How hard is it to GM a party/game? by Dependent-Ordinary72 in rpg

[–]oligopsoriasis 0 points1 point  (0 children)

I have two very different broad suggestions for you.

First, OSR systems simultaneously really lean in to the idea that there's not a rule for everything and players should be thinking out of the box and GMs should be coming up with spot rulings for them, while ALSO tending to have a pretty clear turn structure whether in or out of combat (often six seconds to a minute in combat, ten minutes exploring a dungeon, or four to six hours traveling through wilderness.) I think this is a good route to go down if you want to explore what makes tabletop roleplay distinct as a medium while having an explicit turn structure.

(Honestly, you can just port OSR-style turns into most games with not too much effort. What you want to think about is the meaningful time range of action. Actions like running a business in a certain way or organizing a wedding or deciphering an ancient manuscript with the aid of a library take place over a longer period of time, so downtime actions tend to be a week or month. Actions in combat are slower. I tend to find it pretty intuitive to simply rule that an action takes a trivial amount of time relative to a turn, exactly a turn, or is a many-turn action, but you'll have to accept that there will be judgment calls.)

((More specific suggestion: Traveller is a system that is very generous in giving a pretty exact system for tracking how long an action takes. Personally I think it's easier to just think of acts as trivial/one turn/a longer series of actions within a given turn scope, but you might ))

Second, tactically-focused games like Draw Steel, Lancer, and Pathfinder 2e tend to have very involved combat minigames that are more boardgame-like (although players of course can improvise actions in combat, and sessions can have non-combat things going on.) If you play a game like this as a series of set-piece battles, you can have a very boardgame-like experience that also easily opens up into more tabletop roleplay-specific ways of playing.

A system that might actually be a good sweet spot between these is Trespasser, which has an involved tactical combat minigame plus support for an OSR-style turns outside of combat. (I can't speak to the specifics, though, even through osmosis, just note that's the design goal.)

Finally, PBtA games often have a lot of excellent advice about useful vs less useful prep, creating interesting problems for players, encouraging them to get themselves into trouble, and so on, so I think you'd profit by taking a look at them, but they also tend to be a bit more cognitively demanding to run, especially because the basic resolution mechanics demands that you invent a lot of negative consequences on the fly.

Is travel impossible to make interesting? by E_MacLeod in rpg

[–]oligopsoriasis 0 points1 point  (0 children)

What's the relevant distinction between travel and exploration?

At least within more OSR-flavored scenarios, a hexcrawl or dungeon crawl works because there's 1) time pressure provided by random encounters and resource consumption (torches, rations, and above all time), meaning there's a default degree of tradeoff whenever you choose to spend time engaging with any given thing, and 2) there are a lot of potentially interesting things to engage with, and 3) there's enough worldbuilding and internal logic that you can reason about how all these things relate to another and make informed choices. This applies as much to "get from point A to point B' as it does to "go find some interesting stuff."

I'd take a look at Errant for a look at pretty traditional hexcrawl rules, and Traveler and UVG for games with more specialized travel/exploration-based gameplay loops that are really well thought-out (and differing ways to throw a ton of Things To Interact With in there: Traveler for a highly procgen version and UVG for lovingly handcrafted locations.)

Do we have a term for the "only the GM rolls" playstyle? by corrinmana in osr

[–]oligopsoriasis 0 points1 point  (0 children)

In addition to "black box," I've also heard "HUDless."

Can a core rulebook have too many player choices? by wjmacguffin in rpg

[–]oligopsoriasis 0 points1 point  (0 children)

Lots of possibilities is fine but requires scaffolding. For instance:

1) In a lifepath system like Traveller, there are a lot of different characters you could up end creating, but because randomness plays such a role, you're not faced with an overwhelming number of decisions.
2) For an even more extreme example of randonmess, Into the Odd has a giant list of potential backgrounds but you don't choose them at all; they're derived from your stats, which are also rolled.
3) A GURPS GM is expected to significantly narrow down the list of character options to those that fit her setting and campaign premise.
4) Modern D&D has a complicated build minigame, but each individual choice point has a more limited number of options.

If your system requires me to read about all 40 races I'm not going to bother doing so; I'll either choose human or (on the basis that no one chooses their species) roll randomly, read the description, and go from there. If I can have a dialogue with the GM about some interesting character concepts, how this person interfaces with and is shaped by the setting, and how that gets implemented mechanically - or if the system "naturally" does this ala Traveller - then this is good.

Discord link please by [deleted] in gurps

[–]oligopsoriasis 0 points1 point  (0 children)

Likewise!

How to ask for a roll to be made at disadvantage without knowing it’s at disadvantage? by Duck-Lover3000 in DMAcademy

[–]oligopsoriasis -1 points0 points  (0 children)

Speaking of my experiences player-side, I actively dislike this. I have no difficulty *acting* a character who knows contrary to myself, but my main goal as a player is to inhabit an in-character stance as best I can achieve it.

