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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Ted on August 15, 2018, 04:15:25 PM

Title: Recommendation: Old School System+Module
Post by: Ted on August 15, 2018, 04:15:25 PM
I am strongly considering running an old school (read: dungeon dive) game online for my real-life gaming group.  For several reasons we don't need wilderness or an intricate plot--everyone is buying into the premise that there is a dungeon, go explore it my dudes.  We have played a host of games, but I think an old school game checks a number of different boxes for a weekly 2-3 hour session on twitch/skype every week.  I would run basic D&D, but the problem is all the players know the modules or would know of them, so I need a newer adventure that will slip under their radar.  I own some of the core system products (e.g., ACK, Astonishing Swordsmen, etc.), but not many modules beyond my old D&D basic and AD&D "library."  So my ask is for a recommendation:

1. System: What system is the closest (including the same) to basic D&D with all its glorious tracking of encumbrance, illumination, turns/rounds, etc., but I'm open to a system with modest changes that include any sound, simple streamlining;
2. System/Module: Both system and module support a troupe style game that will forgive a player for missing a session (e.g., a nearby town that the group can return to with regularity and trade out characters if the fighter is missing that night); and
3. Module: Medium deadly with cool traps, challenges, foes and . . . you know, the stuff of legend.  I'm not an over-the-top crazy gonzo guy, but clearly "because Magic" is always a valid answer.

Thanks in advance.
Title: Recommendation: Old School System+Module
Post by: amacris on August 15, 2018, 05:44:34 PM
Quote from: Ted;1053035I am strongly considering running an old school (read: dungeon dive) game online for my real-life gaming group.  For several reasons we don't need wilderness or an intricate plot--everyone is buying into the premise that there is a dungeon, go explore it my dudes.  We have played a host of games, but I think an old school game checks a number of different boxes for a weekly 2-3 hour session on twitch/skype every week.  I would run basic D&D, but the problem is all the players know the modules or would know of them, so I need a newer adventure that will slip under their radar.  I own some of the core system products (e.g., ACK, Astonishing Swordsmen, etc.), but not many modules beyond my old D&D basic and AD&D "library."  So my ask is for a recommendation:

1. System: What system is the closest (including the same) to basic D&D with all its glorious tracking of encumbrance, illumination, turns/rounds, etc., but I'm open to a system with modest changes that include any sound, simple streamlining;
2. System/Module: Both system and module support a troupe style game that will forgive a player for missing a session (e.g., a nearby town that the group can return to with regularity and trade out characters if the fighter is missing that night); and
3. Module: Medium deadly with cool traps, challenges, foes and . . . you know, the stuff of legend.  I'm not an over-the-top crazy gonzo guy, but clearly "because Magic" is always a valid answer.

Thanks in advance.

ACKS + The Sinister Stone of Sakkara will serve you in good stead. The Sinister Stone of Sakkara is inspired by Keep on the Borderlands and offers a starting base (a Roman-style fortress), a small wilderness, and a medium-sized dungeon sandbox. The top level has rival factions of kobolds, goblins, hobgoblins, and orcs, while the bottom level has more sinister chaotic aberrations and a legendary magic item. There's all the things you want from a classic D&D-style module - swarms of humanoids, a young dragon, chaotic cultists, weird ooze monsters, random charts of abominable mutations, etc. The module includes suggestions for further play around the fort afterwards. (I'm the co-designer so please note this is a biased recommendation!)
Title: Recommendation: Old School System+Module
Post by: Ted on August 15, 2018, 06:32:55 PM
Quote from: amacris;1053043(I'm the co-designer so please note this is a biased recommendation!)

Biased recommendations are best because they are transparent and honest.  Thanks.  I already have ACKS, so picking up Sinister Stone shouldn't be too hard.
Title: Recommendation: Old School System+Module
Post by: Madprofessor on August 15, 2018, 08:18:14 PM
Run DCC, it has a ton of top notch modern adventure modules that are very old-school in style.
Title: Recommendation: Old School System+Module
Post by: Omega on August 15, 2018, 09:22:44 PM
BX D&D and Keep on the Borderlands then Isle of Dread. All three are up as PDFs on DriveThru as of last check.
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 16, 2018, 12:13:18 AM
Quote from: Ted;1053035I am strongly considering running an old school (read: dungeon dive) game online for my real-life gaming group.  For several reasons we don't need wilderness or an intricate plot--everyone is buying into the premise that there is a dungeon, go explore it my dudes.  We have played a host of games, but I think an old school game checks a number of different boxes for a weekly 2-3 hour session on twitch/skype every week.  I would run basic D&D, but the problem is all the players know the modules or would know of them, so I need a newer adventure that will slip under their radar.  I own some of the core system products (e.g., ACK, Astonishing Swordsmen, etc.), but not many modules beyond my old D&D basic and AD&D "library."  So my ask is for a recommendation:

1. System: What system is the closest (including the same) to basic D&D with all its glorious tracking of encumbrance, illumination, turns/rounds, etc., but I'm open to a system with modest changes that include any sound, simple streamlining;
2. System/Module: Both system and module support a troupe style game that will forgive a player for missing a session (e.g., a nearby town that the group can return to with regularity and trade out characters if the fighter is missing that night); and
3. Module: Medium deadly with cool traps, challenges, foes and . . . you know, the stuff of legend.  I'm not an over-the-top crazy gonzo guy, but clearly "because Magic" is always a valid answer.

Thanks in advance.
Since you have a number of things that are essentially built upon the same core game, you can run the game under Moldvay/Cook D&D, while using elements from others.  So, replace some of the stock standard monsters, and use some of the interesting tables for various encounter elements, etcetera.  

