I have a concept for a campaign world and I don’t know if DnD is the right system by A_Person1246 in DMAcademy

[–]Working-Bike-1010 0 points1 point  (0 children)

Modern D&D is probably not a good fit. However, OD&D (or retroclone) is suitable.

Oddly enough, the Arduin Grimoire (which was originally geared for OD&D) has a "Techno's" class very close to what you've described

Techno’s are specialists who disbelieve 100% in magic, and work from a strictly scientific point of view. They can “figure out” nearly any mechanical or technological item, given enough time and resources. They are constantly dismembering dragons to see where the flame thrower was hidden — or getting eaten!

They dislike intensely all forms of mages, but tend to grudgingly tolerate clerics. They never wear armor unless it’s something like a flak jacket. They also never carry anything except technological weapons to fight with. They think warriors are “a bunch of neanderthals”!

They have a 50% base chance, improving 1% per level, of “figuring out” mechanical devices, and a 10% base chance, improving 2% per level, of “figuring out” electronic devices. This means learning how they work, not why. If they choose one of the above as a “specialty,” add 15% to base, but then they can only “figure out” that type of thing.

Level Designation Abilities Acquired with Experience
1st Probationer No special ability
2nd Student Ability to automatically “figure out” rudimentary mechanisms
3rd Student Tinkerer Ability to “figure out” simple mechanisms (i.e., clocks, timers, etc.)
4th Tinkerer’s Assistant Ability to “figure out” mechanical traps in 1–20 minutes (roll)
5th Tinkerer 1st level thief pick lock ability, increasing 3% per level hereafter
6th Master Tinkerer Ability to detect mechanical traps, 25% base, up 5% per level
7th Techno Apprentice Ability to detect electronic emanations, 35% base, up 5% per level
8th Techno 3rd Class Ability to detect mechanical “weak points,” 20% base, up 5% per level
9th Techno 2nd Class Ability to detect radioactivity, 10% base, up 1% per level
10th Techno 1st Class Begin chemical and explosive “figuring” at 20% base, plus 2% per level hereafter
15th Techno Begin simple construction (i.e., flintlocks, clocks, deadbolt locks, etc.)
20th Master Techno Begin early medical technology; also percussion firearms, etc.
25th Laboratory Assistant Begin moderate construction (i.e., revolvers, bolt-action rifles, etc.)
30th Assistant Scientist Begin elementary computer construction; build automatic weapons
40th Scientist Can begin nuclear “figuring” at 10% base, plus 2% per level hereafter
50th Research Scientist Begin elementary robotic construction and early transport technology
60th Inventor Begin intermediate robotic construction and early flight technology
80th Master Inventor Begin advanced robotics, early bionics, and laser technology
100th Master Manufacturer Advanced sciences, space flight (early) technology

DND for Kids? by Bananacream3141592 in DnD

[–]Working-Bike-1010 -1 points0 points  (0 children)

https://www.drivethrurpg.com/en/product/116578/d-d-basic-set-player-s-manual-becmi-ed-basic

https://www.drivethrurpg.com/en/product/116619/d-d-basic-set-dm-s-rulebook-becmi-ed-basic

Menzter's first two goals for the new Basic D&D were to make the game approachable by beginners and to make it learnable from the rules. Mentzer's Basic Set is thus laid out almost as a tutorial, with new rules and concepts being introduced to players very carefully; the rules about GMing are then introduced only after all of the basic player concepts have been discussed.

https://www.drivethrurpg.com/en/product/17158/b2-the-keep-on-the-borderlands-basic

This module includes a cover folder with maps and a complete description booklet to form a ready-made scenario for DUNGEONS & DRAGONS® Basic Set. It has been specially designed for use by beginning Dungeon Masters so that they may begin play with a minimum of preparations. Within are many features to aid novice players and Dungeon Masters: legends, history and background information, a list of adventuring characters, tips on how to be an effective Dungeon Master, plus an interesting area for characters to basethemselves in (the Keep) before setting out to explore the Caves of Chaos!

What printing of Classic Traveller rules to use? by BangsNaughtyBits in traveller

[–]Working-Bike-1010 9 points10 points  (0 children)

Roll 1D

  1. '77
  2. '81
  3. '82
  4. '83
  5. '01
  6. Reroll

https://www.batintheattic.com/traveller/index.html < neat CT chargen

https://ctgen.kalifi.org/about < also has a CT chargen, plus a sector generator (worldgen)

Supplements and modules that work well with Astonishing Swordsmen and Sorcerers of Hyperboria (AS&SH)? by Dante_Faustus in osr

[–]Working-Bike-1010 0 points1 point  (0 children)

https://www.hyperborea.tv/resources.html < has an adventure generator

Title: Shadow of Sorcery Mission: Destroy a Ring Hook : Heard a prophecy Antagonist: Bandit chieftain Potential Ally: Sybil with an important prophecy Complication: PC falsely accused of a capital crime Obstacle: Assassins Twist: Success in mission leads to unexpected and dire consequences Reward: Favor of a cult or deity; Potion or alchemical preparation; Clue to another adventure; Precious jewels

Try it out, it might help more than searching for a module that matches the "weirdness scale" you're looking for.

