Showing posts with label old-school essentials. Show all posts
Showing posts with label old-school essentials. Show all posts

Monday, August 15, 2022

Gaming This Last Week: More DCC (it's getting good), D&D 5E Keeps on Going, OSE returns and Lots of New Books (Path of the Planebreaker, Ruins of Symbaroum, Anime 5E)

 Well, the last week has proven exciting, as I resume GMing duties on Saturdays for a while. The recent gaming events have boiled down to the following:

1. Weekly Dungeon Crawl Classics on Monday nights. As we play further and deeper into this particular game I feel that, as mentioned last post, DCC is a game best enjoyed around a live table with fleshy humans; VTT just doesn't do this system as much justice (though in fairness I think approaching the VTT carefully with some clear rules on conduct in the funnel crawl would help). Either way, DCC is fun....maybe I will think about running it, or one of its cousins (Mutant Crawl Classics) sometime. I just can't get over "race as class" in 2022, but MCC handles it well enough with its post-apocalyptic theme (for me), so....yeah, probably that eventually.

2. D&D 5E Wednesdays continue, and it's been a blast. I've developed a very pleasant relationship with 5E, and my strategy of reducing non-critical foes and encounters to minimum permitted HP has helped a great deal with keeping the combat, when it happens, from overwhelming the evening. My setting for the campaign continues to be fun for me, with a large focus on an archaic world straight out of the fifth century AD steeped in traditional folklore, magic and superstition, and eschewing much of the more fantastical/farcical elements of the genre to keep it simple and mysterious.

3. We had a final night with Call of Cthulhu on Astral Tabletop Friday. The Keeper is taking vacation for two weeks, and when he returns Astral will be gone. RIP Astral, you were a decent VTT environment. 

4. Saturday I returned to the GM seat, and while we had bandied about returning to Starfinder I convinced everyone I could no longer pretend I even cared about that system anymore, and we should just resume Old-School Essentials again, which we did, with a follow-up campaign to the first one. Since some high-tech sci fi elements were inevitable in this sequel, I am cribbing content from a combination of Gamma World, Mutant Future, Star Crawl and Mutant Crawl Classics for now to "fill in the gaps" as it were. So far, working great! As the group reaches 3rd level (give or take) they are starting to see how the system, despite feeling anemic compared to modern iterations of D&D, is actually quite robust as a story engine type game. We're using the Advanced Edition rules in OSE, which is where my comfort zone lies; although I did start with the Otus red cover Basic D&D set back in the day, my second purchase was the AD&D three book set and my second game was in AD&D. For this reason the "class as race" thing never made sense to me and feels too limiting. I ordered a second set of the rulebooks for my wife as well from Exalted Funeral, I think for the games she runs for kids at school it might be a great choice.

Several new tomes arrived within the last week: The Ruins of Symbaroum is a really interesting adaptation of that system to D&D 5E, though maybe most useful for use as-is; I am not sure its all that easy to extract content from for other games. 

I also got my copy of the Path of the Planebreaker from Monte Cook Games today. Just started reading it, but already looks like an amazingly interesting approach to cross-planar travel with tons of useful content. It feels like a spiritual successor to one of my favorite 3rd edition books, Beyond Countless Doorways. 

Finally, ordered (and snagged the PDF) of Anime 5E, from the company which apparently now controls the Big Eyes, Small Mouth property once held by Tri-Stat. This book is really dang interesting, and I must write more on it soon, as it provides an apparently very nice approach to turning D&D 5E into a point-buy system of design, and all the rules to allow for it. More on this one very soon.


Thursday, May 12, 2022

The Slow Burn: Wanting to play more Old-School Essentials....

When I wrapped my foray into Old-School Essentials RPG a month or two back, it was with a couple observations. One of those was that, at times, I felt like the game was hitting too low on the complexity bar for my tastes, but it was also admittedly a lot of fun and exceedingly easy to adjudicate. Realizing (somehow, after all these decades) that abilities like "Open Door" can just be reskinned as "athletics" and "listen to door" is just a Listen skill check....Detect Secret Door is just "Spot..." it was a bit of a surprise to me that I never considered that back in the day. Probably because, if you roll back to actual AD&D, the measurement and enforcing text in the rules gets wonkier and more specific. But for OSE--yeah, they are totally athletics, listen and spot. 

