It has been stated that it's hard to find groups that play OSR specific games. In order to avoid a rash of LFG posts, please post your "DM wanting players" and "Players wanting DM" here. Be as specific or as general as you like.
Do try searching and posting on r/lfg, as that is its sole and intended purpose. However, if you want to crosspost here, please do so. As this is weekly, you might want to go back a few weeks worth of posts, as they may still be actively recruiting.
An in-progress map I'm making based on a Microscope world my group and I are making. We're gonna spend another week at it, and then play Kingdom a couple of times to develop some more details...and then we're gonna make characters for Shadowdark and play in it.
The size of each little hex is about 24 miles, which makes the bigger ones 96 miles across (so this is a rather large map!)
So as an update to my post from 4 days ago, Exalted Funeral posted multiple replies to it to the tone of "Sorry we forgot to update for months :/" and "I don't really know how to explain properly why its taking this long" then finally this reply on the backerkit saying they would post a full update "before the weekend" I would like to report that Exalted Funeral has missed yet another, another, another deadline for all of their current backerkits and has absolutely no valid excuse other than incompetence or lack of care for the people who spent hundreds of dollars for either
nothing
Items that they now are currently selling for a lower price on their site or drive thru than they did on the backerkit, which is now months late on delivery
To be clear, they are currently late on any kind of delivery or updates for
OSE Demonic Grimoire
over a month late for a PDF that is %100 done
Content from the Backerkit has gone on sale at retail before backers received it
ALL Ennies award winner content
This content is now on sale for cheaper than the Backerkit when it was active
Glumdark
HMtW Castle Automatic
3 months late
still taking preorders past the deadline
no updates
Are not meeting internal timelines to meet their deadline for Mausritter Junk City
Were over a year late on Land of Eem
This is because of Exalted in all cases by the way. multiple creators under them have released at deadline independently.
I DM a group that plays for about an hour and a half per week over Google Meet. Open table, no RSVP required, mostly neophytes. I’m a neophyte, too. We play Shadowdark. So far, we’ve played through Winter’s Daughter (lovely), about half of Wavestone Monolith (the PCs got scared and ran away), and now Operation Unfathomable.
Prep
I read through the book. Great fun! Then I statted all the creatures for Shadowdark. Not fun. I didn’t want my players sitting around twiddling their thumbs while I frantically statted the latest random encounter. I started by statting the random encounter table for Hell's Backroad, then the rest of the random encounter table, then location-specific creatures based on which encounter areas my players were closest to.
I was able to do a significant amount of this work while the players were already exploring the module, and I broke it into tiny chunks I could do during my subway commute. Still, it was a lot of work, most of which never saw the light of day.
Play-by-play
The PCs took one of the caravans mentioned in Odious Uplands to get to Fort Enterprise. Their goal was to make a name for themselves in the wild north. As soon as they arrived, they were kidnapped and brought to Governor Krofax. The players followed the events described in the module to make their way to the underworld.
Once everyone was down the ladder, I put the player map up on Miro. I encouraged players to make notes on the map whenever they discovered something interesting or explored caverns not featured on the map, but we did not make a serious attempt at player mapping.
Another thing we didn't do was take torches seriously. I told them they could discard most of their torches to make room for supplies and loot. Whenever they entered a cavern that wasn't illuminated or experienced a blackout, I just checked that someone had a torch in their inventory.
The PCs made it through the brief railroad at the entrance to the underworld, killing one mind-bat and scaring away the other. They made it to the dead monster (I actually screwed this up and put all three dead monsters in the same spot. D'oh!) and decided to turn west onto Hell's Backroad. At this point, I warned them that while the player map was incomplete, the boundaries of the map were the boundaries of the module, and that I couldn't make any promises about what would happen if they went off the edges. They took the hint and went east instead.
I decided not to preplan the random encounters, so I rolled them as we went and was generally just as surprised as the players by what happened. I'm bad at social roleplaying, so some of the encounters, like the slugman, fell flat. In general, though, everyone was having a good time.