How about Moldvay/Cook, with B4 The Lost City, which you might already have.  Switch out some of the monsters and tables in the module or rule booklets with those in a later similar game, Astonishing Swordsmen & Sorcerers or Adventurer, Conqueror, King, which you own.  If I was doing it, I would switch most of the magic treasure items, since I find TSR (or Wizards) modules to have sort of so-so magic treasure, generic. There is also an interesting compiled sourcebook over at Dragonsfoot for The Lost City that has all sorts of good ideas from DMs that have enjoyed the module over the years, helping to add even more to your campaign.  

One caveat for this suggestion is to keep the changes behind the ref screen, don't make changes to the game the players will need to know, if you want to have an authentic game that players are anticipating, not a bait switch on them. You know, don't say your going to play Moldvay/Cook, but turn it into 2nd-5th, with a bunch kits, feats, skills or something.
The Lost City Sourcebook at Dragonsfoot (https://www.dragonsfoot.org/php4/archive.php?sectioninit=CD&fileid=439&watchfile=)
Title: Recommendation: Old School System+Module
Post by: amacris on August 16, 2018, 01:28:10 AM
Quote from: Omega;1053060BX D&D and Keep on the Borderlands then Isle of Dread. All three are up as PDFs on DriveThru as of last check.

The OP said "all the players know the modules or would know of them, so I need a newer adventure that will slip under their radar" so the great classics of the canon are off the table.
Title: Recommendation: Old School System+Module
Post by: Spinachcat on August 16, 2018, 02:54:43 AM
"Kthenta's Dark Repose" is a mini-adventure in Pegasus Magazine from Judges Guild (circa 1982). The link below is for the whole magazine which includes a couple different dungeons.
https://www.drivethrurpg.com/product/57913/Pegasus-Magazine-VII-AprMay-1982?term=pegasus+vii&manufacturers_id=31

It's one of my favorites to run, its Old School Cred is impeccable and even the hardcore AD&Ders never heard of it.  

As for system, there are a dozen OSR free systems. My favorite is Swords & Wizardry: White Box.

However...if you are looking for a mini-campaign of multiple delves instead of a single dungeon, I highly recommend The Black Ring from Pegasus Issue 1.
https://www.drivethrurpg.com/product/56279/Pegasus-Magazine-I-AprMay-1981?manufacturers_id=31
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 16, 2018, 03:38:50 AM
Like  Spinachcat mentions, the off the beaten track adventures from the late 70s and early 80s that were often pretty difficult to actually find then are readily available today electronically.  The Black Ring in the Pegasus issue was written by Dan Hauffe. He wrote The Illhiedrin Book for Judges Guild, which I think is one of the better early low level adventures, with some tricky bits to it.  You could even combine the two!  Shoot, something I would like to do.

Labyrinth Lord's deep underground adventures would work well with Adventurer, Conqueror, King, such as Barrowmaze.

The art free version of Lamentations of the Flame Princess is available for free too, if you are starting the search for free D&D based games.  There are a ton out there.  Lots of creative people adjusting the concept around different ways.
Title: Recommendation: Old School System+Module
Post by: S'mon on August 16, 2018, 05:20:54 AM
System - I like Swords & Wizardry best, I like using ascending AC & to-hit-bonus and I very much like the single saving throw, which is very flexible and can be used for various event resolution checks, plus I don't need to look up a saving throw table to use it.

Adventure - I'm loving Stonehell Dungeon (from Lulu), I've run dozens of sessions over the past year or so and it feels like barely scratched the surface of its potential. The presentation is brilliant, incredibly easy to run with minimal prep. Definitely recommend. A decent smaller & free alternative is Dyson's Delve - https://rpgcharacters.wordpress.com/maps/dysons-delve/ - treasure on the upper levels needs toning down (a hobgoblin with 500gp) but overall very nice.

In both cases the PCs will need a home base, eg Morgansfort from Morgansfort & Beyond at basicfantasy.org, which also has tons of free (or print-at-cost) adventures.
Title: Recommendation: Old School System+Module
Post by: S'mon on August 16, 2018, 05:23:00 AM
Quote from: Spinachcat;1053090However...if you are looking for a mini-campaign of multiple delves instead of a single dungeon, I highly recommend The Black Ring from Pegasus Issue 1.
https://www.drivethrurpg.com/product/56279/Pegasus-Magazine-I-AprMay-1981?manufacturers_id=31

Isn't The Black Ring for levels 10-15, something like that?

The Ilhiedrin Book is good, and suitable for starting PCs. Many of the old JG adventures suffer from poor presentation though IMO.
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 16, 2018, 05:55:38 AM
Oh, the Judges Guild stuff is printed on left over newsprint from the 50s. The layout of Illhiedrin is good for Judges Guild, though. hmm...Looking over the Black Ring, it is for 10-15 all right.  So, that one probably isn't going to work  Spinachcat.  It brought to mind Illhiedrin, though.  

Stonehell Dungeon is a good suggestion S'mon.  Cool big dungeon choice.

Judges Guild is where a lot might go to find old less known adventures, but the RoleAids adventures are usually even less known by those that contribute to forums and such online, which has always seemed odd to me.  Many of the RoleAids adventures from Mayfair are quite good, though I don't care for the Fez series or Final Challenge.
Title: Recommendation: Old School System+Module
Post by: Ted on August 16, 2018, 10:55:31 AM
Quote from: Kuroth;1053081Since you have a number of things that are essentially built upon the same core game, you can run the game under Moldvay/Cook D&D, while using elements from others.  So, replace some of the stock standard monsters, and use some of the interesting tables for various encounter elements, etcetera.  