Anyway, after running more D&D 5E for a while (and having fun doing it), along with diving in to the latest hardcover release fo Pathfinder 2E (Book of the Dead), I find myself drawn back to the elegant simplicity of OSE. I want to run more of it, and preferably sooner than later. This is even in the face of my current other major obsession: Pathfinder Savage Worlds! PFSW is itself an amazing pairing.

Anyway, no idea what to make of this or where to go with it, but I feel now like my only real mistake with the idea of continuing the OSE game in space was simply not finding the best OSE resource to crib content from. I'm snagging a copy of Solar Blades & Cosmic Spells, for example, and also reconsidering if maybe I can use just the core rules of White Star and ignore the Galaxy edition. These could all be viable solutions. Heck, I can just crib from my Spelljammer books, which I'm already doing for 5E, although I concede my vision for the OSE in space game was to have actual technology and science-fantasy in the style of Starfinder, just without all the thousands of pages of excessive rules. 

Well, got plenty on my plate as it is, and my main game night (Saturday) is likely stuck doing D&D 5E for a good long time now. My Tuesday night group is aware of my interest in trying out Savage Pathfinder, though. As to where I fit more OSE in.....good question! But I keep thinking about it, so I need to do it.

Monday, April 4, 2022

OSE Adventure Conclusion - Cold Wind Whispering Module

 So the Old-School Essentials mini campaign I ran is now over with. The group explored The Mountain of the module Cold Wind Whispering, which is a module written for use with any Original or B/X based D&D edition (and easily usable with AD&D as well). As I had originally prepared the module I realized that I was sending in a gang of level 1 PCs to a module that had a lot of 2-4+ hit die monsters, so I ran a short dungeon crawl in an abandoned temple before it, which I will probably post on the blog soon. The dungeon crawl was fine, but it was what reminded me that the old school format of dungeon crawls could sometimes be less exciting than we remember....I've been around the block too many times now to get that excited by a standard dungeon crawl, I guess (though my son enjoyed it).

Anyway, a theme in Cold Wind Whispering...and, real quickly:

SPOILER ALERT AHEAD!!!!

TURN BACK IF YOU PLAN TO PLAY THIS!!!!

OKAY?

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Okay, so the Mountain in Cold Wind Whispering is the location of an ancient crashed space ship. In the module it's Zhu, the basis for a cult of worship, and an ancient monastery which is corrupted by a demon. Lots of other stuff fills out the background and exploration areas of the modules, from lost dwarven empires to ice fairies and frost elves, talking wolves and a witch who likes turning children in to cats. The module is written as a Path Crawl, which is a fancy way of saying you give the players a limited number of choices to take (do you go down this trail or that trail?) and if they break off from the established paths the chances of getting lost or eaten by wandering monsters goes up considerably.

The module also introduces a Body Heat Die mechanic, which is a fun way of ascertaining whether the group is at risk of exposure to the cold, and to what degree. It's a depletion die mechanic not unlike what the Black Hack is famous for. In actual play I didn't remember to call on it nearly as often as I should have.

What I did with the module was add the ruined temple dungeon at the beginning to bolster PC XP, then renamed some items to disguise them/fit them in better with the world I set the module in, renamed Zhu to Zhuul, and elaborated a bit on what the space ship was (a giant sentient exploration ship), why it was crashed, and why it could continue to work. At least one patron NPC with the group had a vested interest in finding the shrine of Zhuul/Zhu, and each PC got a motivation from the chart in the module to be there, too. 

Similar to the tri-fold modules I was raving about last week, this module, despite being around 70 pages in length, takes advantage of a kind of brevity of design. Each area of the mountain takes up about 1 page, and a few areas then open up to dungeons with several pages of description. My group never visited the monastery, and they explored about half of the ice lair of the mad wizard before fleeing in terror. In Saturday's finale, they found the ship, and I elaborated on it in more depth. They ultimately were able to get the vessel going (after an overheat roll caused a glacial meltoff and avalanches), and in the very end, half the group stayed with the ship to depart to parts unknown, and the other half asked to be dropped off in their home city, which the Zhuul AI obliged. 