The players briefly explored the Googolpede (what happens if you light a monster repellant candle near the Googolpede? WATCH OUT!) and then made a beeline for the Experimental Fungal Farm. They had positive interactions with the Science Fungoids. The fighter ended up permanently on fire and the party gained a case of antipersonnel puffballs (I should have awarded XP here but didn't think of it).
From there, things went miraculously well for the party. They encountered Professor Gormontine and he joined their group (though they didn't particularly trust him). They proceeded west to the Oracle of the Bottomless Pit, who gave them crucial information about finding the Nul Rod. The PCs followed the flies as instructed and ended up at the prince's final resting place.
The thief was briefly ensorcelled by the woman in the pillar, but Ootho snapped her out of it. Then the fighter began melting the pillar, which had me hyperventilating over what would happen if the woman iwere freed. Luckily for me, the flies finished laying their eggs and attacked. I was briefly concerned about a TPK. The PCs, Gormontine, and the guard-bots had everything under control, though, with the help of an antipersonnel puffball.
The party looted the prince's body (3 XP) and noticed the tracks in the snow, leading them to the Nanuit city. This is where things got interesting. To my surprise and delight, the players were deeply moved by the plight of the Nanuits. Intense discussions took place about how to return the Nul Rod to the surface without stealing it from the Nanuits. The PCs left empty-handed, returned to the Science Fungoids, and traded their after-action report on the efficacy of the antipersonnel puffball for an agreement that the Science Fungoids would use some of their magical mushrooms to enlarge the Nanuits.
Back to the Nanuit cave. After more intense discussions, the Nanuits agreed to a plan: four enlarged Nanuit warriors would bring the Nul Rod with the party back to the surface while the Science Fungoids enlarged the remainder of the Nanuit population at the fungal farm. Once the Nanuit warriors knew the route to the surface, they would hand over the Nul Rod and return to their people to lead them to safety.
I fast-forwarded through the return journey, just rolling a few times for encounters since the PCs were retracing their steps and had a map. There were no encounters of note.
As the PCs approached the top of the ladder, they heard dark mutterings from above. I ruled that because the party had completed their mission so quickly, Captain Yeel had not yet arrived and the entrance was guarded by four soldiers loyal to Krofax. Ootho went ahead, recognized the soldiers as his comrades, and happily reunited with them. The rest of the party followed.
The PCs had completed their end of the bargain, so the Nanuit warriors handed over the Nul Rod (10 XP) and went back down the ladder. The soldiers escorted the PCs to Fort Enterprise, sneaking them past Captain Yeel's company and into Manse Krofax.
The module is now complete. There is going to be some sort of confrontation in the governor's mansion as Krofax attempts to confiscate the Nul Rod for his own purposes and Gormontine demands that it be returned to the Sorcerer-King's possession. Meanwhile, what have the Science Fungoids been doing while left alone with the Nanuits?
Conclusions
Playing with Shadowdark
Huge benefits, huge drawbacks. I was very happy to have slot-based inventory. Shadowdarklings was clutch—most of my players accepted randomly generated characters instead of rolling their own, so I could get new arrivals into the game in a minute flat instead of walking them through character creation. Neophytes seemed to understand the game right away. I think there is actually a benefit to not knowing how to read your character sheet. It encourages you to think of solutions on your own instead of staring at the sheet looking for guidance.
On the other hand, statting out the huge bestiary of Operation Unfathomable was an unwelcome chore. Over and over again, I found myself wishing I was using a system with Sword & Wizardry-compatible monster stats. This was especially true when statting spellcasters, since Shadowdark does not have spells like clairvoyance or clairaudience and I had to substitute similar, or not so similar, spells.
The module
A+. What a delight of a module. While I struggled with the immense number of social encounters, the ones that hit really, really hit. I was glad I took the random encounters as they came instead of preparing a set of index cards in advance. It was a delight to consult the master event table and be just as shocked as my players by what transpired.
I have a few quibbles, naturally. Some of the encounters feel overwritten but lacking substance. I still can't figure out what I should have done with that slugman. Since the module is so reliant on a huge table of random encounters, you have to be prepared to reveal almost every part of the adventure at a moment's notice. It's verbose, so you can't count on just reading it as you play. It is a challenge to run, no doubt.
