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Topics - The Exploited.

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How do,

As the title suggests. :) Basically, I'm looking for a Gothic style horror adventure. One that isn't just a dungeon crawl.

Something with a good mystery and a lot of atmosphere.

Preferably OSR mechanics, but I don't mind converting them from another system if the scenario is good enough.

Any ideas?



Found this guy John M Stater when I was looking for some white box stuff.

Has anyone played any of his games are they any good?

He's got a few titles that sound pretty cool:
Black Death
Swords & Sandals
Deviant Decade
Barbarians & Basilisks

Let me know if they are worth a purchase.



Not too sore if it has been mentioned here before.

But if you're looking for a very good dark and quirky setting then this is well worth a shot. A bit like if Lovecraft met WFRP and they decided to settle down in middle England.

Great review here from Red Dice Diaries.


Thought I'd post this. GJ did a very good and indepth review of V 5e.

Sounds a bit crap as far as I'm concerned. Not that I had high hopes for it anyway.

And no Sabbat? Fuck that!:mad: (well, not detailed in this 400 page rule book). Meh...


Any good fanzines for OSR? Anything like the Unspeakable Oath for Call of Cthulhu?



I'm just curious... What races do you like or hate as PCs? Or do you think seeing the same old options in fantasy games is getting a little tired? Just to note: I'm not a big D&D player except when it comes to the OSR side so I don't know much about the newer editions.

Ever since playing WFRP 1e I really got into human-centric games so that's generally my preference nowadays. But I did like Dwarfs the psychos they were. And maybe it's also because I'm more into lower fantasy now as well.

But I've really gone off elves (just too cool for school!). :(

I did like playing Ocs in MERP we played an entire campaign, it was a lot of fun (although we were not popular with humans).

I'm also getting a little tired of the various 'new' fantasy games being released with rejigging same material over and over again... That's one of the reasons I like Sybaroum. Sure, the races are in there but in name only. They've really tried to do something original. Like Elves, who are damn scary as they get older and pretty unrecognisable.

Do you think new game's designers should try to do something a little different with the usual fantasy races? Or are you happy enough with he status quo. Personally I'd like to see some of the tropes freshened up a bit, but that's just me.



My top picks so far are:

Beyond the Wall (overall vibe and slick rules).
Night Owl Workshop - The guys that did Freebooters (I've picked up their whole line!).
Other Dust (actually, I love all of SNP).
Dark Albion has to go in here - With Appendix P!
Sabres and Witchery.
Fantastic Heroes & Witchery
From the Vats - Their stuff that is basically D&D BX in a very small set of books.

ASSH2e (I love the vibe but I'm not mad on those old school minuscule increments that thieves have for their skills).
LoTFP (more for the supplements rather then the rules).

Anything I've missed or that are worth grabbing?


So after all the great suggestions in my Pirate thread, I picked up a few things and one was Freebooters from Night Owl Games.

I was looking for something to scratch my OSR itch and this does it very nicely. 'tis only 100 pages. But crams a lot of material into the little book.

This is not a review per se. Just a few quick thoughts. So, not much point in covering all the details of the OSR rules. But some of the interesting thins are the use of attributes in order to use skills or other piratey things. Nothing new per se but nice to see it there.

The saving throw is quite special IMO. That is to say, there is only one, and it's the same for each of the characters. However, It's then modified by your attribute modifier. So if it's a save against dodging you'll apply your Dex bonus or minus, etc. Very elegant little system.

There are three main classes.

Sea Rover: A Sailor and a fighter - You typical nasty pirate.
Musketeer: Professional soldiers skilled with weapons but not sailers per se.
Striker: Native hunter and trackers with stealth.
Bokur (optional): Voodoo Sorcerers who use the Loa (they have cleric type of magic).

There's also a carousing rule a little bit like in 50 fathoms. So, players gain extra XPs if they blow their cash on creative debauchery.

Ships combat is there and is pretty simple. Also, there's a brief history of the Spanish Main and maps of the Caribbean. Basically, it's got everything you need to run a pirates game.

Needless to say, that this can be used with pretty much the other OSR stuff.

For the price, I think it's a wee gem and well worth picking up. Nice clean layout with some nice interior art in there too.

And thanks to under_score for the recommendation. :)

Pen and Paper Roleplaying Games (RPGs) Discussion / Good Pirate resources?
« on: September 09, 2017, 08:19:15 AM »

I'm looking to run a Lustria (WFRP) campaign at some point and I'd like a very dark Pirate theme. Much like black sails meets dark supernatural horror.

Beyond the Freeport series, does anyone have any good links for some good Pirate material?

Sourcebooks, blogs, story seeds, interesting locations, or anything you might care to share?