The campaign ended with a unique situation, two branching paths for equally interesting potential campaigns:

--The group dropped off in the city of Zalfurak were deposited in the royal gardens, where the giant bird-like ship left them. As they departed, terrified witnesses in the city proclaimed them oracles of the goddess Zhuul and asked what must be done to appease the goddess, who's last priest had died and for whom no one had believed in --until now! 

--The other half of the party departed with Zhuul into the depths of space, on a voyage which is best handled by other game systems. Alas, OSE's closest "stellar" campaign on offer is Planar Compass, which is more of an astral/dream adventure type thing, and the idea I had in mind is more hard core SF. I could crimp from something like White Star*, but the truth is using something like Starfinder or the 5th edition books published by Legendary Games for SF adventuring with D&D would be more suited to what I have in mind. Heck, even Spelljammer adapted would be a good option.

(My son suggested that I could keep running the game with each group split like this, but I pointed out old dad was old and knew better than to run two completely different campaigns that would never cross again in the same session, and it would send him to an early grave if he tried!)

Anyway.....my time with OSE has been fun, and I can respect what the game system does, as it does it very well. I concede that ultimately this system is too simple in scope for my tastes, and in the process of playing I realized that there are a lot of Old School things which, looked at through OSE today I now realize were easy ways to model skills and such back in the day....Detect Secret Doors is just a Spot or Search skill. Listen to Doors is just a Listen skill. Break Down Doors is just Feat of Strength/Athletics. Framed that way, they become more broadly useful for resolution. Not having other skills outside of basic class abilities or the optional proficiency mechanics makes characters feel a little anemic by modern standards, but there is definitely much fun to be had in a system where things are largely undefined. 

It is strange, though....OSE feels so much simpler than AD&D 1st Edition, although technically it's still modeling that system (at least in the Advanced mode). I think that may be one reason that OSE, while fun, hasn't been scratching the nostalgia itch for me as much as I thought it would......AD&D was loaded with individually complex or arcane subsystems, proficiency rules later being added, and lots of specific stuff which you had to parse out, ignore, or replace as needed to enjoy the game. The XP system, for example, which I had previously mentioned I never used the GP=XP standard when I actually ran AD&D in the 80's, and it took me approximately 2 sessions of the mini-campaign to ditch it with OSE as well. 

I think the next excursion I make with an old-school nostalgia trip will, for clarity's sake, be to attempt to run actual AD&D again.....though which edition (1E or 2E) remains in question. I had speculated that 2E would make more sense, but not really; everything about 2E that was clunky or annoyed me was fixed in D&D 3rd edition, so just looking at 2E makes me want to play 3E instead. AD&D 1E, however, has a level of mystical recollection of youth to it that might make it more fun to re-experience again (in my defense, I ran an AD&D 1E campaign back in 2008 and it was fun). We'll see. For now, I think it's time to get back to more modern games.

My son chose to go with the space ship Zhuul. I showed him Starfinder after that, to see what his gnome barbarian character might be in the Starfinder universe, and he promptly took the rulebook from me to go read it. I may finally have the motivation to run Starfinder again and stick to it for a while as a result. The infectious value of a new gamer to the mix, one who is earnestly enjoying the hobby for the first time, is well worth nurturing.  

EDIT: Aside from Legendary Games' 5E SF stuff and Starfinder, two other possibilities include Esper Genesis and Cypher System. The latter would have the most flexibility but also thematically the stories would change as Cypher works best when its not all about combat. Esper Genesis I will have to investigate, though, as to the feasibility. 


*I feel bad about it, but realize White Star's Galaxy edition really killed my interest in the game. Too much riffing on satirical/pastiche material from established IP like Star Wars, Transformers and such. In the original White Star it wasn't much...minor riffs like Quinlons, star knights and Cannicks were easy to overlook, but the core conceits were closer to, say, a OSR riff on Traveller more than anything. But when taken in total in the galaxy Edition I was just....it was too much for me to soak, man. I guess I just like my SF systems to be a little more serious; let me add in appropriate humor, and leave the generic off-brand ewoks, wookies, and yodas on the cutting room floor.