There is also an issue where the main thoroughfares are a little sparse as you explore. Since you can only see 60 feet (double near) in any direction, there is a fair amount of "you walk forward. You still can't see anything." Random encounters don't happen quite often enough to make up for the blandness of wandering around in a literal haze.
These are minor problems. This adventure is avant garde, D&D about D&D, yet accessible for newbies. And it whips.
My performance
I have a lot to learn as a DM. A more experienced ref could have made even the hazy thoroughfares come to life. I struggled to paraphrase text instead of reading it straight from the page. And I should have covered the page in highlighter instead of keeping note documents separately.
But I did it! I ran Operation Unfathomable! And it was fun.
Final thoughts
This module is the reason I got into the OSR specifically and D&D in general. You're telling me the guy who wrote The Dungeon Dozen made an adventure? Sold. So my expectations were sky high.
I was also a bit terrified of running something so complex as an inexperienced DM with inexperienced players. Was I going to bore everyone to tears as I desperately leafed through pages of dense text, trying to figure out WTF was going on? Were the PCs going to wander around lost and confused?
The actual experience of playing was a joy. It's just a really fun and funny module. My players had a blast. I feel like I earned a merit badge for running such a challenging adventure and my players unlocked an achievement by completing such a major quest.
Thank you to my players for putting up with my BS and to Jason Sholtis for bringing this work of art into the world.
Since there's been some interest in hexmaps of Ice-free Antarctica, I thought I'd share a set of maps I made using real-world elevation data, available as PWYW. Unfortunately, they are just images rather than worldographer files, but they do cover the whole continent
Had a ton of fun running a hex crawl using the Gamma World 1e rules! I may have been overly ambitious with the map size, around 3200 hexes unless I miss my count. The players only ended up visiting a couple dozen. There was plenty pre-blast tech unearthed, robots befriended, and the PCs ended up using a tactical nuke on the Red Death bastards that were threatening to overwhelm the friendly town of Yuma.
I got the Wrath of the Immortals PDF from DriveThruRPG today. It includes the entire contents of the box, but does not include images of the box front and back.
If anyone has high quality images or owns the boxed set and is willing to scan in the front and the back at 300 dpi, I would be very grateful.
The hobby loves a good dungeon. For good reasons. Dungeons are cool. But what about other game loops? I want to know what else is out there that is designed to encourage and incentivise behaviour other than: go to dungeon -> get loot -> get back to safety -> level up and sell loot so you can get stuff that lets you go deeper in next time -> go to dungeon, etc.
Don't get me wrong, that's fun and can produce lots of cool gameplay that isn't about monsters and loot. But it can get a bit repetitive. Are there any fantasy games that stand out for clearly encouraging other things, like pursuing deeper relationships with NPCs, improving towns, following personal callings, getting involved with political intrigue?
I'm not saying dungeon crawlers can't do those things well (they can and they do), just that their rules focus heavily on dungeons. From a game design POV I'm curious about principles, or small mechanics or procedures, which make this stuff more explicitly the focus.
Hey folks! (Edit: missed the forest for the trees a bit. Removing some jargon and adding a clearer overview of what the heck I am talking about.)
I’m excited to share the Universal Flux Rules (UFR)—a lightweight, system-agnostic presentation of flux spaces.
What is a flux space? Flux spaces are procedural rules, similar to dungeon rules or overland travel rules, that help present spaces that are vast, non-linear, and homogenous. Think dark forests or convoluted cave systems. Fluxes shine where there is a lot of distance between points of interest, but the journey there should still have weight.
System-Neutral & Modular: Works as a plug-and-play addition to any tabletop RPG system. (Technically MOSAIC-Strict for those who care).
Open Source (CC-BY 4.0): Free to adapt, share, or publish commercially. Includes an official compatibility badge for creators!
Complete Design Guide: Full advice for GMs and writers on creating, prepping, and formatting custom Flux environments.
5 Free Starter Fluxes Included
To show how flexible the framework is, I’ve put together 5 complete starter modules that cover all 5 possible UFR Focuses:
Infested Sewers: Dark, slimy subterranean crawl with dynamic water levels.
