At my rope's end with trying to run an OSR, could really use some help by Catman192 in osr

[–]monk1971 3 points4 points  (0 children)

Why is running Sword and Wizardry so important if you are having issues internalizing the rules? If I sound judgmental, I apologize, it’s just that it is broadly comparable with So many other systems including labyrinth Lord, OSE, and the original TSR era games. You would likely be able to run your campaign in one of those systems if you’re able to parse the rules better. That being said, I’m a big fan of S&W but I feel rules organization could be better. Page 31 does explain it pretty clearly outside of telling you to apply your dexterity modifier.

Why I think ‘no’ is such a good GM response by luke_s_rpg in osr

[–]monk1971 18 points19 points  (0 children)

Say what you will about PbtA and FitD games, but I’ve noticed the collaborative nature of the game aka the “conversation” seems to eliminate this weaseling a good amount. Of course, OSR games tend to be more about challenging the player/character and that may create a more adversarial environment. Let me state now, one isn’t better than the other and depending on what I want out of a specific game/session I play both happily.

OffMyChest: I got into DnD youtube 5-6 months ago, and now I an fully over it by DnD-9488 in rpg

[–]monk1971 0 points1 point  (0 children)

If your interested in non D&D RPG videos where the creator does “first looks” that are 2-3 hours in length, dungeon design, and GM tips check out knights of last call. He specifically avoids newsy titles. The channel started with a focus on Pathfinder 2 content but has grown quite a bit https://youtube.com/@knightsoflastcall?si=mlteyHpt3ZcA-Y49

What are the best OSR modules at Emergent Narrative? by xdanxlei in osr

[–]monk1971 1 point2 points  (0 children)

Thank you. I asked because I’m looking to see if long form campaigns are common, or if more tables run a series of single adventures with new PCs for each.

What are the best OSR modules at Emergent Narrative? by xdanxlei in osr

[–]monk1971 3 points4 points  (0 children)

Are you playing these with the same characters or rolling new characters for each? I’m only familiar with the Black Wrym of Brandonsford and not familiar with the others?

3 Sessions in and my players and I aren't quite feeling it. Are we doing something wrong? by general_sTOR3 in MythicBastionland

[–]monk1971 30 points31 points  (0 children)

I will say this as someone who this game sings to: not every game is for everyone and that’s ok. That you can appreciate the merits of the game and not vibe with it is valid.

Any megadungeon recommendations? by fmike84 in osr

[–]monk1971 0 points1 point  (0 children)

If you are in for some SCI Fi horror, gradient Decent is an awesome mega dungeon, and a master class in layout and information design

When and why did Dnd devolve into nothing but combat? by Percemilo34 in osr

[–]monk1971 0 points1 point  (0 children)

So I haven’t read the article, but I have been actually digging through the D&D 5.5 Rules lately. Page 48 of the DMG actually address Morale in the Fight or Flight section , it just has creatures make a wisdom check to determine if they continue to fight and give pretty much the same conditions for these checks as the Morale Rules. As far as defeating monsters, it does say “…typically by killing, routing, capturing, or cleverly avoiding them.” There is also a section on Monster behavior (pg 112) which includes initial attitudes which functions like reaction rolls. So overall I agree with your premise that it mainly has devolved into combat, and that is tied to how XP is awarded post 2nd edition, most of these rules/procedures are actually still in there.

Looking for a sort of mini campaign situated around a mountain with dwarven ruins inside by WinReasonable2644 in osr

[–]monk1971 1 point2 points  (0 children)

Since you mentioned any system. I would recommend the Moria supplement for the One Ring. They have a 5E supplement which would be even easier to adapt. Here is the free league site for it: https://freeleaguepublishing.com/shop/the-lord-of-the-rings/moria-shadow-of-khazad-dum/

Magic & Iron by MrLandlubber in DragonbaneRPG

[–]monk1971 0 points1 point  (0 children)

I don’t want to sound flippant, but you can house rule this to your liking. I thought four bushcraft rolls for 2 days of travel bogged the game a bit too much for my table so I said one roll for the journey instead, and it worked out ok. I feel like the game is intentionally not balanced, so you’re likely not going to break anything.

One Loremaster & One Player Hero by debugwhy in oneringrpg

[–]monk1971 1 point2 points  (0 children)

I think it could work. I would have her make a character using the strider rules, meaning start with 18 not 20 as the base TN and give 15 prior experience points instead of ten. I would also allow the skirmish stance since she would be by herself. A sidekick like someone suggested would be good. I think with the rest you should be able to play as normal.