Sunday, March 27, 2022

OSE Session Three - Getting Better (also: on cutting the boring stuff from dungeons and ditching the gold standard of XP)

 The Old-School Essentials game continues, now hitting session three. The group is in the thick of a pathcrawl style scenario (I won't mention which --yet--) and its a fun one I modded for my Enzada campaign setting. The first two sessions had been a dungeon crawl I used to get the group some extra XP, and I realize now it was ultimately not necessary or as fun for me. I can write 'em, but I don't really enjoy them anymore (well, I say that, but see below). The pathcrawl style is fun, though, with situational/exploratory events at each location making for some fun stuff.

The game almost feels like a family game (it sort of is!), as both my son and wife are playing, along with two long time friends who also have gamed for ages with me. One of our regulars is out due to work for a while, the other two regulars disappeared for a bit (on Saturday night, anyway), possibly due to work but also possible because they are not overly interested in OSE for various reasons. Still, a four person group is a nice size, especially on Roll20.

I wrangled with the XP process but have grown increasingly annoyed with it. In the Old Days of Yore, those dark times of the 80's in which I was forced to experience ages 9-19, I never actually used the GP metric for awarding XP. Part of the issue was that I subscribed to Ken St. Andre's sound logic, as expressed quite well in Tunnels & Trolls: gold is its own reward! XP is for things you do, not things you loot. Either way, I made sure that by session three they got enough XP for the things they did to merit hitting level 2 (though had the group's rogue not been killed last sessions he'd have leveled up at the end of session #2). 

The dungeon thing is something else. I've run plenty of dungeons, but at a certain point I realized that most dungeons end up being filler. Sometimes they can be fun, sure. In fact, oddly enough I'd argue that dungeon crawling is exceedingly interesting in the versions of D&D that have the largest number of fiddly and specific rules about such. D&D 3rd edition is shockingly good at focusing on the dungeon crawl experience with lightning rod precision, so well perhaps that I find it less pleasant to do the dungeon crawl setting in any other system now as a result.

D&D 4th edition did something more subversive, though: it focused less on the dungeon crawl as a big process, and more on the dungeon crawl as a series of set pieces. The idea was to cut filler out, tighten the experience, and let the game dwell longer on the really good parts of the story, or where the action was. 4E had lots of issues, but this was not one of them; focusing on the good stuff was what I had done for decades already, and for a while at least I bought in to the ideas of how 4E did that in its map and minis-obsessed mechanics.

With D&D 5E, a return to form and also a return to large dungeon set pieces with lots of filler became more normal. But, D&D 5E combat can be more boring if you are not careful, as it makes hard-hitting monsters less impactful, and fights prolonged with too many hit points. I got sucked in to this trap a bit, too. But....I am working to get out of that mindset, and with the Tuesday night game I am running a campaign that is designed to focus only on the big set pieces, the interesting stuff, if you will, and cut out the doldrums.

With OSE, the module I am running does have the travel, the camping, the setting up watches....all of that. But its pathcrawl design makes it simultaneously methodical and interesting as you will find at least one really weird thing to figure out, explore, solve or ignore at your peril at each location. It's a fun approach, and melds the procedural elements of dungeon crawling/wilderness crawling with a format that tries to aim for the most bang for the buck at each location.

Anyway......I'm just happy to be finding some fun in it. I was worried for a while now that I was really burning out on D&D and fantasy in general, and I don't feel so much like it with these recent games. I am still tempted to suggest to the group that if they like the OSE game that the next one I run adopt the advanced rules, as those are just more comfortable to me since my early experience was primarily with AD&D, but honestly it's got me back to thinking about what other classic experiences I could revive soon....Tunnels & Trolls, for example!



Monday, March 21, 2022

The Gaseous Form Rabbit Hole

 Saturday I ran the second session of Old-School Essentials, in which the group braves the mysterious Mountain (after surviving an old temple). 

