Tag: OSR
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Back from the Grave?
People sometimes ask if I plan to make a second edition of Grave to correspond to the updates in the second edition of Knave. 1️⃣ The answer is: sort of, maybe but not quite. But I’m closer to it now than I was a year ago, now that Dungeon23 left me with an adventure to…
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#Dungeon23 retrospective
2023 is over, and with it, the #Dungeon23 challenge: a yearlong effort to create a 365-room megadungeon, one day at a time. Now that I’ve filled two notebooks with a pair of soulslike adventures, I’m reminded of a birthday card I once got from my wife: I share this sentiment with everybody who completed Dungeon23…
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A few ways to hate armor rules
Armor rules are, for me, the most vexing part of designing D&Dish games. I don’t need games to “realistically” simulate fantasy worlds, and I do need rules to be simple and approachable. Even so, the binary “you get hit or you don’t” default rule of armor has always seemed far too clean and boring to…
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2400 devlog: Legends
Legends is the one (and likely only) “lo-fi hi-fantasy” entry in the 2400 series, an homage to D&D that might actually fit into a unified 2400 setting (if you squint hard enough). You can find it in the full 2400 series on Itch.io, and on its own and in the 2400 bundle on DriveThruRPG. Legends…
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Why I keep going back Into the Odd
I recently had the honor of joining Chris McDowall on his Bastionland podcast to talk about Agents of the O.D.D., and other games I’ve written inspired by Into the Odd. Chris asked why I went with these rules for Agents, and I babbled quite a bit about the history of the game’s development, but not…
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On a mission from O.D.D.
For my new playtest of Agents of the O.D.D., I’m running a series of one-shots and short arcs, linked into a campaign. Some of that is my own material (like the intro adventure from the currently available edition of Agents), but most of it is adapted from published adventures, including several from Michael Prescott’s excellent…
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QZ: Welcome to the Quarantine Zone
This week I released a new game for the Eclectic Bastion Jam titled QZ, short for “quarantine zone.” It’s a science-fiction RPG inspired by Roadside Picnic and Annihilation, designed to send modern-day scientists, soldiers, and scavengers on expeditions into an area where the laws of nature no longer apply. QZ is by far my longest…
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How to learn spells in Bastionland
I love the simplicity of Electric Bastionland and Into the Odd and “foreground growth” in place of advancement, but I also understand the appeal of detailed character upgrade options. For a lot of players, getting to plan out and optimize their character trajectory is an essential part of the fun of RPGs. There are, of…
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100 O.D.D. items
I initially released Agents of the O.D.D. with a list of 20 magic items, or “arcana,” but admitted right out the gate that I felt it needed a lot more. So, here are a lot more. The first 20 are rituals, which take longer to perform safely; you might only be able to do them…
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Collecting magic items with a day job
I love roleplaying games with tons of weird little magic items and strange oddities. They’re the secret sauce in games like Into the Odd, Numenera, and (since I realized what those games were doing that I liked so much) my own in-progress game Odd Luck Charms. I think those sorts of things work even better…
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Change Agents of the O.D.D.
I’m running Agents of the O.D.D. tonight for the first time since Metatopia, and looking to playtest some changes. (Please feel free to grab a free “community copy” of the earlier edition if you’re practicing good social distancing or performing essential services during the pandemic, by the way.) We likely won’t even get to all…
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(Un)written rules of play
I tend to design relatively short RPGs because I’m more likely to get them done, and because the intended audience (myself, my personal friends, and fellow longtime hobbyists) doesn’t need much more than the basics. I’m working on a couple longer games now, though, one of which is explicitly written to welcome newcomers both to…
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Down Town draft: Into the Odd meets Blue Blazes
Awhile back, I blogged about a work-in-progress RPG tentatively titled “Down Town,” a hack of Into the Odd about modern-day urban spelunkers delving into the weird underworld far beneath the streets. I think this game will be super fun to run, so I keep getting distracted thinking about it—but I have more pressing projects, and,…
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Metatopia Design Diary: Agents of the O.D.D.