How about Moldvay/Cook, with B4 The Lost City, which you might already have.  Switch out some of the monsters and tables in the module or rule booklets with those in a later similar game, Astonishing Swordsmen & Sorcerers or Adventurer, Conqueror, King, which you own.  If I was doing it, I would switch most of the magic treasure items, since I find TSR (or Wizards) modules to have sort of so-so magic treasure, generic. There is also an interesting compiled sourcebook over at Dragonsfoot for The Lost City that has all sorts of good ideas from DMs that have enjoyed the module over the years, helping to add even more to your campaign.  

One caveat for this suggestion is to keep the changes behind the ref screen, don't make changes to the game the players will need to know, if you want to have an authentic game that players are anticipating, not a bait switch on them. You know, don't say your going to play Moldvay/Cook, but turn it into 2nd-5th, with a bunch kits, feats, skills or something.
The Lost City Sourcebook at Dragonsfoot (https://www.dragonsfoot.org/php4/archive.php?sectioninit=CD&fileid=439&watchfile=)

Thanks, I always loved the Lost City (i.e., my character was an entirely unique dwarf by the name of Thoren Oakenshield--no relation of course, I mean the first name is spelled differently.  Ah to be 9 year old again); but I am concerned my players will know that adventure even if I reskin it substantially due to its iconic nature. Plus I would like to learn a new dungeon myself, but thanks for the suggestion it does give me food for thought.
Title: Recommendation: Old School System+Module
Post by: Ted on August 16, 2018, 10:56:25 AM
Quote from: amacris;1053083The OP said "all the players know the modules or would know of them, so I need a newer adventure that will slip under their radar" so the great classics of the canon are off the table.
Sadly, yes I am looking for something no one knows, a Search for the Unknown if you will.  Sorry, had to do it.
Title: Recommendation: Old School System+Module
Post by: Ted on August 16, 2018, 10:58:36 AM
Quote from: Spinachcat;1053090"Kthenta's Dark Repose" is a mini-adventure in Pegasus Magazine from Judges Guild (circa 1982). The link below is for the whole magazine which includes a couple different dungeons.
https://www.drivethrurpg.com/product/57913/Pegasus-Magazine-VII-AprMay-1982?term=pegasus+vii&manufacturers_id=31

It's one of my favorites to run, its Old School Cred is impeccable and even the hardcore AD&Ders never heard of it.  

As for system, there are a dozen OSR free systems. My favorite is Swords & Wizardry: White Box.

However...if you are looking for a mini-campaign of multiple delves instead of a single dungeon, I highly recommend The Black Ring from Pegasus Issue 1.
https://www.drivethrurpg.com/product/56279/Pegasus-Magazine-I-AprMay-1981?manufacturers_id=31

Thanks, this is intriguing for another reason; we all played the Dark Tower https://en.wikipedia.org/wiki/Dark_Tower_(module) (https://en.wikipedia.org/wiki/Dark_Tower_(module)) at GenCon this year and I think it was a hit.  Our GM used Amazing Swordsmen et. al. of Hyperborae.  I will definitely look into it.
Title: Recommendation: Old School System+Module
Post by: Ted on August 16, 2018, 11:00:06 AM
Quote from: Kuroth;1053092Like  Spinachcat mentions, the off the beaten track adventures from the late 70s and early 80s that were often pretty difficult to actually find then are readily available today electronically.  The Black Ring in the Pegasus issue was written by Dan Hauffe. He wrote The Illhiedrin Book for Judges Guild, which I think is one of the better early low level adventures, with some tricky bits to it.  You could even combine the two!  Shoot, something I would like to do.

Labyrinth Lord's deep underground adventures would work well with Adventurer, Conqueror, King, such as Barrowmaze.

The art free version of Lamentations of the Flame Princess is available for free too, if you are starting the search for free D&D based games.  There are a ton out there.  Lots of creative people adjusting the concept around different ways.

Thanks, free is good for purposes of surveying the choices, but I like to pay the laborer for his/her work as well.
Title: Recommendation: Old School System+Module
Post by: Madprofessor on August 16, 2018, 12:59:57 PM
I'll say again that Goodman produces excellent old-school style D&D modules for various versions of D&D.  There are dozens and dozens of them.  It's their forte.  If you want a fresh look at D&D, DCC is a great place to start.
Title: Recommendation: Old School System+Module
Post by: Ted on August 16, 2018, 01:10:18 PM
Quote from: Madprofessor;1053142I'll say again that Goodman produces excellent old-school style D&D modules for various versions of D&D.  There are dozens and dozens of them.  It's their forte.  If you want a fresh look at D&D, DCC is a great place to start.

Madprofessor, thanks I will.  

I am familiar with DCC in passing, but not in any depth.  Can you comment on DCC compatibility with original D&D?  As I mentioned upthread I am looking for a truly simple old school approach (e.g., no skills, feats, limited weapon/equipment lists, etc.).  Also if you don't mind, can you discuss how gonzo DCC is?  As I mentioned I'm not looking for over the top and my general impression of DCC is that it is pretty high-end gonzo.  I'm definitely not looking for grimdark, but Mister Mxyzptlk isn't what I am aiming for either.
Title: Recommendation: Old School System+Module
Post by: Madprofessor on August 16, 2018, 01:42:41 PM
Mmm...

DCC is a little gonzo I guess.  The system is quite simple, but maybe not "truly" simple.  If you want something really basic then it has some quirks that might annoy you like new funky dice.  I still recommend the modules, even the 3rd edition and 5th edition modules (which are a little less gonzo than the DCC line), though some conversion work would be in order.  I've used Goodman's modules for lots of different systems.


If you want something dead simple, I recommend Basic Fantasy (basically B/X D&D).  They have a bunch of adventures, and they're really inexpensive.  They're a little too generic for my tastes, but it might be just what you are looking for.

