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What Would You Like In A Fantasy OSR Product?

Started by jeff37923, October 02, 2019, 02:51:25 AM

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jeff37923

Exactly what it says on the tin. I'm curious about what everyone's fantasy OSR wish list is.
"Meh."

S'mon

#1
Quote from: jeff37923;1107174Exactly what it says on the tin. I'm curious about what everyone's fantasy OSR wish list is.

By far the most useful thing to me is a collection of mostly-short site based adventures I can use to flesh out a sandbox. Eg Dyson's Delves I & II, or Basic Fantasy Adventure Anthology.

I am a sucker for well done actual sandboxes, eg Gary Gygax's Yggsburgh, the Wilderlands of High Fantasy, or Rob's Points of Light I & II, but I can only run a few different campaigns at any one time.

I don't find weird 'edgy' stuff much use, and I'm not currently in the market for Venger-style sleaze or Pundit's historicism; fairly meat & potatoes stuff with a typical OD&D/Greyhawk vibe rather than B/X - so more demons & snake cults, fewer BX standard monsters like giants, probably preferable. The heavy OSR emphasis on BX type material leaves a bit of a gap for the former.

Cave Bear

A big book of one-page dungeons. Especially if they are tied together by a connecting megadungeon or hexmap.

A guide to fantasy cities that wasn't authored by Zak S.

Sword World translated into English.

jeff37923

Quote from: Cave Bear;1107178A big book of one-page dungeons. Especially if they are tied together by a connecting megadungeon or hexmap.

A guide to fantasy cities that wasn't authored by Zak S.

Sword World translated into English.

Sword World? The Japanese OSR setting?
"Meh."

JeremyR

What I find most useful are short-ish dungeons that I can drop in anywhere. I absolutely despise "1 page dungeons" though, it's a clever idea that is annoying to actually use because you have to do all the work of filling out the dungeon because it's only one page and should be 4-5.  And it would be nice to have them at moderate levels. Like 4th to 8th, which is where games seem to spend the most time in

I'd also like to see non faux-English adventures. It's not even European or Western, but almost everyone seems to assume an English style setting.  Even something like something akin to Clark Ashton Smith's Averoigne stories (set in a fantastic France) or Germany would be different  (though there is one module, The Last Candle, set in a fantasy France).  And we have OSR games for Africa and India, but no adventure material for said games.

Rules wise, a competent, coherent, easy to use domain system would be nice.

Opaopajr

#5
A small scope set piece, filled with optional characterization, factionalism, and agenda for its NPCs ("nouns," person, place, or thing). If you can provide an alternate take on  NPC "characterization, faction, & agenda" while also providing a sample adventure for both interpretations that'd be stellar! :)

e.g.:
- Squalid Neighborhood -

Derelict House: 3 stories, falling apart, many nooks and crannies.

a. smells of ammonia, stale body odor, and old smoke from burnt garbage. favored by fading last-chancers, territorial as if it is their last hope at returning to life. Used by the authorities to concentrate the talkative desperate.
b. utterly abandoned, yet clean? Strange restraints located in out-of-sight areas, like closets or under floorboard crawl spaces. Mafiosi live-target transfer house.
c. cheerfully spooky? cozy delapidation? Seeming immune to development plans. A haven for Casper to make new friends!
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

grodog

Quote from: S'mon;1107175I don't find weird 'edgy' stuff much use, and I'm not currently in the market for Venger-style sleaze or Pundit's historicism; fairly meat & potatoes stuff with a typical OD&D/Greyhawk vibe rather than B/X - so more demons & snake cults, fewer BX standard monsters like giants, probably preferable. The heavy OSR emphasis on BX type material leaves a bit of a gap for the former.

I haven't given a ton of thought to the B/X and/or SW focus in the OSR creating a content gap, but that makes sense.  We've discussed these concepts a little bit before at K&K:

- Bill's BoL 1 & 2 review:  https://knights-n-knaves.com/phpbb3/viewtopic.php?f=26&t=10791
- Guy's Q about what to call "lair raid"/traditional dungeon crawling:  https://knights-n-knaves.com/phpbb3/viewtopic.php?f=3&t=9336

but not necessarily with an emphasis on what's not out there, content-wise.  