A tiny bit of a rabbit hole was formed when, after a party member who had been gassified by a Potion of Gaseous Form, was subsequently the target of a trap which dealt fire damage. The question was....would the gaseous form be subject/vulnerable to the effect?

I ended up making a quick ruling on it, but not before growing increasingly confused as I kept looking for the gaseous form spell and not finding it. The rules were luckily with the Potion of gaseous Form listing, but that didn't mention it's a derivative of Wraithform, which I eventually found out was how the gaseous form was listed in the old days. Who knew! I had no memory of it. 

Anyway, the trip down the rabbit hole went like this:

OSE - can't find the spell, use the potion to adjudicate.

Check Labyrinth Lord Advanced, don't find the spell.

Check 1E Player's Handbook, don't find the spell! What the heck, I remember using this spell in the early days, right?!?!?!

Check 2E Player's Handbook, still can't find the spell! Now I am suspecting I am having a Mandela Effect moment.

Check Player's Handbook 3rd Edition, find the Gaseous Form spell. Okay, so maybe somehow we really never used it except as a potion in 1E/2E? That makes no sense...

Go google it a bit, find the Forgotten Realms Wiki which suggests the spell used to be called Wraithform, referencing the 2E to 3E conversion document. I have no such recollection, but sure....

And sure enough, Wraithform is in OSE and the AD&D 2nd Edition Player's Handbook, but not in the 1E PHB, so I bet it showed up in a later book, or not until AD&D 2E. Admittedly, I ran the most 2nd edition AD&D (far, far more than I ever got to run AD&D 1E) so my memory of the spell being connected to that edition makes sense. But I am stumped at the fact that I do not recall the spell being called Wraithform. 

Anyway, a fun short rabbit hole on old trivia on a D&D spell....


Monday, March 14, 2022

GM Style vs. Campaign Styles - show vs. tell and how it changes in RPGs

 Saturday we tried out an initial session of Old-School Essentials. This was due to the Call of Cthulhu campaign hitting a dramatic climax, reaching a point where plenty of PCs needed to go into psych wards, some players needed to roll replacement characters, and the rest of the Delta Green team needed to do some new recruiting. While the GM concocts the next story arc I suggested OSE as a filler between sessions until I was ready for whatever I come up with next.

To get this out of the way: Roll20 has a nice Necrotic Gnome branded character sheet which made playing OSE in VTT easy, and it was a fun session. My son has joined the Saturday group and his presence was critical, I feel, to helping me better understand both the baseline appreciation for the game in general, and also helped me to realize why I often have a sort of "GM crisis" where I find myself feeling extremely dissatisfied with the games I have been running. 

Part of the issue, I now realize, is that the VTT format really leans heavily on the "show, don't tell" methodology, and by virtue of the tools at hand that means its easy and almost feels necessary to throw out battlemaps of everything, along with minis. If you have a dungeon map, after all, why wouldn't you use it? But this is actually rather contrary to the way dungeon delving actually worked back in the Old Days. In 1981 when I ran the Caves of Chaos I actually did put down the dungeon map, and we actually used push-pins on the map which I put a foam backing behind to track movement of the group (the horror!) It was a glorious mess, but quickly afterwards I realized several things:

1. Don't do something to the map which makes it non-reusable/messes it up.

2. Describing things to the players and letting them map it out is both what the game expects you to do and also kind of more fun (but not these days; I think around 1990ish is when I believe players stopped wanting to do their own mapping, I noticed).

3. Tell don't show was the norm back then because describing something gave it much more detail than you could get unless you were a proficient illustrator. Today, google searches make it trivial to find some artwork to do the same, but in truth it's also a placebo effect, a prop might lock you in to something not quite in alignment with your vision for the module.

From pretty much 1981 until around 2002-2003 I was a "describe the thing" kind of GM, telling players what was going on, where they were, and so forth with occasional illustrations in play. I had dungeon, city and overland maps but their purpose was for me to keep track of things, and the players needed to assess where they were from my descriptions. When we had complex battles a sheet of scratch paper was usually deployed to provide a rough sketch of what was going on. That was it.