There is a ton of stuff out there for OSRIC, LL and S&W, but I don't have much experience with it.  I've got a few odd and end modules, but nothing that really stands out.
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 16, 2018, 03:21:12 PM
Players and DM that have seen it all! Let's see...If you would rather stay with the actual old adventures like Dark Tower, which it seems so, here is an obscure option I bet they haven't played or seen online someplace.  

Vaults of the Weaver. This collection brings together four modules written by David Hargrave in 1979, with two additional adventures from about the same time. There is a mix of low/mid/and somewhat high level adventures, with The Howling Tower one of the low level ones. All of these are of the high quality Hargrave was known.  Some of Hargrave's other material is made available by this company at Drivethru, but this collection is still only available in hard copy through the publisher, as far as I can tell.

Vaults of the Weaver at Emperors Choice Games & Miniatures (http://empcho.bizhosting.com/vaults_of_the_weaver.html)
Title: Recommendation: Old School System+Module
Post by: Dave 2 on August 16, 2018, 05:01:06 PM
Not mentioned yet:  Tomb of the Iron God.  Nominally statted for Swords and Wizardry, but I ran it in ACKS and converted on the fly with no trouble.  It's a two level dungeon for starting characters; first level is a little bit vanilla in terms of opponents, but the whole thing has a lot of good tricks, traps and features to interact with.  Second level gets tougher, but by then the players should have enough clues to know when to run, and possibly enough tools to punch above their weight class.  (There's a room down there with 50 skeletons, that my players somehow beat with flaming oil and fighter cleaves.)

Quote from: amacris;1053043ACKS + The Sinister Stone of Sakkara will serve you in good stead.

This was my first thought, and I'm not associated with Autarch.  I placed this on my campaign map, but my players never bit the hook, and I still want to run it sometime.

Quote from: Madprofessor;1053053Run DCC, it has a ton of top notch modern adventure modules that are very old-school in style.

I've played in a couple of 0-level funnels now, and while they are old school in the pulp/gonzo sense, the ones I've seen were outrageous railroads.  I freely admit I haven't seen the whole line, and if there's anything they've published that's actually an old school dungeon in the branching exploration/Jacquayed sense I'd love to hear about it.

Quote from: Kuroth;1053092Labyrinth Lord's deep underground adventures would work well with Adventurer, Conqueror, King, such as Barrowmaze.

I was thinking of Barrowmaze until OP got to "medium deadly".  I had fun playing Barrowmaze, but it was fun of the "roll up characters after a TPK until we finally got lucky" kind.  Lots of mindless undead in the dungeon itself, and giant scorpions on the overland wandering monster chart make it pretty firmly "high deadly".

Quote from: S'mon;1053094Adventure - I'm loving Stonehell Dungeon (from Lulu), I've run dozens of sessions over the past year or so and it feels like barely scratched the surface of its potential. The presentation is brilliant, incredibly easy to run with minimal prep. Definitely recommend. A decent smaller & free alternative is Dyson's Delve - https://rpgcharacters.wordpress.com/maps/dysons-delve/ - treasure on the upper levels needs toning down (a hobgoblin with 500gp) but overall very nice.

I thought Stonehell had a slow start to it, but mileage varies, and I suppose you could skip or spice up the surface works.

Ran Dyson's Delve for a starting adventure once (group never cleared it, they went on to other things), and I don't remember 500 gp on the first level being a problem.  Split 4+ ways, and in an xp for gold system that's nothing to worry about.
Title: Recommendation: Old School System+Module
Post by: Haffrung on August 16, 2018, 05:18:10 PM
Moldvay/Cook D&D + the Caverns of Thracia.

System suited to exploration - check.

Dungeoncrawl - check.

Medium deadly - check.

Unknown to long time players - probably.

Incredibly fucking cool - check.

Quote from: Ted;1053119Thanks, this is intriguing for another reason; we all played the Dark Tower https://en.wikipedia.org/wiki/Dark_Tower_(module) (https://en.wikipedia.org/wiki/Dark_Tower_(module)) at GenCon this year and I think it was a hit.  Our GM used Amazing Swordsmen et. al. of Hyperborae.  I will definitely look into it.

If you liked Dark Tower, you'll love Thracia (same author).
Title: Recommendation: Old School System+Module
Post by: EOTB on August 16, 2018, 05:38:35 PM
Halls of Tizune Thane.

I only play AD&D, so that's the only recommendation I can make, rule set-wise.
Title: Recommendation: Old School System+Module
Post by: S'mon on August 16, 2018, 05:55:45 PM
Quote from: Dave R;1053165I thought Stonehell had a slow start to it, but mileage varies, and I suppose you could skip or spice up the surface works.

Really depends on what the players want to do and how bold they feel. I used the free Brigand Caves supplement, which helps spice things up early on, along with Buried Secrets which has the Modnar's Cellar newbie dungeon. But the actual level 1 is viable with a strong PC group who use hirelings - or are played in 5e as I did. :)
Title: Recommendation: Old School System+Module
Post by: Ted on August 16, 2018, 08:57:58 PM
Great stuff everyone, lots to think about. I checked out my drivethrurpg account and it turns out I've got about five OSR base systems so it think that is the big decision. Guess I've got some reading to do this evening!
Title: Recommendation: Old School System+Module
Post by: Spinachcat on August 17, 2018, 02:47:49 AM
Quote from: Kuroth;1053101Oh, the Judges Guild stuff is printed on left over newsprint from the 50s. The layout of Illhiedrin is good for Judges Guild, though. hmm...Looking over the Black Ring, it is for 10-15 all right.  So, that one probably isn't going to work  Spinachcat.  It brought to mind Illhiedrin, though.

I totally forgot to recommend The Illhiedrin Book!! That's an excellent low level mini-campaign adventure.