OSR content gaps analysis probably requires a broader understanding of Kickstarter and other crowd-funding platforms, as well as DriveThruRPG pdf offerings than I've got these days.  The continual need for "good vanilla fantasy" content that Melan has mentioned in his blogs, zines, and adventures (see https://beyondfomalhaut.blogspot.com/search?q=%22vanilla+fantasy%22 for some good examples), and Bryce's focus on highly-usable adventures that don't suck are good touchstones for tone and quality, but don't really touch on the content gaps for the kinds of books that aren't being written and published.

In my head, these are the main types of content for RPGs that exist, regardless of game system, setting, edition, etc.:

- Core rulebooks:  the holy trinity:  PHB, DMG, MM; OSRIC rule book; etc.; these could be books or boxed sets, but define the DM's minimum investment required to play the game
- Supplemental rule books---these build out the rules further in terms of expanding upon the original footrprint of the rules with new types of rules/content like in D&DG, MotP, DSG/WSG, et al, as well as expanding the amount of material within the original footprint of the rules as the setting books like UA, OA, GA, FRA, etc. do, and as new monster books do in FF and MM2, Monsters of Myth, Malevolent & Benign 1 & 2, Dwellers in Dark Places, etc., which also obviously fall into this category, as do magazines since they generally focus on supplemental rules (or adventures); books like WotC's Primal Order series, Bard Games' Compleat Alchemst/etc. all fall into this category, as does Trent's AD&D Companion
- Adventure modules:  modular modules, either stand-alone or in a series (which tend to be bigger and get complied or published as super modules:  GDQ1-7, A1-4, Guy's F1-4, Jeff's ASSH modules, etc.); many modules often introduce new supplemental rules material as well with new monsters, magic items, spells, classes (although less frequently), etc.; WG6's new to hit tables and attrition rules fall into this category too (since they're not really extensive enough to warrant calling their inclusion in the module as a supplement too, in my mind)
- Adventure supplements:  modules that are also supplements; S4 Lost Caverns of Tsojcanth is the best example of this content type since its Book 2 was a mini-MM2/UA rolled in with the main 32 page module, but others definitely exist too, including ones where the new rules are required to play the adventure (which is not the case with S4):  Q1 (with its myriad of rules for planar travel in the Abyss), B1-2 (with their guidance on how to run and play adventures, although one could argue that this content belongs in the core rule books), and S3 (with it's Gamma World-like technology usage charts); more-recently, Anthony Huso's Zjelwyin Fall fits this category with its Astral rules and codifications
- Content Tools; these tools aid a DM (or perhaps a player but I mostly think of these are DM/referee aids), so this is a much more narrow label in my head than most folks probably think of accessories, and includes books like Monster & Treasure Assortments, Geomorphs, and Rogues Gallery, as well as books of tables like Dungeon Dozen, Tome of Adventure Design, the d20 era Ultimate Toolbox, much of Kellri's CDD netbooks, with Gabor's recent Nocturnal Tables being a recent example.  Midkemia Press' Cities also lands into this category, although most of their other city books would be adventures or supplements.  On the player tools front, the only example that really jumps out to me is for CoC, with the S. Peterson's Guides to Creatures and Creatures of the Dreamlands books; but while written as field guides for players to use for their characters to ID Mythos horrors, in practice I always used the books as referee to show players a picture of the creature that their characters were confronting....
- Accessories:  character sheets/adventure logs, DM Log/campaign mgmt tools, JG's Ready Reference Sheets, DM Screen (low content unless there's an adventure or set of reference sheets with it), as well as graph/hex paper, miniatures, and dice---although dungeonmorphs dice and Flying Buffalo's Adventure Dice certainly provide some content; I suppose books of maps without keys/adventure content for them would fall more into this category vs. content tools too
- Guidance Books:  this one's a bit fishy to me, but I think that there's a category for books about how to play in general, how to play in a certain style/setting/tone/edition, best practices in adventure design, etc.; my still-unpublished dungeon design essays book will fall into this category, as does EGG's Role-Playing Mastery and Master of the Game books, and perhaps his Gygaxian Worlds series; this category would not include gaming history books like Playing at the World or Designers & Dungeons or general summary/catalog books like Heroic World or JEH's Fantasy Role Playing Games, since those don't usually impact how you play the game at the table; magazines sometimes focus on this kind of content in their articles, too

So, given all of that, are there any additional content types that folks would want to see added into the list?