2002 was notable because I got in to a group where I rotated GM duties and gamed at a house with a friend with an enormously complete collection of maps and minis, and even props. This scenario would repeat again with another friend who had even more maps, minis and props in 2008ish. By then, I had acquired lots of maps and minis myself....D&D 3rd edition, particularly 3.5, leaned heavily on the implied expectation that these were advisable to have, and it was a norm that I had to get used to. In truth, I never did; the only reason I can enjoy D&D 3.5 today is because its no longer played much, and I can set the game table expectations back to my own preferences, leaning less on maps and minis. 

In film, there is a general notion that showing the audience something is better than telling them. If you have to convey information that cannot be shown, it may be necessary to rethink your approach a bit. I can think of no better illustration of how this works in cinema than the 1980's era director's cut of Dune vs. the 2021 Dune chapter I. Both films are telling the same story from the same book, but one does a borderline maddening level of "telling" to get the audience up to speed and the other leans 100% into the "show the audience" side of the process. 

Likewise, a concept like this can apply (and often does) to novel writing. In writing, it is often (not always, but often) better to have someone within the story convey information in a meaningful manner. If you have to exposition dump in a novel to get the reader informed, and that exposition is not conveyed in the course of the plot or through the voices/sight of a protagonist or other character, you risk losing some audience when they feel like the author is maybe just sharing their notes to get everyone on the same page.

But in GMing, the concept of show vs. tell is different. There are elements of the two concepts from above which do apply: a GM who can show an illustration of a trap room might find it evades confusion in explaining what things look like, for example. Old modules did this, a lot. Look at Tomb of Horrors, for example! The idea of providing illustrations of complex or interesting rooms from the perspective of the players is a great idea.

Likewise, it is much better to have a character within the game (or a good skill roll) tell players some useful information or backstory....and to write the module to include said backstory as a findable easter egg, if you will. Often many modules include pages of explanation for what brought the situation or location to its current state, enveloping the GM reading it in lore, then fail to provide any mechanism by which that lore can be meaningfully imparted to the players. Some GMs just infodump, but that is a terrible idea. There is such a thing as too much information (for some players) and a GM should know where that threshold lies with their players.

But when it comes to the show vs. tell concept in VTT and specifically the use of maps and minis, this concept changes....at least for me. The difference for me between RPGs as a strength and RPGs as combat miniatures games boils down to whether the use of maps and minis hinders or enhances the flow of the narrative. If you like the combat, if you enjoy the tactical elements, the maps and minis are useful tools, obviously. But if you are like me, and you never even considered maps and minis to be necessary or even helpful for the first 21 years of playing the hobby, they are a bit of an anathema to the tale-telling you are actually aiming for.

In the old days, I called this the "swing from the chandelier" scenario, with the implication that players might try to do something like that if the location of a fight is fluid and descriptive, with the players asking questions about the environment to see if there's something they can exploit. This means you could have possibilities to consider in battle that simply don't exist until you bring them up....but once asked, make sense, and so become available. To contrast, a map lays it all out clearly, and also cannot adequately convey three dimensions....and 3D scenery can do that, but at the expense of a heavy cost in cash and time, plus of course being actually good at making 3D scenery and props is a skill unto itself, and if that were the initial barrier to entry for this hobby then I simply would not be in the hobby.

All of this is a long way toward me realizing that one of the reasons I have been less satisified at times when running games in VTT recently, while at other times I have been having a blast, is because I have fallen in to the trap of what I call the VTT Hammer. When your tool is a hammer, everything looks like a nail, of course. In VTT, when your tool is designed from the ground up for you to use virtual maps and minis, then everything revolves around that. But it doesn't need to be so; I never use maps/minis as such when running Call of Cthulhu, for example. And in my Mothership games the maps as such are point-locational, by design, which means that you are using them merely to keep general track of where people are at, not as battle maps. Either way....my Mothership and Call of Cthulhu games have been amazing, whereas my recent D&D, Pathfinder and OSE games have been utterly m'eh.

