Recent content by Gus L

  1. Gus L

    OSR Designing Dungeons - A Course

    Recently a few friends of mine completed this course on designing dungeons, specifically old school dungeons. I haven't seen too many people talk about it, but think it's a pretty valuable resource if one is trying to get started on writing up something. The main caveats are: 1) This is...
  2. Gus L

    Keying and how we all do it?

    Absolutely! I am big on these things as well and think they help, but they do increase length and complexity as well - still a good trade off for complex things like a mega dungeon. For simple things and like a 10 room lair with 2 factions though they aren't worth it. Also this 100% - What...
  3. Gus L

    Keying and how we all do it?

    So I hear you one OSE - I think it's a useful game text, but I also think it came a bit too late ... It originally designed at the beginning of the end of the G+ era. That is to say when OSE was written there was a fairly strong consensus in the largest part of the OSR that B/X was the...
  4. Kugelburg Flood.png

    Kugelburg Flood.png

  5. BONES Sample C.png

    BONES Sample C.png

  6. Gus L

    Keying and how we all do it?

    Absolutely, I think it would take a lot of prep to run Arden Vul no matter what. Even if the keys were streamlined in whatever one's preferred method is there's still so much dungeon, so many factions, so many interactions and so many connected details to the thing that it needs to be understood...
  7. Gus L

    OSR What does OSR mean to you? What do you value most in an OSR game?

    Hashing out what the OSR is or isn't is an impossible task. Personally I've been involved in the OSR and now Post OSR since maybe 2011 (at least that's when I started blogging). Personally I don't take a rules based approach to defining the OSR. I see the OSR as a RPG scene that started...
  8. Gus L

    Keying and how we all do it?

    No - they tend on the longer side for what they are - very late TSR - but that one is exceptional. To some degree I have to forgive Arden Vul for this. Unlike a lot of other mega-dungeons it goes all in on Jaquaysian archeological complexity ... and it largely succeeds. It's a pretty amazing...
  9. Gus L

    Keying and how we all do it?

    I tend to agree the difficulty is 1) keying complex rooms and 2) Keying simple rooms in less standard spaces. E.G. "4 orcs arguing about what's on the menu" is likely functional for a room in a stone dungeon beneath the ruined castle when orcs are your basic "evil monster-men". It won't work...
  10. Gus L

    Keying and how we all do it?

    I've been thinking a lot about keying again... perhaps it's my day job moving into highly restricted forms of informational writing, perhaps it's the One Page Dungeon Contest rolling around again, and perhaps writing dungeon keys is just something I find comforting. I wrote a post about it...
  11. Gus L

    OD&D Why is AC 2 the best armor class?

    "I adopted the rules I'd done earlier for a Civil War game called Ironclads that had hit points and armor class. It meant that players had a chance to live longer and do more. They didn't care that they had hit points to keep track of because they were just keeping track of little detailed...
  12. Gus L

    Toying with initiative - phased and segments

    We do know that bows were frequently mentioned in "viking sagas" and found at many Northern European sites. They tend to be single stave bows that are fairly long and mentions of war bows (such as in Olafs Trygvasonar's sagas) tend to emphasize heavy draw weights and use at sea. A fair amount...
  13. Gus L

    Toying with initiative - phased and segments

    On of the things I try to avoid in thinking about RPG mechanics, especially combat ones, is stuff that seems cool, or is too specific, or too hyped. I think of this as the "Katana Issue" or more historically maybe "Gygax's Spear"*. The basic problem I see is the urge towards simulation (not...
  14. Gus L

    Toying with initiative - phased and segments

    The one I use is "if you roll under a 5 on the to hit - regardless of any bonuses etc - you do full damage to an ally". It's bad enough that people avoid it most of the time, but also will do it when things are tense. I tend to think of light crossbows and throwing axes/knives as the dungeon...
  15. Gus L

    Toying with initiative - phased and segments

    I don't but since no one fires missile weapons other then throwing knives and axes more then once usually (the rules for firing into melee are harsh ... but fair I think). I would likely in a game with more missile fire. Not exactly sure how though.
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