I would still recommend Black Ring especially because it's high level, yet very dangerous. I usually run it with 10th level PCs, but these are high level OD&D or S&W:WB PCs so by 3e or 5e standards, probably 7th level. The need for smart dungeoncrawling and "thinking instead of rolling" is readily there. For me, there's the extra bonus of handing powerful PCs to the players and then watching them over-confidently waltz into the meatgrinder. The player approach to the 2nd Island is ALWAYS far more cautious than their first foray.
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 17, 2018, 05:11:27 AM
I have heard of folks running Steading of the Hill Giant Chief with pretty low level characters, with tricks and no direct combat and such.  So, it may well be something that one could try with Black Ring.  Original D&D dwarves and hobbits are limited to 4th level anyway! ha

I have heard of people running Greyhawk with Gamma World.  The other way around can be done too.  Run Gygax's Gamma World adventure Legion of Gold under D&D, AD&D or similar.  The technological bits, which there isn't as many as you might think,  could be switched out with whatever the DM likes, or they could be left, like Expedition to Barrier Peaks. There is a D&D type set-up in the module, with only very simple conversion that could be done during the session. A lot of players from back in the day never got around to playing it under Gamma World.
Title: Recommendation: Old School System+Module
Post by: Larsdangly on August 17, 2018, 08:15:17 AM
I prefer 1E AD+D because it is directly consistent with the big back catalogue of pre 3E material and with most of the best OSR material, it was really well supported and produced during its run, and it has all the things you are looking for. As for dungeon, there are a couple dozen great ones to chose from, but I'll give a shout out to The Forbidden Caves of Archaia. It is an OSR mododule by the same guy who brought us Barrowmaze (another favorite), and it presents a Rappan Athuk scale collection of interconnected dungeons, all nested in a cool sort of grand canyon filled with monsters. It's really good and accessible to a wide range of power levels. Highly recommended.
Title: Recommendation: Old School System+Module
Post by: Ted on August 17, 2018, 08:34:54 AM
Quote from: Kuroth;1053210I have heard of folks running Steading of the Hill Giant Chief with pretty low level characters, with tricks and no direct combat and such.  So, it may well be something that one could try with Black Ring.  Original D&D dwarves and hobbits are limited to 4th level anyway! ha.

We actually ran through the Steading of the Hill Giant using Dungeon World; it was an interesting experiment and didn't last long term (3 sessions?), but that is a great module.
Title: Recommendation: Old School System+Module
Post by: Ted on August 17, 2018, 08:37:12 AM
Quote from: Larsdangly;1053219... I'll give a shout out to The Forbidden Caves of Archaia. It is an OSR mododule by the same guy who brought us Barrowmaze (another favorite), and it presents a Rappan Athuk scale collection of interconnected dungeons, all nested in a cool sort of grand canyon filled with monsters. It's really good and accessible to a wide range of power levels. Highly recommended.

Thanks, I'm adding both to the list now.  I toying with renaming the "base camp" Hommlet to evoke more nostalgia, but also to mislead the players into thinking the dungeon itself is a return to elemental evil.  Perhaps a bit Meta, but I need to be throwing up smoke as much as possible.
Title: Recommendation: Old School System+Module
Post by: Shawn Driscoll on August 18, 2018, 01:17:15 AM
Quote from: Ted;1053035I am strongly considering running an old school (read: dungeon dive) game online for my real-life gaming group.  For several reasons we don't need wilderness or an intricate plot--everyone is buying into the premise that there is a dungeon, go explore it my dudes.  We have played a host of games, but I think an old school game checks a number of different boxes for a weekly 2-3 hour session on twitch/skype every week.  I would run basic D&D, but the problem is all the players know the modules or would know of them, so I need a newer adventure that will slip under their radar.  I own some of the core system products (e.g., ACK, Astonishing Swordsmen, etc.), but not many modules beyond my old D&D basic and AD&D "library."  So my ask is for a recommendation:

1. System: What system is the closest (including the same) to basic D&D with all its glorious tracking of encumbrance, illumination, turns/rounds, etc., but I'm open to a system with modest changes that include any sound, simple streamlining;
2. System/Module: Both system and module support a troupe style game that will forgive a player for missing a session (e.g., a nearby town that the group can return to with regularity and trade out characters if the fighter is missing that night); and
3. Module: Medium deadly with cool traps, challenges, foes and . . . you know, the stuff of legend.  I'm not an over-the-top crazy gonzo guy, but clearly "because Magic" is always a valid answer.

Thanks in advance.

Why not just play WoW?
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 18, 2018, 02:34:04 AM
Then you have to pick a special Warcraft keyboard!  That doesn't make anything easier Shawn! ha

While Shawn is being sarcastic, in the end, the best way to get the game you want is to make things yourself.  While I enjoy looking over other people's work and ideas, I usually make my own adventures that fit the campaign.  My D&D gaming uses my own original D&D based rules that I had printed up for myself. The ease of being free from publishers is one of the good things about present day gaming.
Title: Recommendation: Old School System+Module
Post by: Spinachcat on August 18, 2018, 03:00:40 AM
Quote from: Kuroth;1053286The ease of being free from publishers is one of the good things about present day gaming.

Hell yeah!

And there are many excellent small press options worthy of support if people want to buy shiznack.
Title: Recommendation: Old School System+Module
Post by: Ted on August 18, 2018, 07:35:18 AM
Quote from: Shawn Driscoll;1053279Why not just play WoW?
Just looking to stand on the shoulders of giants.  But I do grow all my own staple crops in my backyard and sew all my own clothing.
Title: Recommendation: Old School System+Module
Post by: Ted on August 18, 2018, 07:43:00 AM
Quote from: Kuroth;1053286..., in the end, the best way to get the game you want is to make things yourself.
Of course, no argument that scratch homecooking is better, healthier and more satisfying. But sometimes the convenience of grabbing a rotisserie chicken on the way home from work is all you need to get started on dinner.