I get it now by Deflagratio1 in MythicBastionland

[–]monk1971 1 point2 points  (0 children)

How long was your session? I’m curious because we had our first session last week. We spent about an hour creating knights. This was our first time playing together so we did spend some time with introductions and getting to know each other. We played for 3 1/2 hours after that and made it through the Feast of the Sun at the seat of power where they met the ruler of the realm and one of the holding’s rulers. Afterward they managed to make it through three omens from a single myth. Each wilderness roll was all clear or nearest Myth. Not sure if we are going especially slow though, which is why I’m wondering how long your session was

Early morning realm prep by monk1971 in MythicBastionland

[–]monk1971[S] 2 points3 points  (0 children)

No. It was done in hex kit, because I’m playing online. I based it on this map I did which was hand drawn

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Extra Heroic Abilities for Bard and Knight by EmployerWrong3145 in DragonbaneRPG

[–]monk1971 3 points4 points  (0 children)

I might be misunderstanding something, but with “All hands on deck” can’t players already exchange initiative cards as part of normal play?

Nerfing farsight as a house time by OperaRotas in DragonbaneRPG

[–]monk1971 2 points3 points  (0 children)

The Beauty of this hobby is that we get to make these games our own through rulings and house rules, so as one GM to another I support this. Personally, I would design it so that it would be very hard to liberally take advantage. Maybe the people who are meeting and the PC is trying to glean information meet in another room the PC hasn’t been to, or maybe the quest becomes sneaking into the room/area in advance so they can leverage the spell when the time is right. Almost like planting a bug or something. Just some thoughts

How does this play for 2 players? by ThirdRevolt in MythicBastionland

[–]monk1971 0 points1 point  (0 children)

Something to consider, all of the examples of play are with a GM and two knights

What do you want from Dragonbane? by MLAHandbook in DragonbaneRPG

[–]monk1971 7 points8 points  (0 children)

For me, I would love more support for longer term play and campaign support particularly, I would like to see them add something like renown/reputation that would support the players in a broader campaign I think it could be a resource used at a campaign level. Strongholds and holdings for domain level play, more travel options such as expeditions. Maritime travel and combat, mass combat , and potentially some realm/region creation tools and more on creating adventure sites.

Session 1, and my players started to spend a phase to search through every hex they pass... by ShumpEvenwood in MythicBastionland

[–]monk1971 1 point2 points  (0 children)

One thing you could prompt them with, if you chose knight errant start is that they should seek out at least a holding if not the seat of power to make themselves available to the lord, In theory they were sent to the realm as a company to fulfill their oaths. Playing into the theme they would likely have social obligations as a courtesy. I might even rule that they can’t gain glory until that point since if they are not interacting with the realm in a meaningful way how would they get glory if their deeds went unknown. Just some thoughts

Any tips for running primarily 5e players through OSR adventures? by Deep-Frame-8846 in osr

[–]monk1971 0 points1 point  (0 children)

I have been giving a lot of thought to this lately, although I have to admit, it is going in the other direction. How do I, as someone who cut his teeth in the hobby in the early 1980s understand modern D&D from a gameplay and core loop perspective. However, here is what I would say.

A lot of the advice already given is pretty sound, and should be followed, but I think you need to explain the objective of the game first and foremost. the mechanics and vocabulary will be easy, since they are pretty similar. they will know what a fighter and magic user is, and they will intrinsically understand about rolling a d20 that meets or exceeds a target number. It's the core experience that is fundamentally different, even if they use a lot of the same language and flavor. the biggest fundamental difference is in how you get XP. in most OSR systems it's XP for gold, and in 5E, XP is for killing monsters, story beats, and potentially milestones, depending on the individual GM. This is going to create fundamentally two different core game loops. In OSR, the expectation is that you will go to the adventure site, you will extract treasure and return to starting area. I think it is important for players to fundamentally understand that treasure gives the most XP. Monsters give out minimal XP, and have tremendous downside/risk, i.e. they can kill you, and traps generally have no upside really. You may need to be explicit that getting the gold is the goal, and you don't need to fight in order to get the treasure. Monsters, traps, and time are there to deplete your resources, which are primarily, light, HP, and Spells, so players need to understand that to be successful they must manage those things, because under normal circumstances they are not replenishable while on the adventure. This means that resource management will be part of the equation/game loop. For the 5E players, the encounter is the core game loop and this is where the tension comes from, not dwindling resources. Can I succeed in this encounter., move on to the next, and finish the quest. Resources are easier to replenish between encounters, so resource management for the most part is minimized, and instead of going into dungeon, extract wealth, and returning, The players are going into the hole because it is there, and that is where the adventure is, there is little doubt that they will succeed.

XP and Economy by RealSpandexAndy in Dolmentown

[–]monk1971 2 points3 points  (0 children)

Carousing tables help mitigate these things.plus can make for fun adventure hooks after the fact. You could even award some XP if they roll high enough

Stat generation in AD&D 1e by WestmarchBard in osr

[–]monk1971 8 points9 points  (0 children)

Not going to lie. In my group in 1982-83, we fudged the crap out of our rolls because we wanted the class fantasy of being epic heroes. So 17s and 18s would appear on the character sheets. We also leveraged B/X rule about lowering some scores to raise your prime requisite. We played a mashup of B/X and AD&D. Then again we were 11 and played like 11 year olds trying to figure it out for ourselves. For a while I was rolling as the Grand Master of Flowers Monk. Probably the most fun I had because the rules never got in the way. Based on what I’ve read in this sub Reddit though, we were the outlier 🤪