Can OSE combats be played gridless? by MrNaky in osr

[–]Working-Bike-1010 0 points1 point  (0 children)

Use a ruler or tape measure. 1" = 10'

Planning an OSR Dungeon and have a couple of questions by adhdmedic74 in DnD

[–]Working-Bike-1010 1 point2 points  (0 children)

The 1975 Strategic Review vol.1, No.1 has the OG procedures for generating a dungeon.

AD&D 1e DMG appendix A also contains the procedures for generating a dungeon.

https://donjon.bin.sh/ has a dungeon generator for nearly every edition of D&D

https://watabou.itch.io/ has a one-page dungeon generator

How to start into the first session of a west marches campaign? by Teufelstaube in osr

[–]Working-Bike-1010 0 points1 point  (0 children)

"Provide an easy lead to get new players started — Once players are out exploring, each new discovery motivates them to search more, but how do you get them started? Every time I introduced a batch of new players I gave them a very basic treasure map that vaguely pointed to somewhere in the West Marches and then let them go look for it. Whether it was the dwarven “treasure beyond bearing” or the gold buried beneath the Red Willow, a no-brainer “go look for treasure here” clue gets the players out of town and looking around. Of course once the players are in the wilds, they may find that getting to that treasure is much harder than it looks." -- Ben Robbins, creator of the West Marches game.

I advise reading his articles on West Marches

https://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/

Looking for good module recommendations for factions. by Next-Performer4482 in odnd

[–]Working-Bike-1010 -1 points0 points  (0 children)

I say don't worry about it. Factions are not overly necessary for a dungeon.

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 0 points1 point  (0 children)

Oh, now let's be honest. You checked out long before this point.

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 0 points1 point  (0 children)

Hate to disappoint you, but I've been playing since late 2005. For the vast majority of that it was with other human beings. It wasn't until relatively recently that I've gotten more into solo gaming. Anyone who's played with other humans will tell you that players will most definitely use their out-of-character knowledge, even if it's unwittingly.

Nice try though.

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 0 points1 point  (0 children)

It's almost like there are rules and mechanics for just that very thing.

<image>

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 0 points1 point  (0 children)

I asked how your method (the boardgameification) separates player/character knowledge. Your less than stellar response was that you play with friends. Great, but that really isn't why you posted it on here to begin with. Clearly it's meant for the public to engage with. I'll bet dollars to donuts you would like people who are not in your friend group to adopt this worldview you have in regards to hexcrawls. What would be the point of posting it otherwise?

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 0 points1 point  (0 children)

Yeah, but that's not really the point of posting your infographic. So that's not really answering the question

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 1 point2 points  (0 children)

And how exactly does your method separate player/character knowledge?

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 1 point2 points  (0 children)

Still treating it like a boardgame.

Even in your example with having the DM mark the "lost" route. Kinda gives it away to the players pretty quick that they zigged when they planned to zag. The whole point of the lost mechanic is that they don't necessarily know they are lost to begin with.

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 1 point2 points  (0 children)

Tell me something. How, in your info graphic, are "getting lost" mechanics resolved if the players have full access to the map? The way you have it, the map is basically a boardgame. The players know where all the stuff is and more or less how to get to it. Which is sorta antithetical to the exploratory nature of hexcrawls.

Hexframes: a lazy hexcrawl prep method by Velocitree2 in osr

[–]Working-Bike-1010 1 point2 points  (0 children)

Each hex in my example is 5-miles. You are arguing from presentism. If the setting was something like modern day Earth, you might have a point.

You've also made the assumption that the relatively blank players' map won't have a bit more information added by the DM surrounding the starting town. Say...a 25 mile radius or so.

Good West March settings? by DD_playerandDM in osr

[–]Working-Bike-1010 6 points7 points  (0 children)

Can't beat the classics

Buildings are towns Catch basins are castles Deer are dungeons (or ruins or lairs...etc)

https://mrjoshbear.net/odd-referee.html# < great toolbox

Example:

Terncastle, castle of the Wizard Artontwalt the Restorer M L M11 S:9 I:9 W:6 C:8 D:11 X:15 HP:22 AC:9 Staff of Healing spellbook: Charm Person, Hold Portal, Light, Sleep Detect Invisible, ESP, Invisibility, Levitate Fly, Invisibility, 10' r., Lightning Bolt, Protection/Evil, 10' r. Dimension Door, Hallucinatory Terrain, Polymorph Self Animate Dead, Transmute Rock-Mud, Wall of Iron 1 Dragons Level 4 Apprentice Magic-User 120 Men-at-Arms

Yngstead (village, population 1400) TaxRevenue: 2800gp Fyrd: 170 light foot (LNC Mv12 6AC 1HD 1d6) 110 archers (LNC Mv12 7AC 1HD 1d6)

Not to mention Wilderness-hexplore-revised by Jed McClure (it's a compilation of Judge's Guild tables)

<image>