All the suggestions on this thread have been really helpful, much appreciated.
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 18, 2018, 09:31:00 AM
Liberation of the Demon Slayer would be great match with Astonishing Swordsmen & Sorcerers.  The pdf is free over on Drivethru.  It's by the irrepressible Venger As'Nas Satanis, with dungeon levels drawn by Dyson Logos.  

It has a full sized dungeon with multiple levels and a countryside for various character needs.  It's a little on the tough side, but if you have players that were able to survive Gygax adventures at the suggested levels under their designed games, then it will be fine.  Demon Slayer would work really well with one of the free straight forward OSR games, such as Labyrinth Lord or Swords & Wizardry, since Venger provides a number of rule ideas to mix things up a bit, which can add some variety to straight laced games!

Liberation of the Demon Slayer (https://www.drivethrurpg.com/product/119240/Liberation-of-the-Demon-Slayer)
Title: Recommendation: Old School System+Module
Post by: S'mon on August 18, 2018, 04:28:56 PM
Quote from: Kuroth;1053308Liberation of the Demon Slayer would be great match with Astonishing Swordsmen & Sorcerers.  The pdf is free over on Drivethru.  It's by the irrepressible Venger As'Nas Satanis, with dungeon levels drawn by Dyson Logos.  

It has a full sized dungeon with multiple levels and a countryside for various character needs.  It's a little on the tough side, but if you have players that were able to survive Gygax adventures at the suggested levels under their designed games, then it will be fine.  Demon Slayer would work really well with one of the free straight forward OSR games, such as Labyrinth Lord or Swords & Wizardry, since Venger provides a number of rule ideas to mix things up a bit, which can add some variety to straight laced games!

Liberation of the Demon Slayer (https://www.drivethrurpg.com/product/119240/Liberation-of-the-Demon-Slayer)

The toughest thing about that adventure is mapping the dungeon rooms to the map key - after level 1 they don't match at all!
Title: Recommendation: Old School System+Module
Post by: Spinachcat on August 18, 2018, 05:27:53 PM
If we're talking Venger, I heartily recommend his The Islands of Purple Haunted Putrescence, but it might be too gonzo for the OP's needs.
https://www.amazon.com/Islands-Purple-Haunted-Putrescence-Venger-Satanis/dp/1500121592

Here's some reviews:
http://therpgpundit.blogspot.com/2015/04/rpgpundit-reviews-islands-of-purple.html
https://www.rpg.net/reviews/archive/16/16656.phtml
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 19, 2018, 03:43:04 AM
The Islands of Purple Haunted Putrescence is another choice to liven things up alright!

Quote from: S'mon;1053329The toughest thing about that adventure is mapping the dungeon rooms to the map key - after level 1 they don't match at all!
I don't quite get this S'mon.  The letters are keyed to rooms.  C3 means room C on the third level.  Perhaps the side level or mini-plane "0" is throwing you?  It is given as a possible side track in level 2. The mini-plane is detailed at the beginning of the second level text as A0-G0, then the actual listings for the second level begin, with C2. It looks fine to me.


Often people didn't get around to playing the classics of other games for one reason or another, many of which are easy to convert over to early D&D or AD&D.  With reprints and the ease of electronic content, these can be ran today.  I bet everyone has a few from other games that they have never been able to DM, since the intended game is never taken up in earnest.

Here is an easy suggestion of a classic dungeon, Dungeon of the Bear written for Tunnels & Trolls.  It is very easy to run under D&D or AD&D.  Most of the monsters have D&D counterparts and the level range of characters is similar to D&D. A sword is a sword, etcetera.
Dungeon of the Bear at Drivethru (https://www.drivethrurpg.com/product/65655/Dungeon-of-the-Bear)
Title: Recommendation: Old School System+Module
Post by: S'mon on August 19, 2018, 04:15:21 AM
Quote from: Kuroth;1053387The Islands of Purple Haunted Putrescence is another choice to liven things up alright!

I don't quite get this S'mon.  The letters are keyed to rooms.  C3 means room C on the third level.  Perhaps the side level or mini-plane "0" is throwing you?  It is given as a possible side track in level 2. The mini-plane is detailed at the beginning of the second level text as A0-G0, then the actual listings for the second level begin, with C2. It looks fine to me.

Yeah, try actually running it then...

(Conceivably Venger might have fixed the issue subsequent to the printing I have, but AFAIK he admits there's a big problem - it was his first effort, and he mucked it up. I think he may have written the entries without reference to the maps he was ordering from Dyson.)
Title: Recommendation: Old School System+Module
Post by: Kuroth on August 19, 2018, 04:28:08 AM
It is possible he renumbered the rooms in updates, since the first room for the second level is listed as C2, no A2 or B2 in it.  I don't know.  I went through the first four levels and it worked out.  I don't like pdfs for keyed modules.  Can't just flip back in forth very easily, without losing your place in the pdf.  I should use pdf tools to make reader placed markers.
Title: Recommendation: Old School System+Module
Post by: Spinachcat on August 20, 2018, 07:14:05 PM
Quote from: Kuroth;1053387Here is an easy suggestion of a classic dungeon, Dungeon of the Bear written for Tunnels & Trolls.
Dungeon of the Bear at Drivethru (https://www.drivethrurpg.com/product/65655/Dungeon-of-the-Bear)

Absolutely recommend Dungeon of the Bear!! Take That You Fiend!!!

And Flying Buffalo is selling T&T 4e for it's original $4 1977 price!!
https://www.drivethrurpg.com/product/108306/Tunnels--Trolls-Rules-Version-4?src=also_purchased

As always, I most heartily recommend Tunnels & Trolls as a tremendously fun fantasy RPG!

