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OSR Spellcasting Systems

I’m amazed by the variety of implementations of spellcasting in OSR systems. I asked OSR Reddit what the problems are that these new implementations are trying to solve, what the most popular approaches to spellcasting are, and people’s preferences. I distilled the discussion into the following analysis. Perceived problems with OD&D— Boring Vancian magic isn’t magical enough Difference between spell levels and PC levels Set spell lists Doesn’t suit certain settings and types of campaigns Types of spells— Set spell lists: By spell level By player level (e.g., level 2 […]

Coffin panel with paintings of funerary rituals and gods

Reskinnable Pantheon for a Module

Thought experiment: What should a generic pantheon look like? For a hexcrawl module I’m writing, I didn’t want to go with specific gods, but I’ve struggled to come up with something generic that the DM could easily adapt to their setting. I want to make less work for GMs. This is prompted by me encountering things in modules like “A steep hill rises from the forest and at its top there is a shrine where stands an old statue of Yemathic, about 20 feet tall” and not finding enough about […]

One-Page–Dungeon Generator

I love the Dungeon Contest’s one-page dungeons, where you can see the entire dungeon and its contents at a glance. Especially those dungeons that get beyond the fixed narrative structure of five-room dungeons. My own attempt for the Dungeon Contest was thematic but probably unoriginal, though it did lead to three great sessions in my last campaign and the rise of a new Big Bad Evil Gal (you can download Catacombs of the Lich Queen here). So I was disappointed when I ran Hex Describe for the first time and […]

black-and-white fantasy map in ink

Use Text Mapper to Create Random Maps and Hex Describe to Create Random Campaigns

For my current hexcrawl campaign, the Hexedland, I created a 10-by-10 hexmap using Text Mapper. I used the random generator based on Erin D. Smale’s algorithm, then kept tweaking the results by hand until I got something I liked. For instance, I wanted the starting hex to border each type of other terrain (forest, mountains, hills, swamp, lake, grassland) so that players could choose the type of environment (and therefore monsters) they wanted to encounter. I lengthened a mountain range that divided the middle of the map, and had the […]

Hexedland's 12 gods

One-Page Pantheons

The general advice for DMs building their own campaign worlds is to recognize that most of world creation won’t end up being experienced by the players. While you can go full Tolkien if you wish (to obey your own muse), you’re typically better off creating simple systems and then using fractal design to zoom in on those parts that players show an interest in. For my Hexedland campaign, rather than write The Silmarillion, I developed a one-page pantheon, where the description of each god shared the major myth associated with […]

Principia Apocrypha cover

Using “Old School Principles for Players” to Tweak O5R

I know O5R is seen as an oxymoron by many, but let’s go through the “Old School Principles for Players” section of Principia Apocrypha and determine what’s the least we have to change about 5e to live this philosophy. Its principles: I would argue most of the rule changes have to happen “behind the screen” rather than for the players. For the players, though: Behind the scenes, there’s a lot more work for the DM to use O5R: I have players that only know the core 5e mechanics of combat, attribute checks, […]

minecart on track

RPG Rules for Minecarts – Not!

Another bit of advice that I find particularly useful from Sly Flourish is to add three features to a fantastic location for players to interact with (see “What are three fantastic features of this location?” in Creative Mind Exercises for D&D). For a recent delve into a mine, for my 5e campaign, my three were a rusted minecart, rail track, and a trellis bridge over a deep chasm. I didn’t create any rules for minecarts, nor do I think you should. Instead, improvise rules for features using your RPG system’s […]

storefront with window stacked with books

Most RPG Products Sell Fewer than 50 Copies

DriveThruRPG and DMsGuild (same corporate parent) publish the number of their products that sell at different “metal tiers”. For instance, DriveThruRPG has had 10,719 products (as of today) sell 50 to 99 copies (Copper tier), compared to 1,792 products at that level for DMsGuild. Extrapolating from these, you find that 72% of DriveThruRPG products haven’t even sold 50 copies, and 90% of DMsGuild products haven’t either. So if you’re looking for a quick market forecast for the RPG product you’re planning to sell through these channels, “under 50” is a […]

Attributes/Stats for Characters in Old School RPGs

One comment I got about Tunnels & Traps was surprise that I used Wisdom instead of Intelligence. That was definitely atypical of 1970s RPGs (which were my influences in 1980).
Inspired by D&D, the typical attribute-based RPG had Strength, Dexterity, and Intelligence. A majority had Constitution and Charisma. And they all had 6 to 8 stats.

Provide Your Players with Situations Rather than Scenes

The best book I’ve read on gamemastering so far is Matt Shea’s The Return of the Lazy Dungeon Master. The key philosophy is to prep only those things that you find hard to improv. Session prep typically follows this template: While still following Matt Shea’s advice, instead of “Scenes”, I’ve relabeled that section in my notes “Situations”. Here’s a good example of why. Last night my PCs encountered a band of 19 orcs: I had prepped interesting terrain for a battle or a staged retreat, plus I had written a […]

Tunnels-and-Traps-Apple-II

Tunnels & Traps: A Tiny BASIC Game

Back in 1980, I created a computer game for my TRS-80 Pocket Computer, inspired by Tunnels & Trolls. Given the passing of Rick Loomis, I thought I would dig it out. As with T&T, I had attributes: ST (Strength), DX (Dexterity), and CN (Constitution, used for hit points). But I skipped LK (Luck) and CH (Charisma), and I used D&D’s WS (Wisdom) instead of T&T’s IQ (Intelligence). Like T&T, and unlike D&D, attributes could increase: in my case, quickly, after every monster, rolling three dice and if the total exceeds […]

Rick Loomis in the Flying Buffalo booth

Celebrating Rick Loomis by Replaying Buffalo Castle

When I learnt Rick Loomis passed away, I pulled out my copy of his Buffalo Castle, the first solitaire RPG adventure. I played a lot more solitaire RPGs than in-person, and I have Rick to thank for that. (I met Rick once, at a convention, of course.) You can play along with me: Play along! I created a character. Key thing to note when you do: “Constitution” is what you will probably think of as health or hp. “Hit points” in T&T are for each round of combat: “The hit […]

The Lonely Scroll Adventure Contest: Saltmarsh book cover

At Loggerheads

The hook: A Saltmarsh merchant says his woodcutter partner, Concisor Maplesky, hasn’t been heard from in a month. The merchant needs the party to find out what happened to the woodcutter and to ship two masts down Kingfisher River. He’ll pay 100 gp per player. He provides a boat to go upstream and a map showing which tributaries to traverse to reach the logging camp at Flicker Creek. If you’d like to read the rest of my one-page adventure, it’s available in the new DMs Guild exclusive ebook, The Lonely […]

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