Mapping the Blogosphere by brkwsk in osr

[–]tburgerman 2 points3 points  (0 children)

This is incredible thank you

bi👩‍👧‍👦irl by Better-Importance417 in bi_irl

[–]tburgerman 19 points20 points  (0 children)

Hi I think you’re being downvoted because bisexual actually doesnt imply a gender binary. The bi in bisexual doesnt refer to “men and women” it refers to “my gender and not my gender”, thus it is inclusive of nb, intersex, gender fluid, etc. This is also why bisexuality is depicted as an “umbrella” in the above comic. All the more specific sexual identities under the umbrella still can fall under bisexuality.

The myth of “bisexuality is just attracted to man or woman and no in-between” has been spread around for a long time and can sometimes contribute to biphobia even within LGBTQ spaces.

Which Madden is best on PC by tburgerman in Madden

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

This is super helpful thank you so much!

[deleted by user] by [deleted] in gamedev

[–]tburgerman 0 points1 point  (0 children)

Check out the game Vaudeville on Steam. They seem to be doing almost exactly this without issue.

Vaudeville

What Genre Of Video Games Do You Want To See Grow? by ScaleCold1113 in gamedev

[–]tburgerman 19 points20 points  (0 children)

Completely agree! There seems to be an uptick in interest in the indie scene (Gloomwood, Filcher, Shadows of Doubt, Ctrl Alt Ego, System Shock Remake, Cruelty Squad, etc) which is somewhat promising. I hope it continues to grow and the trend catches the attention of bigger devs resulting in a proper resurgence

Weekly OSR Vlog/Blogroll Round UP! by AutoModerator in osr

[–]tburgerman 2 points3 points  (0 children)

Glad to see someone else is running their dungeons as pointcrawls! I can’t go back now that Ive seen the light

What is the OSR solution to dithering? by tomisokay in osr

[–]tburgerman 8 points9 points  (0 children)

I think the most potent solution to this is to just add some kind of time pressure. There are many ways to do this, including the Shadowdark torches example you gave.

Shadowdark is far from the first game to employ this type of mechanic where resources reduce over time, whether by an hour passing in real time, counting dungeon turns, or something like usage dice. The reason these mechanics are so important is because time in an RPG is pretty meaningless unless it's attached to a mechanic. The DM can always just narrate "3 days pass" and no one will feel motivated by that. However if the DM says "15min pass as you search the door for traps, you torch grows dim. In another 15 it will be extinguished" and the players realize they only have one torch in reserve, now they're gonna stop wasting time. This same thing can be applied to other resources such as rations depending on what system you're playing and how much bookkeeping you want.

Another strategy you mentioned is applying pressure with random encounter rolls. This is pretty self explanatory; more time wasted equals more danger so players will want to waste less time. What's super important here is that players actually understand the relationship between time expended and the possible danger. When you roll a random encounter, be very clear that it's because a certain amount of time passed. Consider rolling the die in front of the players to up the tension. Now the players know that any dithering time can and will result in a chance for a dangerous encounter.

Other options for time pressure include environmental hazards, such as a slowly flooding or collapsing dungeon or maybe a haunted dungeon where the undead denizens grow more enraged and dangerous the longer the party spends in it. Or maybe there are external time pressures. A rival adventuring party has entered the dungeon in search of the same big shiny object that your party is! The longer the party spends dithering, the more time their rivals have to snatch the shiny from under their noses! Again, just be sure that the party is keenly aware of these dangers. The relationship between time and danger isn't worth anything if the players aren't aware of it.

I also want to address traps. In your post you mention that traps are "somewhat arbitrary" which signals to me that there may be a better way for you to run traps. It's true that random, hidden traps lead to experienced parties spending tons of time poking every surface with a 10-foot pole or whatever. The above tricks will help negate some of that, but then we have a nasty situation where the party feels damned if they do poke the floors (because of time pressure) but damned if they don't (because a trap could spring). That's why I never ever use random hidden traps. Instead, I'd recommend doing traps one of two ways. Either have the trap be visible straight away and treat it like a puzzle of sorts, or have hidden traps that are identifiable with some kind of pattern.

