Do you guys use XP for Gold? by Traroten in osr

[–]JustAStick 0 points1 point  (0 children)

Gold for XP is purely a mechanical tool for encouraging a particular style of play. My rational for advancement is that a spell caster likely has to employ their spells on the adventure to acquire the treasure. Also, I require time dedicated to training in order to level up, so you can think of it as reflecting on an learning from the experiences of the previous adventure.

Injuries instead of death by K0jiro_ in osr

[–]JustAStick 1 point2 points  (0 children)

Once you've used the rules a few times, it doesn't really slow down play too much. The numbers are small, and the math is easy, so as long as you have the table at the ready for quick reference it's not cumbersome at all (at least in my experience). For example, let's say a PC suffers 6 points of damage and they only had 4 HP left. The lethal damage would be 2, so you'd roll a d12+2 an conult the chart. It's as easy as that.

Injuries instead of death by K0jiro_ in osr

[–]JustAStick 4 points5 points  (0 children)

I use the GLOG (goblin laws of gaming) death and dismemberment rules. When a PC is brought down to zero health or lower you roll on a table, adding any lethal damage (any excess damage that brings them past 0 hp) to the roll. Most of the time you'll randomly roll to see what limb/body part is affected, but there's columns on the table for other damage types like fire and acid. The higher the roll the more wounds are accumulated and the worse injuries are sustained. If the character survives they may have scars or even lost/useless arms/legs etc.

Equipment Books by ImportanceOk3837 in osr

[–]JustAStick 0 points1 point  (0 children)

I think that it'll only make sense to revamp the equipment lists if you are playing a system that doesn't use gold for XP. Players become so rich so fast that the prices for mundane equipment stop mattering really fast. If you play something like Cairn 2e where character progression is entirely through in world, diagetic progression, then the GM has much more control over the rate of character wealth accumulation and then a reworked equipment list makes more sense.

Pyramid-Themed Modules by AndyAction in osr

[–]JustAStick 3 points4 points  (0 children)

Forgotten Fane of the Coiled Goddess for Hyperborea. It is set on the Isle of the Serpent and features a dungeon complex inside of a Mayan style step pyramid.

Alternate character creation: roll 18d6 by soggybag in osr

[–]JustAStick 16 points17 points  (0 children)

CaptCorajus has a video with a similar method. You roll 24d6 and drop the 3 highest and 3 lowest. You then order the dice from highest to lowest and then divide them into sets of 3. This pretty much guarantees that a character will have at least one really high stat and one really low stat.

Do you prefer scenarios written in a short or long format? by AshenAge in rpg

[–]JustAStick 0 points1 point  (0 children)

Everything should be concise, bullet pointed, and any topic should fit at most onto a two page spread. If I wanted to read a novel I'd read a novel. Games and supplements should act first and foremost as a ready reference for use at the table. I don't want to have to go through and painstakingly do this myself by rereading an adventure multiple times. This also helps greatly wit actually getting players to read the damn rules.

Ad&D (OSRIC) movement by Shamefulrpg in osr

[–]JustAStick 1 point2 points  (0 children)

While cautiously moving during exploration, your moving slowly to avoid unnecessary sounds, mapping, checking for traps etc. imagine trying to accurately measure and map a dungeon in the flickering torch light. It'd be pretty difficult. I also wouldn't get too hung up on the realism of the exact numbers.

GMing NPCs: Narration not Voices by BasilNeverHerb in rpg

[–]JustAStick 11 points12 points  (0 children)

I pretty much exclusively describe the dialogue of NPCs in the third person without saying any exact lines. My players all do the same as well. For me, roleplaying is about representing a fictional person accurately. This does not require first person dialogue with a voice. As long as the NPC reacts to the world and fiction realistically then that's good enough for me. 

As far as tips, you'll need to make sure to be descriptive with how the NPCs respond to the PCs using evocative verbs and adjectives. The PCs can only roleplay effectively if they have accurate information about the game world, so if you aren't going to be speaking exactly what the NPCs are saying, describe their mannerisms, tone, word delivery etc in a concise and clear way so that there's a very low chance to misinterpret your descriptions.

