play, since nowadays gamers tend to have a character class they want to play, as opposed to letting the dice fall where they may like with 3d6. Yet at the same time, it allows for a randomness that doesn’t exist in the 4d6 method, since you can’t just assign stats wherever you want
For me it depends on the game and what I'm playing.If we're talking about character creation methods, I think the method that I most prefer is actually point buy, which the DMG gives as an alternative. Mainly because it allows you to just straight up build the character that you want to make, and no shitting around about that sort of thing. You don't have to constantly worry about mediocre characters created with the 4d6 method. You don't have to worry about extremely lopsided characters. You don't have to worry about extremely anemic characters. You just build what you want to build
You just select the number of points you want to limit yourself on and then make sacrifices as needed. Doing that with 28 or 32 points is a good set to work with.
Stats matter much less for B/X games, where combat should be avoided and there are no skills.More and more I've started to lean into that. There is some fun to rolling but there's always someone who ends up with something boring, and then he can't do anything at game or is allowed to roll again until he gets something like point buy anyway. It's also good if the system you're planning on playing is really crunchy, gives you something to fiddle around with when its slow at work.
I like the concept, and that it implies better scores on 3 attributes came at the cost of focusing on the other.Another fun one I've run across for more old school style games is yin-yang method. You only generate 3 scores with 3d6; your other three are 21 - the results of your rolls. Then either your lowest score becomes an 8 or your highest becomes 17 depending on how you rolled.
When the largest bonus is +3 AND it takes a a really shit score to go to below -1.When the largest possible bonus is +3, it's not a big deal. One of the strongest characters at my table had no bonuses at all.
No one is going to play traveller as a convention one-shot. Full stop.It shows how much bullshit is in the internet discourse around these games.
I think sometimes the nature of the game and campaign determines the best chargen method. For instance if I were running an incredibly unforgiving campaign, let's say a brutal AD&D campaign, I'd use the 6d6 keep highest, then arrange according to your desire, and everyone gets to pick one or more perks (or even make up their own within reason), which could be a magic item, a powerful social connection, a signature move, a bespoke spell only they had and could choose to keep secret or get paid to teach it, etc.You just select the number of points you want to limit yourself on and then make sacrifices as needed. Doing that with 28 or 32 points is a good set to work with.
Or more likely, ACKS is completely unknown and no one actually plays it. Same with Castles and Crusades.No one is going to play traveller as a convention one-shot. Full stop.
I'm going to assume the same for ACKS.
One happy medium I've found is pre-gens with customization.Oneshots and megadungeons for B/X clones, I've just moved to straight pre-gens.
Grognards and OSR simps refuse to admit this, but random rolling is and always will be a meme for long campaigns. No matter how much of a hardcore dice-fall-where-they-may old school player they claim to be, there is always salt whenever they level up, roll for HP, and roll a 1. With the table unanimously agreeing to take the average from then on.More and more I've started to lean into that. There is some fun to rolling but there's always someone who ends up with something boring, and then he can't do anything at game or is allowed to roll again until he gets something like point buy anyway.
This also gets rid of "choice paralysis": the player assumes you're giving him a needed class for the adventure, and is happy to customize the pregen a little bit without worrying too much about the build and stats. This is very effective with new players.Basically handing out pre-gens, but allowing them to change their name, appearence, and other details. That way they aren't Sir Pregen, but Sir OC Donut Steel. Gameplay wise they're pregens, but the players don't feel like they're playing Billy McDefault.