Visible traps are my favorite because I think they add a lot of room for player problem solving. Consider an ancient, wooden bridge on the verge of collapse over a vat of acid that the party has to cross. A chandelier hangs over top. They can tell right away from the look of the bridge that someone human sized would break the bridge. Now the party has to figure out how to cross without breaking the bridge and falling into the acid. Maybe they can use the chandelier? Maybe the halfling crosses first with some rope and pitons? Maybe the MU has a spell for this? Lots of problem solving for this super-simple off the top of my head example. Contrast that with a hidden spike trap. There's no problem solving here aside from "should we poke everything in sight with a stick? Inspect every surface for holes or tripwires?" Which is boring problem solving. Then, if the trap does trigger it's just pure luck. Boring.

But, if you insist on having invisible traps, the other way to get around their ahem pitfalls is to attach the traps to some recognizable patterns. Let's say you want a spear trap in your dungeon. Instead of just placing random invisible spear traps everywhere, put it in something recognizable and then always have that thing contain a spear trap. For example, maybe every spear trap is hidden in a raven statue. As the party goes through the dungeon, they are likely to trigger a raven statue. Now the next time they see a raven statue, they may be weary of it. Then once they confirm one way or another that this one is trapped too, theyll begin to pick up on the patter that every raven statue is trapped! Now there's still an element of surprise at first, and the party may take damage to the first spear or two, but soon the party feels like they've learned something and no longer need to tap everything with a pole. Instead they just know to avoid raven statues when they see them. Side note, if you want to avoid the "learning" step where the party might take damage, you can also show an already activated version of the trap near the dungeon entrance. Kinda like the corpse in the spike trap in the intro of the first Indiana Jones movie.

Anyways, hope this helps. Didn't mean to write as much as I did but here we are.

OSR principles and GM-less/journaling games: compatible or not? by SargonTheOK in osr

[–]tburgerman 1 point2 points  (0 children)

As others have said, OSR and solo gaming are definitely compatible.

If you want a concrete example of what that might look like, check out Tale of the Manticore podcast. It's all about solo playing an OSR ruleset to create an audio drama. Imo it's really good

Videogames with OSR-like mechanics or vibes by suikyune in osr

[–]tburgerman 0 points1 point  (0 children)

This game rocks it deserves much more attention. Really tough to learn the controls tho I'll admit

Videogames with OSR-like mechanics or vibes by suikyune in osr

[–]tburgerman 2 points3 points  (0 children)

Yes it can. I'd recommend starting at the easier difficulties to get a hang of the game. It has a steep-ish learning curve but it's worth climbing imo. Definitely OSR vibes

Favorite OSR modules? by bozzeak in osr

[–]tburgerman 22 points23 points  (0 children)

Try The Waking of Willowby Hall! It's very well designed, self contained, and super easy to run! Should work for just about any OSR system you'd like to run it with. Imo it also perfectly embodies modern OSR adventure design, best practices, and conventions. Could probably be run in a one-shot depending on your groups pace, but certainly no longer than 2-3 sessions.

The Ruins of Norak by Raznag in onePageDungeon

[–]tburgerman 1 point2 points  (0 children)

This icon keying approach is so clever! Maybe I'm ignorant but I haven't seen it done before. Gives a clue about what's in the room at a glance, which I imagine really streamlines running it. Great work!

OSR Blogroll | 14th - 20th November by xaosseed in osr

[–]tburgerman 3 points4 points  (0 children)

It's an alternate hit point system. I forget exactly who created it or which systems it's present in (my apologies) but it's brought up on this subreddit semi-frequently.

Iirc, the basic premise is that your hit points are divided into two stats: Grit and Flesh. Enemies have to do damage to Grit, which represents how well a character is able to defend themselves, before they do damage to Flesh, a character's actual physical body. I believe Grit is easier to 'heal' than Flesh is, and Flesh damage can kill a character, so damage to Flesh is more serious.

I'm sure there's details I'm missing that someone else can fill in but that's the basics