My sense is that the OSR largely focuses on core rules these days, with supplemental rules and adventures being the next categories that see the most content focus (although if you look at the number of dice, cards, and miniatures Kickstarters it's entirely possible that Accessories are the tail that wags the OSR dog, perhaps?).  At K&K I think we lament the lack of focus on good adventures (which is a tone/quality issue rather than a volume issue), and also see a lack of content tools as a critical gap that drives down the supportability of AD&D/OSRIC as a platform.  

I'm definitely curious to hear others perceptions on this!

Allan.
grodog
---
Allan Grohe
grodog@gmail.com
http://www.greyhawkonline.com/grodog/greyhawk.html

Editor and Project Manager, Black Blade Publishing

The Twisting Stair, a Mega-Dungeon Design Newsletter
From Kuroth\'s Quill, my blog

Armchair Gamer

A toolkit for Paladins & Princesses-style, fairy tale/medieval romance, Romanticized Christendom adventures. I'm inclined to write it myself, if only as a blog, but I'm not sure what tools to start with.

Also a JRPG-influenced variant of same (think Dragon Quest), with the same statement and caveats.

Steven Mitchell

I have little to add to S'mon's reply. What I find most missing in gaming products (nearly all of them, not just OSR) is the sense of the fantastical concisely evoked.  I think that the so called "Gygaxian Naturalism" only truly works well for me if it is the foundation for the fantastical to build upon.

GeekyBugle

Quote from: jeff37923;1107174Exactly what it says on the tin. I'm curious about what everyone's fantasy OSR wish list is.

A more faithful to the original mythos setting: Most (if not all) non-humans are evil, without falling on the grimdark but more close to brothers Grimm than to Gygax.
Quote from: Rhedyn

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― George Orwell

estar

#10
Quote from: S'mon;1107175Rob's Points of Light I & II

Appreciate the shout out.  So you know the project I am working is adapting my Wild North from Fight On #3 to adjoin Blackmarsh (which adjoins Southlands from PoL I) Then releasing it along with poster maps.

For those who are not familiar with the Wild North it was originally written for the Wilderlands and released as part of Fight On #3. I believe the map for it is still up on Cafepress.

The problem is that there is some kind of right dispute over the Wilderlands boxed set text and the Fight On version relies on that. So I revamped it to fit the loose setting depicted in Points of Light and Blackmarsh.

Both versions are heavily based on Russian myth and folklore using GURPS Russia as a summary and guide to finding source material. The new Wild North has more text to bring it up to the standard of Blackmarsh and the Points of Light maps. There a brief background, each named terrain gets an entry followed by the hex locations. The map is 22" by 17" instead of letter sized. Still five mile hexes.

Aglondir

Quote from: jeff37923;1107174Exactly what it says on the tin. I'm curious about what everyone's fantasy OSR wish list is.

Mana pont-based magic, rather than the traditional Vancian model.

Nellisir

Quote from: Armchair Gamer;1107216A toolkit for Paladins & Princesses-style, fairy tale/medieval romance, Romanticized Christendom adventures. I'm inclined to write it myself, if only as a blog, but I'm not sure what tools to start with.

As someone who grew up on fairy tales, folklore, and Arthurian - and no TV (thanks mom & dad?) - I'd be VERY interested.

I'd have to dig to find names, but White Wolf did a d20 supplement called Excalibur that I really like, and there's some similar-era RPGNow material that's very well done, with a little more "mundane world" flavor (Legends of Excalibur/Legends of the Dark Ages. I felt guilty not knowing the names and looked them up. 15 seconds well spent.)

under_score

Drop-in location based adventures that can fit into my game.  Dungeoneers Guild Games' Dungeon Delve series, Guy Fullerton's F series, Hyqueous Vaults.  I just want more of that.
I'm done buying rulesets, done with big setting stuff, and I'm sick of the gonzo, edgy, artsy side of the OSR.  It was interesting to see people doing something different with D&D, but in all these years I've gotten precisely zero fun play out of that stuff.

Cave Bear

Quote from: jeff37923;1107180Sword World? The Japanese OSR setting?

That's the one!