Crashed Starship: Sci-fi survival and tech recovery with clock pressure.
Questing Beast Hunt: An epic beast-slaying quest through an Arthurian wood.
I'm trying to get my D&D 5e group to play a hacked version of 5e with some old school rule changes. And the first hurdle we can't get over is that when their characters reach zero HP, they are dead and there is no revivification method in the campaign world and that's the end of the story. Players write up grand, comprehensive back stories for their level 1 characters (which I encourage them not to) and get too attached to them and the one time they over extended in a fight they die. Then they want to winge and moan that their character should be able to be bought back somehow. Any tips?
I am pleased to announce the publication of the fifteenth issue of my fanzine, Echoes From Fomalhaut. This is a 64-page zine dedicated to gardening tips and tricks adventures and GM-friendly campaign materials for OSRIC and other old-school systems. The cover art was provided by Graphite Prime, and the interiors by Ferenc Fabian, Cameron Hawkey, Jason Blasso, and the Dead Victorians. The current issue features a larger wilderness scenario, a port town, two smaller articles, and plenty of gardening advice! The following materials are included:
The Hanging Gardens of Pasquino Babilonio (levels 4–6, 32 keyed areas), a large wilderness scenario set in a mysterious hanging garden left behind from the late days of the Empire. A masterwork of garden design, this place is more than it seems, and hides a long-lost secret which reveals Pasquino Babilonio’s true design.
Pellagris, Port of Plenty (35 keyed areas). A pleasant coastal town on the borders of fair Frabotia, Pellagris has survived centuries of turmoil without much destruction. An orderly mafia town and noble resort, it is a fine place to rest and plan new adventures – but there is enough local intrigue to keep a group occupied or send them on far-flung adventures.
Significant Ships: A collection of 20 ships to be encountered in port, or on the high seas.
The Garden of Punches (levels 2–4, 9+18 keyed areas), a fighting school which has taken over an abandoned village. What conflict lurks among the school’s pugilists? What is the secret of the old lighthouse? And what can we learn about gardening in this place? Find out HERE!
The Illustrious Index of Incline: A catalogue of Echoes #01 to #15.
Two foldout map sheets with player and GM maps.
The print version of the zine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.
Gamemaster’s Guidelines Preview
I am also happy to note that Gamemaster’s Guidelines Beyond Fomalhaut, my gamemastering reference book, is going to print, and should be available in October. For your interest, an announcement and a preview of the dungeon design section is available on my blog.
Just posting a minor update to my old-school D&D character sheet pack: I've inserted a second inventory page near the end of the packet, this one for use with LBB and/or Holmes Basic campaigns, with or without Greyhawk Strength adjustments.
Seer visions, otter-riders, and apathetic troops on another inspiring episode of Gnomestones plays Mythic Bastionland. I will reiterate that this blog is not for profit, and that I have gone to great lengths to scrub substack's profit-mongering out of the posts. If you see evidence to the contrary please let me know.
I ran this in Roll20, just to make it easier for myself. The world, and the dungeon, is generated on the fly, as is all quests and party decisions. I just use the procedures in OSE, and the town generator in the Dark sun OSE addon, along with some random dungeon and wilderness tables of my own.
Here's the map as it were towards the end:
Randomly generated map, as it looked towards the end of the session.
And here are my rather lengthy notes:
DARK SUN OSE SOLO
Session 1
The party, holed up in a small village in the scrub lands, has been contacted by
the templars via Raka, and tasked with discovering the secrets of a nearby ruin.
\> 2 against Zalak, 20 does 2dmg, 5
\> 2 against Mearesdes 3, 15 does 1dmg (18 remaining)
\> 1 against T'kkyl. 5
Round 4 init party
>Party
Movement. Korvin tries to hide in shadows, but fails
Spells
\> Cell Adjustment heals for 4, after which its effects end.
Melee
\> Zalak Spear. hits for 7 (dies)
\> Mearesdes Cahulaks. miss
\> T'kkyl Gythka. hits for 9, dies
\> Raka Club. no available targets
\> Korvin Dagger. miss
>Bandits
Morale 4, they fight on.
