I have now ran OSH three times in F2F games. I posted the actual play over on my blog. The first two entries are not too detailed on game mechanics, but the third one I feel I did a better job showcasing the rule's strengths.
Thanks! This one was getting really good, group dynamics were beginning to flourish and everyone was feeling comfortable with the system. I just started an online game using Skype and Maptool (my buddy is working on a Maptool frameset for OSH), I am sure I will be posting the actual play for it in the future as well.
I have to say, OSH seems to have slipped under the radar of many folks, I really expected to find more APs posted on the web, but there doesn't seem to be much.
I ran an "Old School Hack Week" over the last 10-ish days or so and posted some games stuff, actual plays, and some character interviews. The actual plays people are saying were pretty interesting, I talk about the rules as well.
I think the system, now that I have played it, works really well, especially in a Tunnels & Trolls -like setting without the hangups I have with the T&T system. I played T&T a lot when I was growing up. I used to go down to the Flying Buffalo game store when I was a kid in the mid-late 70's and play. I think T&T is a much better system for solo-adventures than F2F games, but I liked the lighter and more magical-"fantasy" feel of it. D&D and then AD&D took over as the games we played with other people, and T&T when there was no one else to play with.
Congrats! OSH is the T&T game I can play with others! :) I have found the combat we played tonight to be more fun and memorable than when I ran this scenario using T&T *and* D&D. This scenario is one I wrote that was published with the T&T System for use with GRIP. Wow! So much more fun with OSH. Here's why:
OSH encouraged me as a DM to expand the play setting by thinking in terms of "arenas" instead of just a map. That added a brilliant dimension to the setting that instantly made it dynamic! I also added minions to the original encounter ... because I could, and it would make it more interesting. I was right. :)
OSH allowed the players, even the new ones (even the 4 year old!) to play by just telling me what they wanted to do...with very little coaching from me at all. Heck I have to coach the grownup players in my DnD4e game sometimes!
I set up this blog to record our games, so check back later to see more. :)
Wow! That is awesome, and the write up on your blog was great. I had no idea they were all children until I scrolled down to the bottom and saw the photo. They are excellent OSHers!
After playing the session, I thought that it was so well-played (a credible game session that anyone could imagine being in and having fun) that people would be surprised to see the ages of the players. So I figured that would be a cool secret to keep until the end. It's not that the game is geared toward "simpler minds" but rather that it was easy enough for the players to get all the essentials, and easy enough for the DM to manage and still be able to help out some. "Sillier" games are better for kids, IMO, and there was lots of laughter and cheers going on, and I prefer at least a little comic relief in all my games, even if just among the Metagame banter (e.g. the PAX Celebrity game).
I had three players for four and a half hours. This was the first time playing for one of the players. They wanted to continue past where I had scheduled the session, because they were having so much fun--a very good sign.
Here is an example of using Old School Hack for dungeon crawling. It worked better than I hoped.
I had five players for three hours; two veterans, and one brand new role player. It turned out quite well. I took my "Tireless Archer" module, cut it in half, and it really worked.
I'm trying out an online campaign of OSH, using Skype and MapTool. Three sessions played, and so far it has worked very well. The simple nature of the rolls helps tremendously in writing MapTool macros and running the game.
We have two old-timers like myself, plus two more who have never played an RPG before. It has been well received by all. The campaign is following completely from the players' adventuring goals, and being fleshed out quite rapidly as we play.
Not many problems so far. We will hit the level cap before long, but I have some advanced talents written out for lvl 5-8 (which I also should paste into a thread here for good measure). "Attack" needs to be "Attack or Follow", for those times when your target runs away. Just seems silly to force NPCs to stand around for a turn with nothing to do.
Ran a quick, improvised, game for my younger cousins, and their friends, on Saturday. They had a blast, and I enjoyed running it (stealing heavily from D&D adventures I've run in the past). Only two of the four of them really -got- the whole idea of Awesome Points the whole time - the other two were kind of playing catch-up.
I'm really looking forward to running another game, especially now that I've got a little better grasp of how to design encounters.
Tried out a steam punk variant, and I'll be tinkering with my rules as a result of the first playtest with them. Good times. Based on a scenario by Jeff Rients in this year's Secret Santicore. Details here:
We had 5 players, all had played before, and the session was about 4+ hours. It was a sandbox setting that had the feel of a more traditional fantasy role playing game, so this system works fine played straight (not so gonzo) also. Good times!
Last night, a four hour session with four players who had all played before. I tried something different, with a pleasant river valley they were traveling through, that then had A METEOR HIT AND AN UNDEAD APOCALYPSE RAWR!
Ran this game a few weeks ago, but it had a pretty complicated write-up that I just now finished. This adventures sets the stage, there are two more expected in Tulip's quest to confront the dragon.
This adventure took some setting up, to get all the various characters people wanted to play in position. Also, I was sick that night. However, it turned out really well.
I have thought about posting audio files, as I do record my sessions nowadays. They just don't seem controlled enough. There's a baby crying in the background, or somebody gets off on a side conversation while we're trying to play, or while the party is shopping someone inserts a story about their week. I don't want to make my people too self-conscious ("Hey, you're going to be posted on the internet!") But if I was going to post the game on the net, I'd want a bit tighter structure and environment, and player buy-in to that goal (instead of just showing up to play and have fun).
Well if you ever do Skype sessions where the recording is easy and the fore-knowledge that it was going to be posted was known I'd be down to help out with that.
I had a guest game master run OSH for the first time, and it went really well! I do love playing a wizard of the Zephreese school... In the midst of a mass of charging spider swarms, I turned one big spider into a bunny--and it immediately checked out as its mates turned on it. I also turned a zombie into a cave fish, and another into a crawdad (both still undead) and transmogrified the big bad to death at the end of the adventure. I went from first to fourth level in one glorious game, so you better believe I'm glad I can keep playing! (And I still only have two talents, though one has two upgrades. I REALLY like turning those who irritate me into harmless animals.)
Five hours, 5-6 players, new area in the game world. Check it out.
Since you've played a wizard maybe you can answer my question. Are wizards limited to their rechargable or ability spells, or would you play a wizard in such a way like you had for the Hack Effect Tech Attack rules where they can generate a ranged attack of the players choosing and the player could throw in AP to make something happen? I was just thinking how awful it would be to be trapped to a single "daily use" spell and not be able to do anything in game.
First of all, you can recharge rested talents by spending 2 Awesome Points while not in combat. Second, you can spend 3 Awesome Points to cast spells that you have not bought for yourself, but are on your template. So, if you're loaded with Awesome Points, you can use the mystic attack repeatedly during combat untrained. Or the intimidation spell, etc. If you've taken a grimore as your first talent, you don't have any talents yet, but there are 10 spells you can cast at will for 3 Awesome Points each.
(Another thought on the wizard question; one of my wizards carries a flintlock pistol, and a wizard could easily take a bow or sling. Also, I find that if I'm playing a wizard I want to be awesome, get lots of awesome points, and spend them on magic; I level way faster on using spells I don't have yet than on relying on my limited resources. Just a couple more thoughts, great question.)
I had 5 players for 4 hours, we played Gothic fantasy, horror with Old School Hack. It was really fantastic; there was plenty of humor, but the horror was horrific, and the combat was intense and scary. Good time all around!