All Discussions - Old School Hack Forums http://forums.oldschoolhack.net/discussions/feed.rss Thu, 23 Feb 12 05:06:01 -0500 All Discussions - Old School Hack Forums en-CA Grimores--books of power, books of spells http://forums.oldschoolhack.net/discussion/131/grimores-books-of-power-books-of-spells Sun, 28 Aug 2011 09:07:25 -0400 fictivefantasies 131@/discussions
Perhaps they start with a different tradition than the one in the base template. The inherent ability remains the same. One of the most evocative shifts in the Magic User template concept is the “Book of Power” so I used that base notion to add a kind of information to the grimore as well.

Here you are. Five new spells, and a book geared for a kind of research. It is not a template, but it greatly expands options for the magic users. What do you think of this concept?

http://fictivefantasies.wordpress.com/2011/08/28/osh-aglatch-grimore-a-new-format-for-a-template/]]>
Actual Play http://forums.oldschoolhack.net/discussion/90/actual-play Mon, 18 Apr 2011 11:28:10 -0400 Snikle 90@/discussions
http://snikle.wordpress.com/2011/02/24/old-school-hack-first-session/
http://snikle.wordpress.com/2011/03/16/old-school-hack-session-two/
http://snikle.wordpress.com/2011/04/18/old-school-hack-session-three/]]>
OSH Play test review http://forums.oldschoolhack.net/discussion/160/osh-play-test-review Tue, 31 Jan 2012 03:39:44 -0500 jeffmoore 160@/discussions
http://dreamsanddragons.blogspot.com/2012/01/old-school-hack-playtest-review.html

Thank you for a wonderful RPG!]]>
Is the admin here? http://forums.oldschoolhack.net/discussion/159/is-the-admin-here Thu, 12 Jan 2012 11:58:37 -0500 artikid 159@/discussions stopped the spam invasion...
artikid]]>
OSH in italian http://forums.oldschoolhack.net/discussion/148/osh-in-italian Sat, 17 Dec 2011 10:34:54 -0500 artikid 148@/discussions I'm trying to get an italian translation of OSH off the ground at theroaringoldschool.freeforum.it
I'll keep you updated
Best regards
artikid]]>
Loot http://forums.oldschoolhack.net/discussion/46/loot Fri, 24 Dec 2010 12:45:01 -0500 Nareau 46@/discussions
So I had a couple ideas. My first idea was to include a much-simplified price list, and leave the rest up to the DM. Something like:
1GP - Cheap adventuring stuff: rope, 10' pole, fishing gear, torches, rations, staves, slings, a meal, an ale, and night at the tavern)
5GP - Basic (thieves tools, lanterns, tents, carts, donkeys, swords, axes, a night at the brothel, a night of drinking)
25GP - Cool (horses, most light armor, elven wine, holy water, spyglass, bribing a crooked guard)
100GP - Expensive (warhorses, most heavy armor, an exotic animal, a carriage)
1000GP - Really expensive (a boat, a house, something magic)
10000GP - Super expensive (equipping an army, a castle, a dragon's hoard)

My second idea was to adopt this to a "wealth system" like you see in d20 modern. Personally, I hate hate hate wealth systems. They're confusing for the players and they're incredibly easy to abuse. But in a rules-light system like OSH, where the DM has a lot of veto power, I think this could work.

PC wealth is measured like this:
A little (1)
Some (5)
A lot (25)
A whole lot (100)
Tons (1000)
I'M RICH BITCH! (10000)

When they get money, the DM tells them (for example) "You each get A Lot of money". So each PC checks off the first three boxes on their sheet.

Later, when they spend money, they might need to erase one or two boxes.
*if something is two categories below what you've got, don't sweat it
*if something is one category below, you need to erase your top box
*if it's equal to your current level, you gotta erase two boxes

I think this will work out with the PC's typically getting Some or A Lot of gold in their early adventures, and spending it when they get to town. They'll have incentive to do so, since getting Some money when you already have Some or A Lot doesn't do you any good. So you may as well spend it every time you get it.

If they really want to pool their resources, the DM can let them combine 5 or more (typically, the whole party should throw in) of one category to buy something from the next category. But that probably shouldn't happen often, especially when bumping up A Whole Lot and Tons. When pooling resources in this way, everybody has to erase one box.

Similarly, if one PC wants to pay for the party's night at the Inn--well, that's costs Some gold instead of them being able to pay for it A Little at a time.