Thanks in advance!


PS - Yaharrgh! Sorry, I couldn't resist it...

Just saw it (pardon the pun!).

What did you all think? I liked it a lot.

I loved levels when I was around 14. I thought they were a brilliant form of experience. And of course let you power game your pants off - Which I loved as a kid. Although, I got well tired of it towards the end.

TBH WFRP had put the nail in the coffin for me (1e) regarding D&D and old OSR. And especially gaming during the 90s, I thought they were very clumsy and a somewhat binary way of reflecting character experience. And thus leaving the characters mechanically very samey. I would refuse to play in any game that had any form of leveling system.

Come coming back full circle just a couple of years back, and I started to miss the old style of fantasy RPing (or back to basics). I was sick of all the whizz bang of newer and supposedly better mechanics. I found myself spending more time fiddling than actual RPing. And GMing was a lot more to take onboard.

Anyway, some of the best games I've played over the years have been at the lower levels of gaming to my recollection. Maybe between 2 - 8. Beyond that (and add a load of magic items into the equation) I think the game starts to get a bit power heavy. Nothing necessarily wrong with that, if you like it, but I'm into low fantasy and very few magic items.

Anyway, I like the way levels make the game very transparent so it's a lot easier to balance. I also actually like the fact that they make heroes of normal men (or women). I think they reflect, for me anyway, a good gritty fantasy novel in terms of power level. Yeah, you can punch a couple of thugs out at 3rd level but try and take on Waylander by yourself and you'll be needing a grave, as it should be!

While I used to think they were a bit cookie cutter too, I'm now way more interested in making characters and NPCs different through RPing as opposed to adding and subtracting different mechanical nick nacks.

For really good implementations of levels (in my opinion) are Sin Nominees games and Beyond the Wall. In BtW, your character is considered a major bod in the land at level 5. And at 10 they'd be considered some kind of ruler. But when they reach level 10 thay are asumed to retire.

Of course, I still like other modern games too. Or old stuff like Open Quest or WFRP.




I really don't... I've a very high survivability rate in my games.

Admittedly, it happens the odd time. I mean, 'Are you really sure you want to do that?'. Mixed with constant player stupidity what can you do? Like the time one PC wanted to attack a proto Shoggoth in CoC. I really tried to convince him it was a very bad idea (everyone else got the hint).

But generally, I don't allow people to die for banal reasons. Like fighting against a brown bear or falling off a ledge. I'd really like a good reason for a PC to die (like in a movie). Self-sacrifice or dying while trying to kill off the big bad, etc.

That said, I always put them through the meat grinder. That is to say, they get beaten black and blue constantly, but not killed off per se. So, they always feel like they are in danger even though they are probably not.

Thoughts? Seems to be quite a divisive issue when I've chatted with people before. I'm not saying that I'm right, but it's just the way I like to GM. Maybe, I'm just too soft.


Actually, I forgot to mention. I had joined a Sabbat game many years ago (it was my first and best introduction to VtM). The group were all really good mates and serious RPers. The notion of the GM killing off character was a total ‘no go’. The PCs were so invested that if the GM had killed one of them off it would have resulted in blows being thrown at the table and mates probably never speaking to one and other again. I’d never seen anything like it. But it was the best campaign I’ve ever played to this day…


I’m a professional artist. I’m heavily influenced by the early 80s British comic scene, horror movies, Lovecraft and the OSR. Or anything that’s conceptually ‘weird’ that might interest me! :)

Rates negotiable depending on project.

I also like to work in vectors so everything is print ready from the off.

Get in touch if you need anything that might suit my style.

Here’s a link:



While I like Wizards a lot especially the Thoth-Amon kind (I personally prefer the term Sorcerers). I've always been bugged about Wizards being rather limited (at the early levels).

But the one thing that really sticks out, for me at any rate, is that whole 'forgetting' the spell after it's cast. So, effectively you can only cast it once per day. Anyone else feel the same on this?

The second part of this thread is asking for advice. Have you got any ideas/suggestions on how to remedy this?

1) I was thinking of adding some kind of 'Magic Points' secondary attribute. Tied to Wisdom. I'm not saying that magic points are the best but it would eliminate some of my bugbears.
2) Or just let the players cast any spell they want as their level suggests. So, in essence, they could cast sleep twice a day, etc.
3) Give them an extra spell as their intelligence bonus suggests (I've seen this in a couple of OSR games already).
4) I think it's in Crypts and Things - There's a 'luck attribute' and you can roll on it to see if you can remember the spell you've just cast.

Last option: Or do I just tell myself to STFU and play as god intended. :)

Any advice or thoughts welcome!


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