EDIT: Here is my review of T&T 5.5e. I'm also a big fan of the earlier editions of T&T.
https://www.rpg.net/reviews/archive/11/11474.phtml
Title: Recommendation: Old School System+Module
Post by: Ted on August 23, 2018, 04:10:36 PM
Thanks for the all the recommendations.  I've landed on LotFP and going to run the intro adventure Tower of the Stargazer.  Picked up Caverns of Thracia as well as other locations.  The plan is to sprinkle in various locations around the starter town.  I haven't read all of Yoon-Suin, but that is a really rich resource for ideas.

At the risk of going to the well once too often, I am curious about another aspect of play--number of PCs, do you allow (or even encourage) a player to bring more than one character on an adventure?  I am predicting at least two deaths in the first 30 minutes tonight and don't want people to be twiddling their thumbs.
Title: Recommendation: Old School System+Module
Post by: grodog on August 23, 2018, 09:28:36 PM
Quote from: Ted;1053035I am strongly considering running an old school (read: dungeon dive) game online for my real-life gaming group.  For several reasons we don't need wilderness or an intricate plot--everyone is buying into the premise that there is a dungeon, go explore it my dudes.  We have played a host of games, but I think an old school game checks a number of different boxes for a weekly 2-3 hour session on twitch/skype every week.  I would run basic D&D, but the problem is all the players know the modules or would know of them, so I need a newer adventure that will slip under their radar.  I own some of the core system products (e.g., ACK, Astonishing Swordsmen, etc.), but not many modules beyond my old D&D basic and AD&D "library." So my ask is for a recommendation:

Gotcha, that helps to make informed recommendations.

Quote from: Ted;10530351. System: What system is the closest (including the same) to basic D&D with all its glorious tracking of encumbrance, illumination, turns/rounds, etc., but I'm open to a system with modest changes that include any sound, simple streamlining;

Closest to Basic would be Blueholme, Labyrinth Lord, and Basic Fantasy, I think, but I don't play those systems, and I don't think most of them include encumbrance, etc. (since those were pretty handwaved in Basic BITD).  I recommend OSRIC as the AD&D clone if you want the gritty sub-systems of AD&D.  Free PDF @ http://knights-n-knaves.com/osric/ and you can order our high-quality hardcover via our web page http://black-blade-publishing.com/Ordering.aspx (you can also order from Lulu, but our printing is much better than Lulu POD, and and is only $0.80 more).  If you're looking for fresh monsters that your players won't know, you can also buy Monsters of Myth at the same time :D

Quote from: Ted;10530352. System/Module: Both system and module support a troupe style game that will forgive a player for missing a session (e.g., a nearby town that the group can return to with regularity and trade out characters if the fighter is missing that night); and
3. Module: Medium deadly with cool traps, challenges, foes and . . . you know, the stuff of legend.  I'm not an over-the-top crazy gonzo guy, but clearly "because Magic" is always a valid answer.

Excellent OSRIC modules include:
- James Boney's adventures from XRP @ http://www.lulu.com/spotlight/josephbrowning?searchTerms=boney along with Matt Finch's Pod Caverns of the Sinister Shroom (and sequels) and Keith Sloan's three modules too:  http://www.lulu.com/spotlight/josephbrowning?searchTerms=sloan
- Rob Kuntz's adventures from Black Blade:  Cairn of the Skeleton King, Tower of Blood, and Bottle City (an original level excerpted from Castle Greyhawk)
- Rob Kuntz's Dark Druids from Chaotic Henchmen (also ex-Greyhawk, and also available from Black Blade or from Guy Fullerton directly @ http://www.chaotichenchmen.com/p/dark-druids-by-robert-j-kuntz.html
- Guy Fullerton's F1 Fane of Poisoned Prophecies and F3 Many Gates of the Gann (also available from Black Blade or from Guy directly)
- Anything by Gabor Lux, including his recent Beyond Fomalhaut #1 and #2 zines, and The Barbarian King @ http://beyondfomalhaut.blogspot.com/ (I think we're out of stock on his titles at the moment)

If you're looking for a toolkit mega-dungeon, you may want to check out our zine, The Twisting Stair, at https://www.facebook.com/The-Twisting-Stair-188990931592220/

Good reviews on Gabor's blog above, as well as Bryce's http://tenfootpole.org/ironspike/?s=osric reviews blog

Allan.
Title: Recommendation: Old School System+Module
Post by: Dave 2 on August 24, 2018, 01:53:44 AM
Quote from: Ted;1053816At the risk of going to the well once too often, I am curious about another aspect of play--number of PCs, do you allow (or even encourage) a player to bring more than one character on an adventure?  I am predicting at least two deaths in the first 30 minutes tonight and don't want people to be twiddling their thumbs.

With a full table it's normally one "real" character per player, but encouraging hirelings and henchmen, which in turn can be quickly given stats and a class if a player takes one over due to losing their first.  And in any case, in a starting session I would find an excuse to bring in replacement characters swiftly, even if it doesn't make a lot of sense in game.  Other explorers, tied up in a closet, whatever it takes to not make a new player watch everybody else play D&D for four hours.

Now that I've got some experience with DCC I'm considering porting over the funnel idea the next time I run my own game, with 4-5 0 level characters per player on a starting adventure, and seeing who survives to level up.
Title: Recommendation: Old School System+Module
Post by: Spinachcat on August 24, 2018, 03:07:56 AM
Quote from: Ted;1053816I am curious about another aspect of play--number of PCs, do you allow (or even encourage) a player to bring more than one character on an adventure?

Depends on the group. I've played with 2 PCs/player with some groups and everyone has a blast with the big party and make sure each PC is presented as unique. Other groups treat PCs like game pawns whether they had 1 PC or 2 PCs each. It was far more common back in the day for me to encounter groups with 2 PCs / player.