I'm looking at how to handle this for Pathfinder 2E tomorrow. Thankfully it really is possible to run PF2E, D&D 5E and OSE without the conventional maps and minis....go back to the descriptive theater of the mind approach, as the appellation eventually came to be. One huge advantage to this approach is that it tends to force the GM to think more about what you want to present in a scenario, rather than doing it procedurally. As an example: there are four interesting encounters I want to get to in the dungeon crawl in OSE, but the rest of the dungeon is just obstructive and boring chafe....so why am I slogging everyone (and myself) through the procedural of dungeon crawling when the old players in the group are, as veterans, going through the motions just because, and the new player in the group, who is having fun with all of it, will also happen to find the actual fun stuff just as fun, if not more so, and never know the difference? 

For me, it is reconciling the notion that "just because VTT expects me to stick a map and minis out doesn't mean its a good idea." Of course, that doesn't mean it isn't always a bad idea, but a friend of mine read an article on this, and I wish I knew the source of this rough paraphrased quote, that boils down to, "never hide your good ideas." And in truth, I think a lot of scenarios in gaming do exactly that: hide the good ideas.

Okay, enough rambling! More on OSE later.....I have a lot of thoughts about the game now that I've run it a bit, more about the general nature of classic retro gaming in and of itself. Likewise, more on the conundrum of being an old veteran player and the idea that young, new players are actually a great way to invigorate your own interest once more. 


 

Monday, February 14, 2022

Random Musings of the Day - On OSE, Pathfinder, Basic Fantasy and D&D 3.5

 Short post, but still part of the last few months' ongoing theme of "mulling over what games I want to play."

First off....sticking to VTT and Roll20 in particular means that anything I do will need to comport to the medium of transmission, which in this case of course is Roll20. I have Foundry but it looks a bit too much for the level of time/energy I have to invest; a friend of mine who also grabbed it wants to collaborate on figuring it out, so who knows, though....we may crack that nut sooner or later.

I like OSE because its restrained, mechanically, to the style of old school progression I am comfortable with, but also doesn't limit itself to the boundaries of old school options. Unlike B/X D&D or AD&D ca. 1978 you can play other things in OSE like drow, knights, duergar, svirfneblin and much, much more with additional supplements. The rules for OSE are comfortable with this and know that there is a large group of OSR fans like myself for which the conceptual space of OSR does not mean that players must lack choice; I burned out on the sacred quartet of dwarf, human, elf, halfling as the only allowable species for players a long time ago, and I was never on board with "class as race" so the hybrid "do both B/X and AD&D" approach of OSE is really cool, and lets everyone have their preferences.

That was a long paragraph to basically say that I looked in to the latest edition of Basic Fantasy and while the system looks nice and tight, it lacks the variety that OSE supports right out of its core books....Basic Fantasy is, peer its name, exactly what it intends to be. I am not looking for that, unfortunately; I want a system with more robust variety. I know my players well....they would be bored and dissatisfied with BF in short order (as would I). So OSE still reigns as king for me right now, an old-school system which supports a more modern range of options for characters. 

Despite toying with the idea of OSE I haven't really engaged with it, though. Instead I ended up once more thinking about how the level of complexity (both in character options and tactical combat) that I find most satisfying is still best supported by either sticking with Pathfinder 2E (which is the game my group is most invested in on Saturday), or D&D 3.5 (which is the game I find myself most deeply interested in, having realized it is evoking the most nostalgia for me right now). 

So....still pondering, but I do know that my next planned fantasy game (outside of the ongoing D&D 5E game) will be further down the road. I want to let it lie "fallow" for a while so that my interest and desire to run new campaigns can come to fruition better.....and give me some time for a little while to properly explore other games and genres (Traveller, Cypher, Call of Cthulhu, etc.).

