List o' Things to work on
  • NareauNareau December 2010

    Page 19, Mognol's Flying Carpet: Lose the apostrophe in this sentence
    Due to some irregularities in it's creation, it can seat either one person or three, but not two.

    Also, is there going to be a page listing the special effects? They're mentioned in a few places, and I'd love to see those beefed up and spelled out.

    Finally, I think the combat rules should be moved up to page 13 or so. I think I'd put them right after armor and healing, to keep all those combat-crunchy things together.

  • kiznitkiznit December 2010

    I've just finished the page of special effects. :)

    I'll think about moving the pages around.

  • kiznitkiznit February 2011

    Post Basic Game Release this-is-what-I-want-to-do-next list:

    Expansion Packages

    • Original Red Box Hack Classes - Sanglorian's already kicking ass on converting these, I'd like to lay them out and throw together some world idea notes just in case you want to play in the mystical world of Disney Bears and quasi-Eastern mysticism.
    • Arabian Classes - Mark Causey laid some real ground work on this for an adventure he was hoping to run and we started collaborating on some class sheets but I know he's going through some stuff, so this may be on hold indefinitely, though I'd like to see it finished.
    • Star Frontiers Classes - There's been some scattered discussion about what this would look like, but it's slightly more involved because beyond the different classes the weapon and armor (force-field) types would require restructuring. Still, it'd be great to see the OSH system in a sci-fi setting.
    • An introductory OSH adventure - I actually have no idea what this would look like since I don't want to betray the "adapt the adventure to character concepts" aspect of the game, but I definitely want to push out of the box playability of the game even further with a nice instant adventure set.

    Core Game stuff
    • "Deluxe Version" of the Basic Game - This would be the next version of the game that I would ultimately like to see, that would hopefully include not only the next set of tweaks/crowd-sourced errata, but possibly the sample adventure noted above, an adventure sandbox toolkit (which in truth was some of the very first OSH design work I did), more encounter advice (and possibly some Actual Play) and some nice art (including some sample encounter maps. If bound paper copies of this game are ever to exist, this would be the version I'd want.
    • Playtest of the Heroic Tier - The most daunting (but also most exciting/challenging) project for me, which is trying to come up with all the advancement ideas, power scaling, and so on that I know we'd all like to see. Development of this would certainly involve running a truly full-on OSH campaign for my group and really taking the time to see what works and what doesn't, so it'll be awhile, sorry guys.

  • SanglorianSanglorian February 2011

    Hi Kirin,

    Have you considered leaving the Basic Game as is until you've published the Heroic and Mythic tiers, and then revisiting it after we've all learned a bit more about the system and seen its flaws? It seems to me, we won't know what tweaks are worth doing until we've strained the system by taking it all the way to level 12.

    Just a thought.

  • kiznitkiznit February 2011

    Hi Kirin,

    Have you considered leaving the Basic Game as is until you've published the Heroic and Mythic tiers, and then revisiting it after we've all learned a bit more about the system and seen its flaws? It seems to me, we won't know what tweaks are worth doing until we've strained the system by taking it all the way to level 12.

    Just a thought.

    That's good advice. At least until after the Heroic playtest is done, to see if any adjustments need to made.

    In all honesty I have no clue what the Mythic game would look like or even if it exists in me.

  • EsotericEsoteric February 2011

    kiznit said:


    In all honesty I have no clue what the Mythic game would look like or even if it exists in me.



    I agree that the last thing you want to do is betray the aesthetic and tradition of OSH. Honestly sometimes I'm even leery about the idea of a Heroic game,because I'm afraid it will fallow the "bigger numbers make things more epic" mentality, and in the process ruin what makes the basic game so great. Not that that would happen.

    As far as deciding how high the power level should go, I'm starting to reference our source material (link) for ideas. I'd totally play this game:

    City of the Gods
    In this scenario, the leaders of Blackmoor send the player characters to the City of the Gods to acquire some divine magic, either by bargaining for it or by stealing it.

  • If you are ever interested in collaborating on putting out a "deluxe edition" and like one or both of my first two scenarios (Road to Baffram, Tireless Archer) I'd be interested. Road to Baffram has sample encounter maps, for example.

    I don't have Arabian classes necessarily, but I do have a bunch of Eastern classes, and some for a setting Matt Jackson is working on. And, my next project after the DM book (focused around a geomorph stocking system and bestiary plus treasure loadout) is "Fictive's Open Seas."

    I mean, I'm content to build up content on my own blog, but if you would like to work together on some of the rulings I'm developing for further play in the "Fictive" version of the game, or other elements, let me know.

  • BrentNewhallBrentNewhall November 2011

    FYI, I'm hosting a "Let's Play an Interesting RPG" group, which plays a different RPG every week on a Google+ Hangout. I'd be thrilled to run a playtest of Heroic Tier OSH.

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