Many groups don't like multiple PCs or piles of henchmen. For them, I start games at higher levels.

My best answer is talk to your players and listen to their pros/cons and thoughts.
Title: Recommendation: Old School System+Module
Post by: S'mon on August 24, 2018, 10:02:34 AM
Quote from: Ted;1053816I am curious about another aspect of play--number of PCs, do you allow (or even encourage) a player to bring more than one character on an adventure?  I am predicting at least two deaths in the first 30 minutes tonight and don't want people to be twiddling their thumbs.

No, not much, but there are often NPCs with the group. Of the two OSR ruleset groups I'm currently GMing, one (S&W) is currently all PC (three PCs, all that fit on their flying carpet) and the other (OSRIC) is 4 PCs and one or two NPCs, with one player playing two PCs.

But I use death at -10 hp and max hp at 1st level.
Title: Recommendation: Old School System+Module
Post by: Ted on August 24, 2018, 10:10:30 AM
After action report:  only two players could make it, so we all agreed that two PCs per player made sense . . . and . . . no deaths.  I could not believe it, but there you have it.  I think the two PC approach worked pretty well when you have a less than full complement.  As for hirelings/henchmen/followers, these guys are dirt poor they cannot even afford thieves tools, let alone hiring some farmer to hold the donkey.  But on the other hand, I haven't seen such inventive uses of a grappling hook (their big slurg) ever.  Good stuff.
Title: Recommendation: Old School System+Module
Post by: Haffrung on August 24, 2018, 01:28:31 PM
Old-school modules typically assumed 8-10 PCs, so back in the day we ran with 2 PCs per player. As you mentioned, it's good for lethal dungeons as well - lose a PC and you're still in the game. Never had a problem with it using a D&D 2E or earlier system. It only gets unmanageable with more modern games that have much more complex PCs, or in games that are all about indepth roleplaying and story development (which doesn't sound like the case for you).
Title: Recommendation: Old School System+Module
Post by: grodog on August 24, 2018, 04:35:12 PM
Quote from: Ted;1053816Thanks for the all the recommendations.  I've landed on LotFP and going to run the intro adventure Tower of the Stargazer.  Picked up Caverns of Thracia as well as other locations.  The plan is to sprinkle in various locations around the starter town.  I haven't read all of Yoon-Suin, but that is a really rich resource for ideas.

Sounds like a fun plan, enjoy Ted!

Quote from: Ted;1053816At the risk of going to the well once too often, I am curious about another aspect of play--number of PCs, do you allow (or even encourage) a player to bring more than one character on an adventure?  I am predicting at least two deaths in the first 30 minutes tonight and don't want people to be twiddling their thumbs.

When we have more than 5-6 players in an AD&D campaign, we usually limit PCs to one each.  With 4 or fewer players, we generally have each player running 1 or 2 PCs (with more occasionally, since sometimes folks don't show for a session, of course).  In other games (like a globe-trotting CoC game like Masks of Nyarlathotep), sometimes I've run multiple PCs per player but they weren't necessarily aware of each other or interacting---basically different groups of PCs working in parallel on different aspects the same campaign.

Quote from: Ted;1053894After action report:  only two players could make it, so we all agreed that two PCs per player made sense . . . and . . . no deaths.  I could not believe it, but there you have it.  I think the two PC approach worked pretty well when you have a less than full complement.  As for hirelings/henchmen/followers, these guys are dirt poor they cannot even afford thieves tools, let alone hiring some farmer to hold the donkey.  But on the other hand, I haven't seen such inventive uses of a grappling hook (their big slurg) ever.  Good stuff.

Where did they go/what did you run?

Allan.
Title: Recommendation: Old School System+Module
Post by: Ted on August 24, 2018, 04:43:24 PM
Quote from: grodog;1053955Where did they go/what did you run?

Two players, four characters (dwarf, elf, two specialists (e.g., LofFP version of thieves)) journeyed to the Tower of the Stargazer.  They've explored four levels thus far and haven't died, but also only triggered one trap and no combat . . . yet.

I decided to make their starting town Tanelorn (see Moorcock's Eternal Champion), which will give me the ability to tranlocate the town around the various continents and even planes.  At first I am going to slightly alter the description of Tanelorn so that they don't notice, but over time the town will evolve after every dungeon dive.  I'm thinking that every time they succeed (whatever that means) at a challenging location that they interact with will become linked to Tanelorn, making that place travel as well.  Don't really have it sketched out, but I wanted to have a magic reason why new locations of interest keep cropping up.  Also the Tower of the Stargazer is a perfect reason to travel the cosmos as it were.  We'll see.
Title: Recommendation: Old School System+Module
Post by: Ted on August 24, 2018, 04:49:00 PM
Quote from: Haffrung;1053918Old-school modules typically assumed 8-10 PCs, so back in the day we ran with 2 PCs per player. As you mentioned, it's good for lethal dungeons as well - lose a PC and you're still in the game. Never had a problem with it using a D&D 2E or earlier system. It only gets unmanageable with more modern games that have much more complex PCs, or in games that are all about indepth roleplaying and story development (which doesn't sound like the case for you).

Thanks, Haffrung. And you are correct, indepth roleplay/story development isn't the goal here.  We have in-person sessions for that, this is purely about doing something more fun/interactive/interesting than playing a MMORPG.  This is about dungeon delving, problem solving, crazy magic, high lethality and stories that emerge from play.
Title: Recommendation: Old School System+Module
Post by: Spinachcat on August 26, 2018, 02:31:37 AM
Tanelorn is an awesome choice.  I've used Modron (Judges Guild's first module) as a shifting city and the concept is very fun.

I did it once in Gamma World as well, but used a cruise ship after reading a cool article about Time Ship Titanic in an old issue of AEG's Shadis.