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Topics - Tyndale

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I realize that is no "one true way" with OSR, but I would like to see/listen to how other's run their games.  Anyone have a suggestions for a Youtube channel or podcast of game sessions or guidance?  I have been playing BW for a while (and admittedly like the game), but also suspect that those techniques and assumptions have crept into my methods and toolbox both consciously and subconsciously.

So, are there any audio/video primers that come to mind?


Say, if one wanted to spend some time (and gold pieces) in building a defensible structure for a gaming party, what rules/system would you adopt or pillage from?  Bonus points for upkeep and sieges.

Who has the best construction rules in your opinion?

Not so much intersted in a specific game, more so in your positive experience with construction and defense.  And looking for a middle ground between crunch and easy of play - if there is such a space.

Currently reading ICE's Castles & Ruins ATM.



Anyone have the inside scoop on Rolemaster?  I haven't heard about them for ages, nor the beta of the new edition.

Pen and Paper Roleplaying Games (RPGs) Discussion / ISO Space
« on: December 26, 2019, 06:45:15 PM »
I just came back from The Rise of Skywalker.  Leaving aside my personal quibbles and critique, I was nonetheless entertained and appreciated the wrapping up of the story line, especially the final scene and homage to Tatooine where things all started...I felt like I was seven again, and feeling again a "new hope".

Nostalgia aside, this has made me think of Space RPGs and my sadly limited experience with them.  I played in a brief Traveler campaign and thoroughly enjoyed it as short as it lasted.  So, I'd love to hear what systems others have used and recommend (or don't), and what specific attributes they provide (or are lacking).  Specifically, what suggestions there are for a space exploration (sandbox) campaign, but also a solid system for ship building and combat. My inner Han Solo is feeling has an itch that needs to be scratched.



Pen and Paper Roleplaying Games (RPGs) Discussion / Ease of Play
« on: October 27, 2019, 07:18:58 PM »
Hi all.  Been away for a while as life has taken some cool detours.  Finished up an awesome BW game awhile back, but looking to start up a D&D group as we are now in a new part of the country.  As part of this process, been pulling out the old rules and reviewing the various systems as I have been away from the scene for a few years.  

My question is this:  As DM, what variant of D&D to you find the easiest (cleanest) to rule from (balancing options vs. ease of play)?  And to be clear, I am not saying "easiest" as "simplest" by virtue of scope of rules.  But rather, the ruleset which you personally find as the smoothest to make a ruling.  This includes both the availability of rule guidance, but also the fact sometimes "more" rules leads may actually slow things down.  So, put directly, what D&D version do you find the most rewarding to run from your side of the screen, balancing DM "authoritah" and rule transparency?  Hope this question makes sense.

And to put it all out there - As I was going through this whole thought process myself, I was coming to the surprising conclusion that (for me), 3.0 was the sweet spot for me personally.  

Curious everyone else's thoughts...TIA.

This is not meant as a rant, but more as a request for other's perspective.  There is a Burning Wheel KS going on over here.  And while I like BW as a game (and am supporting the KS), I have been, well, frustrated with the overly dramatic language being used in the updates and most of the comments.  Luke, and many of the backers, seem to relish in speaking in obtuse and archaic prose, while those of us asking for plain English are told to lighten up or get into the spirit (so to speak).  

Am I being thin skinned that I don't want to dig out my SCA Dictionary with companion Thesaurus?  I'm all for flavor text, and generally give authors a wide birth in terms of their creative muse, but this feels over the top for me.  Appreciate your perspectives whether this would annoy you too...

p.s. One request - can we keep the discussion on language use and not the system or author.  I like both, but also know that they can be polarizing.

I am taking my first foray into world building for an upcoming campaign. I am going to start small and local and build out from there, but I did want to have some larger backdrop concepts in place as well.  Instead of multiple large continents, I have decided on a world that is made up of many smaller islands - the largest will be just a tad larger than Britain.  Demographics will be standard fantasy races, and I am toying with the idea of having each race having a homeland (island) that they originated from (although some may have migrated from there since - haven't made up my mind on that,though).

With this said, my question is this.  What would be the logical implications of having an island world on cultures, races, politics, religion, magic, trade, etc. that may not be so evident on a world with larger continents?  Off the top of my head I came up with these themes:

-Migration.  There should be cultures that migrate due to catastrophe, exploration or conquest.
-Religion:  Definitely a god of trade and the sea.
-Many calendars will be moon based due to the effect of the tides on culture.
-Creation myths will be ocean based.
-Prominence of merchant class and traders (guild)
-And increased effect of xenophobia

Any other ideas?

And here is the original map created in FT3.  I have a ways to go in editing it as i want to shape it a bit.

I love my Christmas presents! Let's see, how about start reading the brand new 5E DMG - I heard that they tried to harken back to the good ol' days!

flip, flip, flip.......

Random Encounter Challenge
Random encounters need not be level-appropriate for the adventurers,

Ok, with you so far...

but it's considered bad form to slaughter a party using a random encounter

Huh, but isn't that the fun or random encounters....?!

since most players consider this ending to be an unsatisfying one.

Sigh. Sorry, I really wanted to get behind this edition, but mixing "bad form", "slaughter", and "unsatisfactory" in the same sentence makes me realize that I drank too much of the Kool-Aid.

Pen and Paper Roleplaying Games (RPGs) Discussion / Exciting Times
« on: May 29, 2014, 08:57:54 PM »
Over on this thread, McBobo said

Quote from: mcbobbo;753909
Exciting times!  :)

And you know what, that exactly captures how I have been unconsciously feeling over the past week or so of 5E revelations.  I have no horse in the PF vs 5E race.  I couldn't care less about how the box set turns out.  I am just glad to see the course correction of WOTC, and that they are apparently back in the game.

This will be good for the industry as a whole, and me as a consumer.  At least that is my take away from all of this.

I never gave hex crawls much thought, but I'm itching to kick the tires of this angle of gaming.  I found a few methods/systems out there via web search and will likely end up making my own hybrid rules in the end.  With this said, I am wondering if folks have suggestions on "must reads" rules - What rules are you using?  What rules to you like?  And just to be clear, I am more interested in rule mechanics at this point than how-to-design (that's my second endeavor).  Thanks in advance!

p.s. Just for clarity, I am using OSRIC.

Howdy all!  Long time lurker here with a question that I have been mulling over for a while, and wanted your thoughts.

I have a long history with DnD.  I have been playing for ages and will continue to as its many forms/versions scratch so many itches.  The thing is that I have a not insignificant shelf of other games that up until this point have been accessed mostly because I also like to muse over other systems - d20 ad nauseam, Gurps, RM, Harnmaster, RQ, Pendragon, DitV, Burning Wheel, Traveler, Hero, The One Ring, ASOIAF, etc.  Outside of short run of BW and Harnmaster, I have not not really given another system a serious play effort.  And I think its finally time to start pushing the gaming horizons.

So, my question is this.  What do you believe are the must-do games?  What systems do you expect other players to have tried to make them well-rounded (if any at all)?

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