I ran two sessions of Agents of the O.D.D. at Metatopia, a convention geared toward playtesting games in development. The feedback was a mix of things that made me go, “Great, I was planning on doing that already!” and things that made me go, “Hmm, I’m really going to have to think about that.” Some key takeaways: More…
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Metatopia Design Diary: Nighttide
Last weekend, I ran my first playtest of Nighttide (and the Gauge system on which it’s based), a diceless gothic horror game inspired by Bloodborne and Castlevania. It was a lot of fun! Also, it didn’t work. That session did suggest that it could work, though, and that this game may be worth developing into something more detailed than a page-long scenario…
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Agents of the O.D.D. now out in the field
Late last night, I uploaded my Cryptid Jam submission, Agents of the O.D.D., a game of (paranormal) paranormal investigators. The implied setting is something of a mashup of Hellboy, Planetary, and The Laundry Files, with rules based on Into the Odd and Electric Bastionland. It’s got 100 agent profiles, 20 arcane objects, 1 short scenario…
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Gauge: A diceless RPG about survival
The Your Move Jam posed a challenge: Design a “Powered by the Apocalypse” (a.k.a. “PbtA”) game with only a single move. I’d been sitting on an idea for just such a game for a long time: Gauge, a diceless, token-based game about surviving in hostile environments with tight resources. I’d been sitting on it because…
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Hit + Die: A 1 page, 1 HP RPG
I found out about the One Hit Point jam pretty late, but I loved the concept: All characters in your game must only have one hit point, and must never gain any more. So, with only a few hours here and there to whip something together, I created a very brief game about very brief…
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Grave 1.0 release notes & alternate rules
After five months of playtesting, I’m finally calling Grave (more or less) done. This game offers a minimalist D&D-inspired rule set for soulslike fantasy adventures, built on Ben Milton’s tried-and-true Knave. Like Knave, it only offers hints of an implied setting, so it works best when paired with “Old School Renaissance” (OSR) adventure modules and…
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Aetherway: Tunnel Goons meets Troika!
My second game jam submission in a week (and, well, ever) is Aetherway, for the delightful Goon Jam featuring hacks of Nate Treme’s Tunnel Goons . It’s meant to be a companion and/or conversion for Troika!, but I think it’s potentially useful to anybody who would like d66 tables of strange travelers and otherworldly portals—and…
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This giant, immortal bug wizard seems like an OK dude
Mind control is tricky business. As a player in a D&D-descended game, you understand that you have limited control over the world at large, but you are the final arbiter on how your character thinks and acts. Losing control of your character’s behavior is effectively being denied the right to actually play the game. No…
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Whitehacking Numenera
As we’ve established, I can’t stop hacking Numenera. The more I try to figure out how to mine the parts I like best, though, the more I feel like the most sensible thing is not to house rule the Cypher System—it will always been too fiddly for my purposes—but to run some other game entirely,…
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Knaves of the Ninth World: A Numenera conversion
Featured image artwork is TM and © 2019 Monte Cook Games, LLC. I’ve been kicking around ideas for a far-future adventure and exploration game lately, along the lines of Numenera and In the Light of a Ghost Star. In the process, I stumbled upon the realization that Numenera content maps surprisingly neatly onto the rules…
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MinimalD6 Numenera
As long as I’m posting a bunch of Numenera hacks all at once, I might as well be thorough. Here’s how you can make use of a bunch of the ideas in your Numenera books with the much looser MinimalD6 rule set, which has spawned a bunch of other simple hacks. This post includes the…
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Playtesting the dullest demonslaying
Yesterday, my group took Grave for a spin for the third time. I knew that they were nearing the end of their journey through the Veins of the Earth, so I prepared a number of other locations for them to visit next, unsure of which they’d pick. An ever surprising lot, they picked the absolute…
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Exhumed: Pamphlet Dungeon Edition
Last night, I completed a version of Exhumed for the Pamphlet Dungeon Jam hosted by Nate Treme—about half a minute after the jam closed at 1:00am local time. (It’s been a rough week.) I was disappointed to be unable to show it off among the other excellent pieces, but I figured, hey, I made the…
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What AGE taught me about stunts
Today I got to play the first session in a campaign for The Expanse RPG, based on the AGE system. I think I’ll enjoy it because the other players and their characters are great, I dig the setting, and sooner or later, the rules will become familiar enough to us that turns will go more…
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Searchers of the Untitled: 2 one-page D&Dish games
Searchers of the Unknown is a one-page take on old school D&D, built on a simple premise: Any character can be boiled down to a five-item stat line of the sort used for monsters (like “AC 12 MV 10′ HD 3 HP 12 #AT 1 D d8 sword”). In a clever bit of design, armor…
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Play Report: (Soulslike) Veins of the Earth
Veins of the Earth is a weird, evocative, generally excellent guide to subterranean D&Dish adventure. There is more in there than I will ever be able to use, but I intend to milk it for as much as I can for my soulslike Knave campaign (a.k.a. Grave), and then dig even more out when I…
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Design Diary: One (more) foot in the Grave
Much to my own surprise, I think I’m about to finish Grave—a variant on Ben Milton’s Knave, built for soulslike games. Today was only the second session I’ve run with these rules, but after the session, the players generally agreed that it’s pretty close to done. I shouldn’t be so surprised, though: The rules don’t…
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Rumors, Legends & Lies for a soulslike campaign
Here are 45 snippets of lore that probably aren’t making it to the final text of Grave, but that I could imagine making use of someday. I figured I’d put them here rather than just leaving them on the cutting room floor. This list came out of an attempt to provide d50 Dark Souls-inspired “Rumors,…
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Grave: Hacking Knave for soulslike adventure
I’ve been wondering aloud for months about how (and whether) to fix the rules for my soulslike game, Exhumed—but learning that its working title is taken by yet another metal band may have been the final straw. (“Titles that inadvertently turn out to be taken by metal bands” may be the only consistent thing in…
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That time we killed the AntiPhoenix
“There is one AntiPhoenix and only one. It’s written on this page; there is no other. It came alive when you read these words. You can use this Black Phoenix in your game. It’s the only one you’ll ever get. When it dies, if it dies, tear out this page. Take it outside. Burn it.…
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Play Report: Knave + Stygian Library
Due to an unfortunate confluence of events, it’s been about three months since I was last able to get a group together for an RPG. Thankfully, I was finally able to get together just two players for a few hours today, and used the opportunity to run them through a completely randomly-generated crawl through the…
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Design Diary: Grave Knave
I recently wondered aloud whether I’d be better off rethinking my soulslike game Exhumed as a Knave hack, especially given that my earliest pre-playtesting version of Exhumed unwittingly looked quite a bit like Knave. (I ended up using much of those rules in in a Fallout hack instead.) Now, I know the smart move is…
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WIP: Down Town
One more hack for my backlog of works in progress: Down Town, inspired by Chuck Wendig’s Blue Blazes and Joel Priddy’s Underground. To be honest, this one’s low on my list of priorities because I don’t need to create it in order to run the campaign I want to run. After all, Underground’s 4 pages already offer…
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WIP: Agents of the O.D.D.
Here’s a glimpse of another work in progress on my 2019 to-do list: Agents of the O.D.D., an Into the Odd hack inspired by the Hellboy and BPRD comics, among other weirdness. Characters are occult and fringe science consultants, law enforcement academy washouts, and unfortunate individuals marked by the odd, conscripted to investigate the paranormal. I actually…
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WIP: Xenobioddity
And after writing 3300 words on excruciatingly detailed fantasy combat, I figured showing bits of some of my other works in progress might be fun. To that end, here are some early notes for a space/sci-fi hack of Into the Odd, tentatively titled Xenobioddity. The project’s on hold while I focus on Exhumed, and I still have…
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Nuka World(s)
I have something of a hobby within a hobby: not just making and playing RPGs, but specifically, making and remaking hacks to play my favorite video games with friends. I’ve already made two hacks to play Fallout, and have been kicking around ideas for a third, built on the system for Exhumed. I really have…
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Exploiting Details: An Unfinished System
Last year, I ran a game of It’s Not My Fault! with a new set of “house rules” for a group of players who’d never played any Fate game before. I replaced Fate-specific jargon with terms that made sense in conversation, stripped out some rules exceptions I felt were harder to explain and remember than they were worth,…
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Resleeving Eclipse Phase
Eclipse Phase is one of my absolute favorite RPG settings. Humanity is now transhumanity—functionally immortal thanks to regular backups, and inclusive of digital consciousnesses and uplifted animals—but our unchecked advancement lost us the Earth and scatterd the survivors across the solar system. The setting is both deep and broad enough to support campaigns based around political…
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The Basilisk Hack
The Basilisk Hack presents rules for the transhuman horror game Eclipse Phase based on the first edition of The Black Hack, a super-simple take on old school D&D. Being based on one Creative Commons licensed game (EP) and one game under the Open Game License (TBH), the rules are doubly free, so have at. I wrote this many months ago, posted an…
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Decyphering Numenera & The Strange
There’s a lot I like about Monte Cook Games’ Numenera and The Strange RPGs: bizarre science-fantasy settings, evocative art, high-concept character construction, random tables with inspiring items and backgrounds, and rules to encourage continually cycling through shockingly powerful single-use items. It’s a combination that ensures plenty of surprises for everyone at the table, GM included, and the sessions I’ve…
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d20 Ways to Nerd Out About Partial Success
Prepare for some navel-gazing and boring math that probably doesn’t even feel relevant at most people’s tables. It’s mostly for my own reference down the line, but maybe you’ll find something you relate to here. I love non-binary dice rolling systems. Even just adding a single option between success and failure—“yes, you succeed, but…”—adds a…
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Advanced HD&D, 2nd Edition
Someday I would like to run an old school D&D game that uses hit dice as an expendable resource. Here’s how I might do it. The Basics: You have a reserve of as many hit dice as your level, and your hit die size is based on class (d4 wizard, d6 thief, d8 cleric, d10…
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Playtest Review: Exhumed
Every time I’ve run Exhumed—an RPG built on the Into the Odd rules, and inspired by Dark Souls—it seems to have worked more or less like I intended. Playtesters familiar with soulslike games tell me it manages to evoke the same feel, and players new to the genre assure me it’s still interesting and accessible for them too. The…