Finally, PC's always have the option to get a "fancy" version of anything. Fancy versions of things are always one category more expensive than normal.]]>
Templates for Classes http://forums.oldschoolhack.net/discussion/110/templates-for-classes Mon, 25 Jul 2011 00:38:13 -0400 Zartes 110@/discussions
I love how the classes in OSH are presented, and I have to admit that a possible reason why I'm reluctant to use any homebrew classes is because the information wouldn't be presented as nicely. So I'm wondering whether it would be possible to make a form-fillable PDF that could have the stuff about a given class put into it, and then print out something that would match the core classes? ]]>
New Book: "Fictive's Talents and Templates" Released! http://forums.oldschoolhack.net/discussion/138/new-book-fictives-talents-and-templates-released Sun, 25 Sep 2011 12:49:03 -0400 fictivefantasies 138@/discussions
This book has been fine-tuned from previous blog entries; they are drafts, this is the finished product. There is a lot here!

Grimores expand magic user talents.
Canticles give expression to individual gods for clerics.
A list of open and restricted talents.
28 templates, so you can randomize on 3d10 if you want.
Streamlined character creation including how to learn languages and musical instruments–everything you need to make a character here.
An advancement system so you can play your character as long as you want to.
Different format character sheet and reference page.
Blackpowder, poison, gambling, picking locks, and explosive rules.
More!

On my site: http://fictivefantasies.wordpress.com/old-school-hack-resources/
The file iteself: http://fictivefantasies.files.wordpress.com/2011/08/fictives-talents-and-templates.pdf

So... what do you think?]]>
A full-on Old School Hack campaign http://forums.oldschoolhack.net/discussion/21/a-full-on-old-school-hack-campaign Wed, 22 Sep 2010 20:49:03 -0400 kiznit 21@/discussions
The directed design towards pick-up-and-playability along with, er, the flavor of the game being infected by my own somewhat goofy DMing style leads me to think that most people probably imagine the game as being ideal for one-shots but maybe not quite nuanced for long-term play. Which is probably a legit assumption but I like to think that most of the time nuance is something that anyone can bring to a game, right?

One of the things that led me down the design path in the first place was a growing library of published and homebrewed campaign ideas that I just didn't see myself ever getting a chance of running - I'm sure we've all felt that way. So I wanted a system that was fast - like Basic D&D fast, a system where you could have 4 or 5 encounters in a three-hour session once everyone got a handle on it. I ran a short campaign of Red Box Hack and I was amazed at the speed, at the ability to really have a well-rounded story arc in a single evening's play, which I realized was something I'd been after for a long time.

So far the game encompasses the first four levels of play - a fairly arbitrary limitation, and merely one in which I felt naturally created characters could maintain reasonable individuality against others of their type. Sure, you can play beyond that with the current leveling up rules, but I don't quite feel like you'd be getting a satisfying "ramp up in power", seeing as how your hit points would remain the same and all your talents would be of reasonably equivalent power.

So let's talk about the Heroic Game - the next tier of Old School Hack, the "middle" one.

Some basic ideas:
  • A Quest! I'm fine with the idea that leveling up just happens, sans training, but I feel like graduating to the next game level (and the presumably greater power) should involve some investment on the part of the players. Not only would making it to fifth level involve completing some sort of task given by the DM, but I would love to hard-wire something in there where the PC gets hit with some sort of resulting obligation that hangs over them - my metathinking on this being that as PCs grow in power, have greater options, and become less killable, there needs to be a similar increase in the DMs ability to keep pulling their strings, so to speak.
  • More Hit Points - Upon completing the Quest and achieving fifth level, PCs would not only receive access to the Heroic Game talents for their class, but also finally get a bit more cushion from death: Two more hit points. Yup, the Heroic Game would probably come with a whole new character sheet you would copy over to.
  • The Next Tier of Talents - Well, duh. I haven't even begun brainstorming what these might be. If you have any cool ideas, let me know!
  • Rituals and Retainers - For the magic-using side of things, I want to "open up" the system in order to give players some limited narrative control over their magical powers. I don't expect I'll ever put together some massive spell list like regular D&D has, so I'd rather figure out some simplicity-based system to allow PCs to come up with their own spells. I was trying to think of some sort of complementary system for the warrior/specialist types and I like the idea of similarly broadening the "use awesome points to buy an NPC" system that reflects a non-magic-using character's growing prowess and reknown, and his ability to summon and call on hireling and followers to help him hold the line and kick ass.


More to come, hopefully.]]>
The Problem with OSH: NOT ENOUGH BOOZE http://forums.oldschoolhack.net/discussion/147/the-problem-with-osh-not-enough-booze Fri, 16 Dec 2011 09:38:03 -0500 barsoomcore 147@/discussions
http://www.drinkingquest.com/

Clearly, THIS is a match made in heaven.]]>