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What Kind of OSR-RPG Do you Want (that doesn't exist yet)?

Started by RPGPundit, December 30, 2012, 04:49:20 PM

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RPGPundit

So, what kind of OSR game would you like to see that doesn't yet exist?  Be it a specific kind of "retro clone" or an OSR take on a particular genre, or setting type, or an OSR treatment of a specific license?  Or a particular kind of mechanical emphasis (the way, say, ACKS put an emphasis on dominion-management)?

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Quote from: RPGPundit;612983So, what kind of OSR game would you like to see that doesn't yet exist?  Be it a specific kind of "retro clone" or an OSR take on a particular genre, or setting type, or an OSR treatment of a specific license?  Or a particular kind of mechanical emphasis (the way, say, ACKS put an emphasis on dominion-management)?

RPGPundit

I like to see more settings and rules expansions and fewer rules sets.

As it is I'll never buy or use ACKS, but if it had been a supplement on domain management I would have snapped it up in a heart beat.

A lot OSR game could really have just been supplements where they present their one or two good ideas.
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Zachary The First

I'd like to see more drop-in setting elements, such as an island or nation that could easily be adapted to an existing setting. Better yet, books that address subsystems and variants for things like magic, domain management, trade, maritime campaigns, alchemy, and the like.

Honestly, I have my rules system in place. I think most of us do, at this point. I don't begrudge new OSR fantasy rule sets, but I think the ground has been well-covered.
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jeff37923

I've got the retro-clones that I want. I'd like to see more people doing stuff with them that I can spend my money on. Adventures and settings and good magazines are more interesting to me than yet another set of fucking rules when I already have perfectly good ones to use.
"Meh."

K Peterson

As I made clear in this thread, I'd like something like what's been presented by "Warriors of the Red Planet". Focused Sword & Planet adventure, in that case. I'd be interested in a similar OSR product that presented some originality, or highlighted an intriguing sub-genre of Fantasy.

What I'm definitely not interested in is an OSR game that's just another retooling of a specific D&D game system with some houserules. Plenty of retroclones exist now that cover all the bases - all the different versions of D&D that have existed over the past 37 years. Even crossbreeds between editions.

Melan

Hm. I am not looking for a new complete ruleset, since I've got mine, (see sig for brief English summary), and it has served us well since 2004. We are not likely to change that for our regular adventure fantasy. For smaller variations, I can create a hack in a few days and start playing. I'd generally prefer supplements I can bolt onto my game, not full replacements. Of course, they are fine if they are done very well, but they would have to be different enough and good enough to encourage us to change.

The following ideas interest me:
  • Something which substantially transforms the feel or structure of baseline D&D without completely un-D&Ding it. Like, something which does high fantasy well (D&D doesn't), or which expands the game in new directions. ACKS seems to be along these lines, but it is its own game in a thick book. My mass combat subsystem is 2 pages long. It works. I don't want a 300 page book to expand it. Those extra 298 pages are a big cost and time barrier and I need a good reason to cross it.
  • Something which adapts D&D (or potentially some other system) to a new cultural milieu while retaining accessibility. Arrows of Indra and Spears of Dawn are both experients in this direction, and I await them with interest.
  • Modular, plug-and-play rules modules. Don't overdo them. Allow me to take a 16 page idea and expand on it. I like short supplements. Give me a good psionic system in 16 pages and I am more likely to use it than The Grand Book of Psionics (leatherbound edition $69+S&H, on the $3000 reward tier, the author will personally come to your house and devour your brain).
  • Something which covers familiar ground, but gives it excellent structural and procedural support. Look at Stars Without Number. It is nothing new, but it is a well-built, streamlined system on both the player and GM side, and it is just chock full of relevant, valuable support material. It is a big book, but that extra material feels justified because it is all about giving you efficient, transparent processes and structures. Or take Vornheim, which does it in a smaller package.
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talysman

One I want to see (and am writing) is '50s atomic age horror.