Thursday, February 10, 2022

Putting Thought into a Serious Effort at Old-School Essentials as Default Fantasy System

I've bounced around a lot on the idea of what fantasy system to roll with, and I am starting to think that I need to step back from D&D 5E and Pathfinder 2E, breathe a bit, and give Old-School Essentials an earnest try. Here's my reasoning, starting with the flaws in 5E and PF2E that I want to fix:

1. D&D 5E, which persists on Tuesdays, feels off in a way that I can't stop noticing. Sometimes I think its the bounded accuracy, other times its the "bag of hit points" monster design, which is less about whether they are bags of hit points and more about whether the group is optimized to hit hard and fast. The problem with easy healing remains, even with gritty rest rules in place. 

I'm not likely going to stop running 5E on Tuesdays, as my group has expressed a strong desire to continue with it, but I may bag it all down the road once the campaign is over. There is nothing 5E is doing which I don't see being more fun and interesting at least n 3.5. Tell that to my self in 2007, so they can have a heart attack at this declaration, but it's true....and I never thought I'd see the day, but I realize I prefer more mechanical nuance such as 3.5 offers than less.

2. Pathfinder 2E does offer more mechanical nuance, but it seems to me my players like it less. As GM for PF2E I have to be more mindful of the tight balance, which I realize is both significantly tighter than the bounded accuracy of 5E and actually tighter than the 3.5 design it is derived from. But combat in PF2E is a lot of fun, so I can't knock it....it just happens to have a lot of design implications that need to be considered when playing. I am getting fairly used to PF2E, though, and it is turning into my preferred contemporary choice for fantasy gaming despite my misgivings about its highly focused design on skills and other rules issues I have encountered or discussed in the past (such as organizational rules issues, lack of coherence in detecting and identifying magic rules, the weird way healing works, somehow both making it more and less accessible all at the same time, etc.). But the fact that combat is fun and monsters are interesting to fight really makes up for a lot of PF2E's other failings. 

3. Old-School Essentials is a distilled and concise restating of the classic B/X and AD&D rules of yore, with some modern bits thrown in for the sake of ease of access (such as providing for both descending and ascending AC). But it accomplishes a few things very specifically that are missing from the last 20 years of regular D&D (and Pathfinder to a lesser extent) that I would like to experience again. This includes:

1. It balances the simplicity of old school monster design with a speedier combat system; you won't see hit point bloat in OSE, and combat can be a bit scarier because it still supports creatures with a lot of "bite" and lethal effects. Healing is slower and rarer. This means there needs to be more strategy on the players' shoulders, and the GM can design encounters and modules with an air of verisimilitude rather than "what the encounter budget demands."

2. Magic items are rare rewards and part of the PC flavor....a good magic item can help define a character, rather than go into a bucket for auction after out-leveling it. 

3. The overall pace of play will be quicker and more efficient. There's a more rigid mechanical process in play which will help keep players who struggle with understanding the rules in check, but with enough complexity that the older and more savvy players won't feel bored. The fact that "rulings, not rules" is really important to OSR design will factor in more strongly.....the group I want to propose OSE to recently played Gamma World 1st edition and I think being able to adjudicate the mechanical questions with common sense on the fly was a big part of the fun in those game sessions, leading to interesting results that the simpler mechanical structure of the game did not seek to forbid. You could watch unexpected synergies at play, which was a lot of fun, rather than argue over specific stat block interpretations.

4. Although OSE does not have a detailed skill system it does have some AD&D-inspired skill table support for backgrounds. I am not at odds with this; as I have weathered over the years I think my desire for a common sense experience without skills will be fine, and I can house rule them in f I start to get irritated at their absence. The 5E skill system is swingy, the PF2E skill system counter-intuitive and too balanced, so using OSE with just a "what would you know based on your stats, class and level?" approach sounds okay to me at this point.

5. Finally, OSE is, like many simpler and OSR focused games, focused on interesting and experimental fantasy. You can do this with any game, yes, but some games actively support/encourage weird and interesting stuff more naturally (Cypher, for example). If you are even passingly familiar with the prodigious recent output of the OSR and OSE community specifically, its hard not to notice that the most creative and interesting stuff for use at the table is coming from this corner of the hobby, not the big giants.

Anyway....I am going to propose trying OSE for a while to my Saturday group after the latest Call of Cthulhu games closes out. We'll see! I'm hoping we can make this a grand experiment.