This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
NOTICE: Some online security services are reporting that information for a limited number of users from this site is for sale on the "dark web." As of right now, there is no direct evidence of this, but change your password just to be safe.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Kaiu Keiichi

Pages: [1] 2 3
One of the greatest old school games, I pledged to the physical version of this as soon as it hit. I plan on running this (along with the Borderlands campaign) as soon as it hits. Everything that OSR sandbox lovers claim is great in that genre of gaming is incarnated here. Who here has pledged, and who here is preparing to run?

I'm curious, because I'm not sure how much mapped combat is a thing in pre-AD&D OSR style games. I ran a 6 month AD&D 1E game with fairly from the book combat rules using minis and the ADDICT document from Dragonsfoot in a short sandbox, but I'm curious as to how mapped combat plays out from folks who use rules sets based on earlier editions (like S&W, ACKS, and etc)

Much thanks!

I'm interested in approaches for sim/sandbox/OSR style games that aren't tied to the traditional D&D 4 man party structure (Fighter, MU, Thief, Cleric). This was prompted by a question on Facebook that a couple asked about games that a couple could reasonably play.

RuneQuest strikes me as a sandbox/sim game that bypasses the entire class structure (all PCs have low-power magic spells and heal themselves via 1st aid, potions and low-power magic).

I'm thinking that most OSR clone set ups that allow humans to multiclass in the same manner as demi-humans could do it. However, I understand that this isn't common and some folks object to multi-classing on principle.

I'm also aware of Scarlet Heroes, which supposedly allows for 1 player, 1 GM style play.

I'm more interested in games which bypass or amend the class structure, or somehow keep it but make other provisions, as opposed to using stuff like NPCs or potions to account for healing and magic.

As I'm gearing up to run my AD&D 1E game in Q2 of 2014, I'm looking for easy to prep and run old school adventures. Share with me the ones you dig. As long as they're OSRIC/1E compatible, it's coolios.

As I find segments of my time in the RPG gaming hobby taken by exploring different branches, I've come to appreciate the entire sandbox/sim approach. But it occurs to me that that the Chaosium/BRP family of games beats the pants off of D&D and it's iterations for pure sandbox/hexcrawl/rules-as-physics engine style gaming. Being a closer physics-engine style game as opposed to D&D, with more stuff making more sense. For example, Chaosium RQ2's encumberance system is much more elegant, it ditches stuff like Alignment and D&D's narrative hit points (with actual bleedout mechanics) and falling damage in RQ2 makes much more sense. RQ seems more ideal than D&D for OSR gaming - Bride of the Spider God certainly shows that the BRP family of games have OSR cred.

The Big Rubble of Pavis seems super ripe as a literal sandbox environment. I can't wait to apply sandbox/sim gaming principles to RQ6 when I run it for my meetup group in march.

A game close to my heart that I never had a chance to play in an extended format was Metagaming's The Fantasy Trip. Has anyone tried to make a retroclone of this classic? This included Melee, Wizard, Advanced Melee, Advanced Wizard, and In The Labyrinth.

Been considering starting a BRP based sword and sandals game, reminiscent of Chaosium RQ2. Mercenaries and ne'er do wells in the vein of Fafhrd and the Mouser, Conan and early Elric. Using RQ6 most likely, running adventures from Bride of the Spider God.  Any interest?

I collected this a while ago and played it once at a Con.  I was really impressed with how smoothly the game ran in play, and it seems to solve D&D's LFQW problem - wizard types are impressive, but warrior types have bunches of interesting things to do.  Are there any communities online that run MERP/RM games, good RM sites, and so on?

In light of this thread over at, I'm considering starting a blog that covers RPG and other gaming kickstarters, specifically with an eye towards failing or failed kickstarters. The intent is to spread the word on abusers of Kickstarter as well as praising those who use Kickstarter right.

As a kickstarter review blog, I want to cover Kickstarter, Indiegogo and other crowdfunding platforms, and create a 10 point review rating that indicates whether or not a kickstarter is risky to drop money into or whether or not it looks like that mean is doing things well. I want to provide as much clarity to potential backers as possible.

Anyone who is interested in working with me on this project, please contact me at Mods, please let me know if I need to move this thread to a more appropriate forum.

Being an RQ2 veteran, it seems to me that Rurik with a Club is the definition of FFV- low access to resurrection, hard healing, scraping by on your clacks, and being afraid of Trollkin, while in AD&D 1 you could eventually graduate out of that phase onbce you survived to 5th level. Even at Rune Levels in RQ you had to be careful of a dagger crit which could bypass your rune metal armor. True or false?

The Official GnomeMurdered Forum / The red gnome scare
« on: May 06, 2013, 12:52:06 PM »
The perfidy of gnomes knows not political orientation nor philosophy - capiatlist or communist, they're always a threat!

I figured Pundit would get a kick out of this.

In part inspired by the latest to do over Mearl's latest L&L, I realized that while I have nothing in particular for or against spell healing (i for one don't mind rah-rah Warlord 4E healing, as the Hit Point has been in all editions of D&D nebulous, as opposed to hit points per location in games like RuneQuest), I find that I think Clerics stink.  I don't like em, they're not particularly S&S to me, and they conflate and confuse their class role with Paladins, whom I like. I like the variants of RQ and other BRP games, because PCs have to pull their own weight with healing, by way of potions, personal spells, first aid skills and so on.

So, fellow Grogs, tell me - what OSR games and retroclones do away with Clerics? Clerics tread on the space with both fighters and wizard types, and don't appear in any pre-D&D sources that I know of.  Warrior priests are better represented by Paladins.  Clerics have always represented a weird religious fighter-magic user to me, as opposed to robed priests with perhaps weird magic powers.

To my knowledge, only Crypts and Things folds the spell healer role into the Wizard, and one can eliminate the Cleric in ACKS by making use of other Campaign classes for healing.

So, share, please!

I wanna give this clone a spin.  Does anyone have recommendations for 3rd party modules or adventurers that work well with ACKS? I just picked up the player's companion and also own the core rules.

I'm probably not going to make the investment to buy the AD&D reprints, but I would like to give these a whirl again.  What would be the best rules set to run these in?  OSRIC comes to mind, but I want to explore other options as well.

Despite that some feel that V:TM is one of the greatest expression of pretentious swineishness that exists, it occured to me that V:TM is an awesome candidate for sandbox gaming.

In the supplement book Damnation City for Vampire: The Requiem, it gives some rather detailed rules for mapping out sample locations within urban areas that players may wish to take control of, locations that grant resources and bonuses to their actions in their nightly struggles.  Any of these places can be an adventure location.  The implicit game model implied here seems to be extremely Trad, where locations have an independent existence in an immersive setting.  The local Vampires, controlling locations and battling for resources, also seems to be a location based thing.  "We have to go meet with Mariella of the Toreador, she controls the University and it's grounds as part her domain holdings.  If we want access to the labs, we need to deal with her."

Game play can emerge based on character actions, with fiction rising immersively from the setting, instead of being based on a pre-determined GM story.  The principles that we see in Hex Crawls can be applied for great effect in the city-based settings used for Vampire: The Masquerade.

What do y'all think?

Pages: [1] 2 3