I'd also like to see more really out-there fantasy/horror ideas that could be the basis of an entire game or a drop-in for some other game.

I'm good with people publish scads of house-ruled clones. Even if I don't choose to download or buy, I like the *idea* of people producing tons of material, so that practically everything you could ever want would be out there, somewhere. The only criticism of this I would offer is that house-rule documents should focus on the house-rules and not duplicate parts that are already present in many retroclones. Just focus on the parts that are different and refer to one of the retroclones for the rest.

AnthonyRoberson

I would really dig a good OSR style Western RPG or some well researched historical supplements. I have started working on a campaign myself based in a sort of weird fantasy influenced English Civil War.

Simlasa

Quote from: Melan;613007
  • Something which substantially transforms the feel or structure of baseline D&D without completely un-D&Ding it. Like, something which does high fantasy well (D&D doesn't)
I'd be curious to hear/read you expound on that point a bit. Where you think that disconnect is and ways to fix it. Maybe it's just your avatar (and location) that has me thinking you'd have particularly good insights there.

The Butcher

I generally agree that we have plenty of rulesets and could use more and better adventures, and settings, and modular rules supplements.

Still, I'm all for everyone publishing their D&D hack, and I might yet sit down and write the modern day spy thriller & men's adventure D&D hack I once dreamed about...

Quote from: Melan;613007The following ideas interest me:

Sorry for not quoting everything (typing on the phone here).

I'd lump ACKS with SWN: nothing strictly new but a comprehensive toolbox for those who want to get into the nitty-gritty of high-level domain management. Rebuilding the game from the ground up around this was more or less the authors' mission statement.

On a related topic, have you looked into An Echo Resounding (no links. Fucking phone) by SWN's own Kevin Crawford? It's a simpler, shorter, and most importantly, modular and supplementary take on domain management.

danbuter

I'd like an OSR set designed for swords and sorcery. So far, none exist.
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An updated Villains and Vigilantes type game that's a bit less wonky.
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Zachary The First

Quote from: danbuter;613041I'd like an OSR set designed for swords and sorcery. So far, none exist.

There are certainly a few claiming to be! Do you feel they all fall short, then?
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danbuter

They are D&D with a few S&S trappings. That's it.

NONE of them allow you to just run a solo fighter or rogue and adventure all day, fighting giant monsters and powerful mages. They are all designed around your standard D&D party (and most of them include the cleric as a class, which is WAY off).
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Claudius

#14
Quote from: danbuter;613041I'd like an OSR set designed for swords and sorcery. So far, none exist.

Quote from: danbuter;613105They are D&D with a few S&S trappings. That's it.

NONE of them allow you to just run a solo fighter or rogue and adventure all day, fighting giant monsters and powerful mages. They are all designed around your standard D&D party (and most of them include the cleric as a class, which is WAY off).
Did you take a look at Crypts & Things? I have always been very skeptical of claims that "D&D can do Swords & Sorcery fine", but I must say that C&T* has some very good ideas. For example:

-In C&T niche protection isn't as strong as in standard D&D. All characters can backstab, thieves and magicians fight better (thieves get 1d6+1 hp, a bonus to armor class, a bonus for fighting with two weapons, magicians get 1d6 hp, can use leather armor, can use swords, etc), all characters can use skills like disarm traps, climb, hide, etc. Of course, a single character is not as strong as a group of the same level, so he better is high level enough if he wants to survive, but he doesn't depend on a fighter to fight, a thief to disarm traps, a cleric to heal him (more on this later).

-In C&T hit points represent exhaustion and bruises, but not serious wounds (these are represented by CON damage), so after a night rest you can regain all your lost hit points. This means your character doesn't depend on a cleric to heal him.

-There is no cleric class, there is a magician class that conflates the magic of the magic user and the cleric.

What do you think?

EDIT: *= I must give Akrasia credit for his ideas.
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