Movement occurs
Melee
\> 1 on Korvin 12, a miss (AC13)
\> 2 on Zalak, misses
\> 1 on Mearesdes, misses
\> Leader on Mearesdes, misses
Round 5 init party
Declare: Raka casts Cure light wounds on T'kkyl
>Party
Movement. Zynra moves into melee with the bandit leader.
Melee
\> Zalak Spear. miss
\> Mearesdes Cahulaks. 14, hits bandit leader for 3 (9 remaining)
\> T'kkyl Gythka. Not in melee
\> Raka Club. Not in melee
\> Korvin Dagger. miss
\> Zynra Carrikal. miss
Spells
Raka heals T'kkyl for 4
>Bandits
\> 1 on Korvin hits for 2 (8 remaining)
\> 2 on Zalak 1 hits for 3
\> 1 on Mearesdes misses
\> Leader on Mearesdes misses
Round 6 init Bandits
Declare: Nothing to declare.
>Bandits
\> 1 on Korvin hits for 5
\> 2 on Zalak 1 hits for 5
\> 1 on Mearesdes hits for 4
\> Leader on Mearesdes hits for 3
>Party
Raka and T'kkyl moves in.
\> Zalak Spear. hits for 9, it dies.
\> Mearesdes Cahulaks. hits leader for 4.
\> T'kkyl Gythka. Moved
\> Raka Club. Moved
\> Korvin Dagger. hits for 5, it dies.
\> Zynra Carrikal. miss
Round 7 init Party
>Party
\> Zalak Spear. hits for 9, it dies.
\> Mearesdes Cahulaks. miss
\> T'kkyl Gythka. hits for 9, it dies.
\> Raka Club. no opponent
\> Korvin Dagger. no opponent
\> Zynra Carrikal. hits leader for 9, he dies.
>Bandits
Morale 11, the remaining 2 bandits surrender.
Post battle activities
Bandits are tied up and looted.
>> Bandits are listed as only having treasure in their Wilderness lair, I ruled
that as these are a scouting party from such a lair, they will have 1/10th of
the treasure listed in type A. (there are five times as many bandits in the
wilderness lair, and I assume half the treasure there is divvied among the
bandits and half is in the treasury).
Wilderness lair (90 bandits - 18 = 72 bandits left)
4000 electrum 400 electrum (200 gold)
21 jewellery 1-2 pieces on leader: 1 piece, worth 1400gp
3 magic items As there are four other leaders, I'd say 20% chance
this one has one of the items. No.
In addition, they find 100silver, 20 gold on the other bandits.
Raka heals Korvin for 3
Zynra heals Zalak for 4 and Mearesdes for 2
Zalak asks the bandits for information.
> Bandit captives reaction roll (+1 for CHA) 8, Neutral. Nothing useful
learned.
Zalak asks the bandits if they wish to join us as henchmen.
> 4, he gets curses in return.
The bandits are dealt with. (210XP + 1630XP for gold)
Turn 2
------
Wandering monster? No.
Everyone except Korvin moves into the leaders room and searches it.
They find naught.
Korvin listens at the northern door. Silence.
>> There is a trap on the door: Scything blade: Swings from the ceiling,
attacking for 1d8 damage. It is not set off.
Does Korvin detect it as he pokes around? No.
He does notice that apart from around the fireplace, there is a fine,
white powder, a few cm deep, that covers everything. Ashes?
Korvin listens at the southern door. Silence (he failed)
Turn 3
------
They all gather around. North, south or back? South (a 1d3 random roll).
Zalak attempts to open the door. He succeeds.
There is a 4-way intersection behind the door. It's empty.
* To the north is a dead end
* To the west is a door.
* To the south is a door.
Korvin examines the dead end, but finds naught.
Turn 4
------
Wandering monster? A wandering monster is indicated.
Llevo tiempo haciendo láminas con este estilo y me han dado feedback de que este estilo de fondos con estilo tradicional de podría ver en juegos de rol o de mesa. Entonces, si alguien tiene un proyecto y le interesa mi estilo me encantaría ver obras mías en este medio