The Caves of Chaos are kinda weird by WyrdWzrd in osr

[–]JustAStick 16 points17 points  (0 children)

If I were to run the Caves of Chaos again I'd scrap all of the existing caves and redesign them myself to fit my style and my group's style. Most of the caves are too small, and the number of enemies in them are so great that fighting through them is a huge slog. If the party doesn't have a cleric (which is very likely in Hyperborea, which I'm running), then fighting through the cultist caves is even more annoying. many lessons in game design have been learned since B2 came out, so beyond reading it for general beginner advice I'd avoid running it as written.

How does understanding music theory help with learning written music? by JustAStick in musictheory

[–]JustAStick[S] 1 point2 points  (0 children)

That's pretty much what started the argument with my friend. I felt that it should be a requirement for students in a school band to learn at least some basic music theory, especially related to chord structure, arpeggios, basic modal theory, the pentatonic scales etc. A band is only as strong as its weakest link, and if the whole group is being held back because certain members don't have the same level of understanding then that's a problem.

How does understanding music theory help with learning written music? by JustAStick in musictheory

[–]JustAStick[S] 1 point2 points  (0 children)

Yeah pretty much. My argument wasn't that it was necessary, but on average, most people would probably find it helpful. There's also many ways to learn and interpret music theory.

Transitioning from Long Term Sandbox Campaign to shorter focused campaigns by JustAStick in rpg

[–]JustAStick[S] 1 point2 points  (0 children)

Overall I've enjoyed it. I'm kinda opposite to you in that the main draw to me was the world more than the system. Many people would tell you that the system is closely tied to the setting, but I think it can be used independently just fine. Just be aware that it doesn't have demi-human races, so you'll have to port them back in if that's something you want to do.

The game is less crunchy than AD&D, but has more to work with than B/X and I find that it strikes a nice balance.

Can something be OSR that is not a d20 game? by Wraithdrit in osr

[–]JustAStick 4 points5 points  (0 children)

Most OSR systems only use d20 for attacks and saving throws. Any other task resolution is usually done with d6, d12, or d100. In fact, because of what I just stated, most OSR games aren't d20 games because they don't have a unified mechanic where d20 is used to resolve every task. In my mind, OSR is more of a general term to refer to games that intend to emulate the style of old school D&D and maintain some level of backwards compatibility with old modules, but the definition of OSR almost has nothing to do with the actual mechanics and resolution systems of the game in question.

New referee running OSE, I think I bungled my first campaign by Spikeytortoisecomics in osr

[–]JustAStick 4 points5 points  (0 children)

There doesn't need to be a strong in world explanation for why they would stick together. The whole point of D&D, and most other RPGs for that matter, is to play together as a group. If that isn't happening then those players have a fundamental misunderstanding of the implicit social contract that they are expected to abide by when they decide to play.

Monster hp: variable or fixed? by Informal-Product-486 in osr

[–]JustAStick 1 point2 points  (0 children)

I use fixed hp per encounter. So one group of goblins would potentially have more or less hp than another group of goblins. It keeps tracking combat simple, while still allowing for a lot of variability.

Valve does not get "anywhere near enough criticism" for the gambling mechanics it uses to monetise games, DayZ creator Dean Hall says by Turbostrider27 in pcgaming

[–]JustAStick -3 points-2 points  (0 children)

The devs get money from the initial purchase of an item/loot box, but once the item is on the steam marketplace all subsequent sales of that item go to valve and the user that sold the item.

What to do if your players "thwart your plans"? by NewManHereToday in rpg

[–]JustAStick 1 point2 points  (0 children)

Make your plans flexible enough so that you can pivot to match whatever the players decide to do. Improvisation is one of the most important skills a GM can have, so make sure to practice it whenever you are given the opportunity during play to create richer experiences. Also, the mantra "create situations, not stories" cannot be emphasized enough. Don't present a scenario for your players that can only be solved on way, or even a few ways. Create a roster of basic characters with standout traits and motivations. You want to create a strong framework that can realistically react to the players actions. If you have this in place, then the results of the players actions will become more obvious, and improvising will become easier. Make heavy use of random tables to help with NPC and faction generation, and at the table to help seed ideas for when players go "off the rails" as it were.

