Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Friday, October 05, 2012

Google Trends: The Retroclones



It crossed my mind tonight that there is scant information out there about how big of a piece of the RPG market OSR-style gaming represents. We hear the occasional odds and ends in relation to Kickstarter print volumes vs. the economics of the big game publishers like Paizo and WotC, but beyond a vague idea that the OSR market is 'small', there isn't much information available. Despite its small size, the OSR community makes a lot of noise online. So I started plugging things into Google trends to see what I got.

Several surprising things:

Thursday, September 27, 2012

My D&DNext Looks like Myth and Magic

I learned to play D&D during the AD&D 2nd edition era. Not everything about that era was great for the game (bankrupting TSR, for instance), but I still have a lot of nostalgic memories of it. That is the form of the game that is familiar to me, and certain things about earlier editions (Dwarves being a class, no baseline Bard class) and later editions (sorcerers, Dragonborn and Tieflings) will always feel a little out of place for me.

But nostalgia isn't everything. 2nd editions rules were baroque and confusing in a lot of places. There were arbitrary restrictions from earlier editions ported over whole cloth (restricted class/race combos, alignment restrictions for rangers and thieves) that never really seemed justified within the game. 3e cleaned up a lot of the mess and added a nice unified skill system for task resolution, but added things that over-complicated the picture like multi-class/PrC fever and complex feat/Prc 'builds' that varied from the unplayable to the game breaking. The refined math made the game more intuitive, but also introduced us to the arms race of optimization and 'effectiveness' that swallowed 4e whole.

So when the Next playtest packets started appearing, I was excited. D&DNext, to me, looks a lot like 2nd edition looked before kits and optional rules and torturous attempts at re-building the non-weapon proficiency system into a general purpose skill system turned it into a morass. Shortly before the second playtest packet came out, I started putting together my own criteria for what I wanted from a D&D-ish experience. As of a couple days ago, it appears that what I was looking for is already here: a 2e retro-clone(ish) called Myth & Magic.

Friday, September 07, 2012

D&DNext Exploration Quick Reference

A thread over at EN World a few weeks ago got me thinking about the importance of keeping time during an adventure- particularly during old school, dungeon crawl-style adventuring. All those little bits and pieces of information- how long a torch lasts, how long until a buff wears off between combats- start to actually matter once you start keeping track of how long it is taking your party to move through a dungeon, search rooms, and engage in combat. These type of rules were very important to early editions of Dungeons and Dragons, and they provide some of the raison d'ĂȘtre for exploration-focused classes like the Rogue and (in wilderness environments) the Ranger. If it doesn't matter how long torches burn for, how long buffs last, and whether or not that Thief can see effectively when he or she goes scouting, some of the flavor of an old-fashioned dungeon crawl is lost- and you might as well junk a lot of the mundane equipment in the gear lists.


With that in mind, I used the Labyrinth Lord rules together with some old 1/2e D&D references to come up with some quick and easy rules for keeping track of time, light, and movement inside a dungeon environment. The rules are intended to be used with D&D Next (I'll be using them with my PbP playtest), but are suitably generic that they can be dropped into most D&D compatible settings (though I do reference advantage and disadvantage in the lighting rules, to stay consistent with the playtest rules for blindness- you can easily enough sub your own penalties as appropriate). Credit to GX.Sigma at EN World for the original inspiration for these rules.


Wednesday, August 22, 2012

Goblin PCs for Labyrinth Lord Advanced Edition


As I've mentioned a number of times, I really enjoy Goblins as a PC race.  For fans of old school gaming, James Maliszewski at Grognardia created these Dwimmermount Goblin PC rules for his Dwimmermount setting using the Labyrinth Lord rules.  James uses a mix of regular LL, LL Original Characters, and Labyrinth Lord Advanced Edition for his games, but his race rules for the Goblin lean strongly towards the original edition rules- split advancement, limited class selection, racial prime requisites, etc.

I'm currently working on putting together some OSR-style dungeon crawl adventures that I want to run via PbP.  I'd like to offer Goblins as a PC race (since I expect players will be running multiple different PCs over the course of things, death being a frequent possibility) but wanted to adapt the Goblin rules to be a little closer to the rule system I had in mind- essentially a simplified LL Advanced Edition that keeps the notion of race and class being separate, but focuses on the core four classes of Fighter, Magic-user, Cleric, and Thief.  With that goal in mind, I pulled together the following rules for Goblin PCs in Labyrinth Lord Advanced Edition: