Okay, so I'm pretty much down to the "Advice" part of the system where most of the rules are already laid out and I just try to give Old School Hack DMs some thoughts on how to run the game. Since I've got limited space in my layout and I don't have a whole lot in my notes to work from I figured I'd just start a thread with some stream-of-thought ideas and throw them at you guys and pick and choose later what I feel are the salient points to plug back into the official rules.
I feel like we're also reaching a threshold where we've got people interested in running OSH games just around the corner here that haven't actually been exposed yet to someone who's seen me run a game, which is a pretty important point for the game's development and which I hope will give us a nice new influx of feedback from people approaching the ruleset a lot more objectively. But to better facilitate those games, please feel free to use this advice thread to throw some questions back at me.
Okay.
So.
Most anybody who's going to run OSH in the near future here has run and created adventures before and knows the basic stuff. Old School Hack exists unapologetically in the D&D universe, with the heroes taking the classic class archetypes, and going and exploring dangerous places and fighting monsters in order to get cool stuff and become more powerful. You don't have to meet in a tavern, form a party, hear a rumor, and head out to fight evil, but it's definitely set in the kind of world where exactly that kind of stuff happens all the time. ;)
To play to the game's strengths, when planning ahead for a session I just try to think of a single thing that's big and cool, a place, an item, or a monster, something that feels big and evocative and I can build a whole encounter just around the idea. I don't worry about the getting there because we've got a whole big bag of fantasy clichés that can easily be plugged in to fill in the details. Here are some of these kinds of ideas that have shown up in Old School Hack games I've run:
If the players are making their characters at the beginning of the session, I've found that that process can be a lot of fun, give you a whole mess of last-minute adventure-tweaking ideas, and be thoroughly entertaining and even involve some roleplaying. Don't be afraid to start tossing out Awesome Points to players for just coming up with cool character ideas - in fact that's the best way to introduce the Awesome Point mechanic and get the economy rolling. Be sure to stress that anybody can reward them, and that in fact as DM you're usually, you know, busy with shit and thus rewarding each other really is their job (they're playing to each other as much as you, after all). Really quick, here's how I like to walk players through character creation.
In terms of tactile materials, I have a big laminated 2x3 foot sheet I use as a sort of "tabletop whiteboard" with wet-erase markers but your average gridded gaming mat'll do fine as well, just ignore the grid. All else fails just have a stack of scratch paper handy. You need a token to represent each player and each bad guy, and for this thread we'll assume you're using the handy-dandy Rel-patented Combat Hex-tracker, so you'll need an extra set of tokens for that.
I start a combat by sketching the immediate environment out, in nice big labeled "areas" that I know the tokens can be grouped in, labeled with a title and the Arena type: "Rooftops, Hazardous" "Alleyways, Tight", you get the idea. I do this on the spot because I like the fact that I can describe it as I'm doing it and solidify the scene in the player's head - but for the less artistically inclined you can just pull out a pre-sketched-out map or even a large print-out of some landscape art that you can then just label (and make circles on with a hi-lighter) indicating different areas that the players can see.
"So you step through the cavern entrance and you can see that you're way up here on a ledge (up here, Tight Arena) overlooking a vast crevasse (Open). There's a long suspension bridge (Hazardous) that leads over to the other side, where the orcs have set up some rough fortifications (making it a Dense Arena), they're over there sniggering and loading their crossbows and talking about how ugly your elf is."
Pretty inspiring, as well as useful.
Kirin: You might want to (not necessarily in the main book) describe how to convert old D&D adventure modules.
Also, RBH supported Attribute rolls to create Arenas with barriers to them (so that you could trap someone or get somewhere you couldn't be followed (Ranged)). Thoughts on that?
If I missed either of those two points above, forgive me in advance.
MarkCausey said:Kirin: You might want to (not necessarily in the main book) describe how to convert old D&D adventure modules.
Oh, definitely. "suggesting your own arena" is explicitly encouraged in the rules, and doesn't even cost any APs. Ranged-weapon characters are always asking the DM for high, difficult-to-get-to places to zip off to; and I think the malleability of the system totally facilitates that. Just expect OSH orcs to carry a lot of wood-chopping axes for dealing with those damned tree-climbing elves.MarkCausey said:Also, RBH supported Attribute rolls to create Arenas with barriers to them (so that you could trap someone or get somewhere you couldn't be followed (Ranged)). Thoughts on that?
How about tomb robbers on flying carpets?
"Mognol's Flying Carpet" is actually canon in the rules (it seats one or three people, but not two), along with the "Eight-Faceted Eye of Grimdol" and "Besuvius's Trousers of Comfort".MarkCausey said:How about tomb robbers on flying carpets?
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