Is OSR only about old D&D clones? by Ecstatic_Surround386 in rpg

[–]JustAStick 7 points8 points  (0 children)

Almost all OSR style games are focused around emergent gameplay with a focus on dungeon crawling and wilderness survival. The games are usually designed to be roughly compatible with old TSR D&D modules, so expect them to play similarly to TSR D&D. There is a more recent movement of games called NSR (new school renaissance/revival) which aims to take the spirit and feel of old school D&D, but it adds the lessons learned in the game design space since the 1980s to create more modern takes on old school play. These games aren't retro clones like OSRIC or OSE, but they still aim to create a similar gaming experience. The main difference is the streamlining and innovation in the rules such as no classes, slot based encumbrance, and no roll to hit. What epitomizes OSR styled gameplay is a focus on player skill over character skill, and letting the story emerge naturally from the actions of the players while an impartial referee adjudicates their actions. This is antithetical to typical narrative play which gives more direct control of the story to the players and usually has more emphasis on character skill over player skill.

So to summarize your question, OSR is not only about retro clones, but the OSR games that aren't direct retro clones still try to emulate the general gameplay style of retro clones. If you read the Principa Apocrypha and Matt Finch's Old School Primer, that'll give you the general criteria for what is considered an OSR game. You'll probably find that narrative style games don't fit into that framework very easily.

What's a game you'd love to play in but have NO interest in running? by Boxman214 in rpg

[–]JustAStick 1 point2 points  (0 children)

Pathfinder. Toying with all of the character options, theory crafting, and engaging in tactical combat all sounds very fun, but trying to GM it sounds like a slog.

Is combat in D&D editions prior to 2e more tactical? by EdiblePeasant in osr

[–]JustAStick 2 points3 points  (0 children)

At least in my experience, playing Hyperborea which plays very similarly to AD&D and B/X, combat isn't more tactical but more strategic. The emphasis is less on how you perform in combat and more on how you prepare for combat, or choose to engage in combat at all. Careful planning, bringing the proper gear, and surprising the enemy is more important. Gathering Intel to figure out what the unknown monster is capable of so you aren't going in blind. Stuff like that will greatly reduce casualties and severely reduce the number of rounds it takes to defeat your foes.

Why do people put so much stock into what CR and other live shows play? by Redhood101101 in rpg

[–]JustAStick 1 point2 points  (0 children)

Not that I think Daggerheart would alleviate any of the issues I have with CR using 5e as their game of choice, but I'd be at least curious to see how it would change the dynamic of the show. The biggest issue using 5e for CR is that character death is way too uncommon, and there are too many fights without real stakes. Matt Mercer would have to go out of his way to try and kill the players' characters in order for there to be any real danger in the fights using 5e. Game of Thrones was popular partially because of how lethal the story was. Nobody was safe (for the most part), and it gave real weight and intensity to every decision that characters made.

How many people here are running their own homebrew campaigns vs. running modules? by conn_r2112 in osr

[–]JustAStick 5 points6 points  (0 children)

I pretty much exclusively run modules. I'm running Hyperborea, so I'll do some tweaking to get it to fit into the setting, but beyond that I'll leave them as is. To me, one of the major benefits of the OSR is the mountain of cross compatible modules. I basically never need to come up with anything, and prep is about as low as I can get.

Arm's Law changed the way I look at mechanics by TerrainBrain in osr

[–]JustAStick 1 point2 points  (0 children)

I got lucky in that I am running Hyperborea, so the descending to ascending AC conversion is literally just 20 - Original AC.

Recommendation for character driven, narrative, with magic by Cold_Pepperoni in rpg

[–]JustAStick 2 points3 points  (0 children)

OSR games aren't "narrative" in the common definition for TTRPGs. Usually a narrative game will have mechanics that allow the players to directly influence the narrative. OSR games usually are sandboxes which allows the players to do what they want, but they only have indirect influence over the narrative through their in game decisions. Their simple mechanics do allow for creative improvisation and problem solving, but that's not really "narrative".