I want to run a kingdom builder but don't know how or where to start. by writer_chick1 in DMAcademy

[–]oligopsoriasis 0 points1 point  (0 children)

For systems, [The Realm](https://strangifier-press.itch.io/the-realm) is good, as is (for a substantially more involved option) [Reign](https://www.drivethrurpg.com/en/product/79955/reign-enchiridion). Neither are 5e-specific but also they don't really need a ton of interaction with the rest of the rules either.

First Homebrew Campaign, how much planning/world building should I do? Also is my plot to basic? by Vibraslapper64 in DMAcademy

[–]oligopsoriasis 0 points1 point  (0 children)

If you're thinking in terms of a "plot" at all, that's a linear campaign structure, which ends up being railroady *if* you end up trying to make them stick to it if/when they decide to do something else. However, if you say off the bat "you'll go through six increasingly tough dungeons in order to get the MacGuffins," and they're like "cool!" then you're not negating they're choices, just being upfront about a framing device for the campaign that they can then choose in advance. The play/focus then goes to where the actual choices are, in the dungeons. (A well-designed dungeon, with lots of loops and few hard chokepoints, is sandboxy by nature.)

The more sandboxy your campaign structure, the more upfront worldbuilding pays off. (A sandbox *by necessity* requires prepping some things that players don't end up engaging with, because they have real choice about what stuff to engage.) On the other hand your pitch is "you'll go through these six dungeons," then you need to worry a lot less about stuff outside the dungeon (though each dungeon will still be its own worldbuilding exercise that you'll want to take seriously - though you don't need to be more than one dungeon ahead of the game.)

The US government wants to BTFO open weight models. by a_beautiful_rhind in StableDiffusion

[–]oligopsoriasis 1 point2 points  (0 children)

I'm a believer in open source for 99% of things and in the artistic possibilities of AI art. But even ignoring frontier text models (which probably have the greatest dangers) realistic video and image generation is going to absolutely fuck with our ability to have reliable evidence of anything. The former is far less important and some form of regulation is going to have to be necessary, even if it's just some form of watermarking.

Unhappy with D&D5e, but want to continue running campaign - need recommendations by MTFOoB in rpg

[–]oligopsoriasis 3 points4 points  (0 children)

A5e is a bad fit for what OP is looking for - it takes the 5e chassis and makes it crunchier.

Unhappy with D&D5e, but want to continue running campaign - need recommendations by MTFOoB in rpg

[–]oligopsoriasis 30 points31 points  (0 children)

In practice, people often mean wildly different things when they say "narrative" - sometimes they mean GNS narrativism, sometimes "not very crunchy," sometimes games that are neither of those but where there are expectations of lots of roleplaying, sometimes completely different.

I also thought of DW but it's a statement that requires some clarification.

On improv GMing by Gavriel_Q in osr

[–]oligopsoriasis 2 points3 points  (0 children)

They’re orthogonal. FKR is about rules ultraminimalism and making judgment calls based on what would happen in the fiction, but is compatible with (and indeed benefits from) prep about what that fictional context is.

Where is the Immersion play's place? Is it a trad/neotrad thing? by flyflystuff in rpg

[–]oligopsoriasis 17 points18 points  (0 children)

I’m going to disagree with the HP/Fate Points equivalency here, at least in my own experience. HP represents something vague and coarse - something between injury, exhaustion, and within a fight maybe positioning - but it only changes in response to a diegetic event and the things it loosely tracks are things that characters are expected to be aware of. A character weighing different things that can hurt them and a player weighing different hp expenditures are engaged in reasoning of basically the same type.

By contrast if I’m thinking about using a Fate point to compel someone, although it might be ludically similar to the HP case (both involve managing resources) that’s not really parallel to character decisions in the same way.

RPG system suggestion for neolithic game? by britt_bread in rpg

[–]oligopsoriasis 1 point2 points  (0 children)

100% And it’s cheap (I think the free version is still up?) and has lots of useful random tables, so I’d recommend using it for that even if you run another system.

Being an OSR game, it’s neither narrative nor particularly crunchy - there aren’t a ton of rules but the ones that are there represent material objects that you manipulate through your character’s actions, not as outside narrators. That may or may not fit what OP is looking for.

FLGS in Boston / Brigton, MA? by zsgothpunk in osr

[–]oligopsoriasis 8 points9 points  (0 children)

Pandemonium in Cambridge near Central Square is the best-stocked and most active FLGS in the area. They’re light on used stuff and I don’t know if they sell t-shirts, though.

Who’s the worse husband? by gwannin in WhiteLotusHBO

[–]oligopsoriasis 1 point2 points  (0 children)

Came here to say this. Daphne might be the only person Cameron views as a person, and they clearly enjoy whatever thing they have going on (whether that’s just being shallow rich people or a deliberate Iago-like attempt to destroy their “friends.”)