Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Tuesday, September 14, 2021

5 Latter-Day Magic Items Converted to OSE

 Here's five magic items from later editions of D&D converted to rules-light, old school presentations. I've used Old School Essentials as a base, since it's the current lingua franca for much of the OSR.

Thanks to spearsandspreadsheets for giving me some ideas for what to convert!

Dwarven Plate

Sources: 3.5 Dungeon Master's Guide

This massive suit of plate mail is made of adamantine (found in meteorites), impregnable against any attack.
Weight Weighs 1,000 coins.
Protective Qualities The wearer reduces the damage dealt by any physical attacks against them (weapons, monsters, or traps) by 3.
Resistant Highly resistant to any damaging effects and saves as a level 12 dwarf.
Unenchanted Special because of its materials and is unenchanted by default. A spellcaster may be able to enchant it using magical research.

Immovable Rod

Sources: 3.5 Dungeon Master's Guide (note: there's already an OSE version of the immovable rod in the Advanced Treasure book, but this is a bit closer to the original)

This rod is a flat length of iron with a button on one end.
Anchoring: Pressing the button causes the rod to anchor itself to its current position in space. Once anchored, it can only be moved by a wish or other godly magic. (Even gravity does not affect the anchored rod.) An anchored rod can support up to 80,000 coins of weight.
Releasing: Pressing the button again releases the rod.
Ladder: Two or more immovable rods can be used in concert as a ladder unaffected by gravity.
No Charges: Does not use charges, may be used an unlimited number of times.

Ring of Climbing

Sources: 3.5 Dungeon Master's Guide

Grants supernatural climbing abilities.
Climbing: The wearer can climb on most surfaces automatically. They have a 1-in-4 chance of climbing a sheer or slippery wall or other vertical surface. If the roll is failed, the wielder falls at the halfway point, taking falling damage as appropriate.

Ring of the Ram

Sources: 2e Dungeon Master's Guide, Baldur's Gate II

Grants the power to attack enemies or objects with telekinetic force that looks like the head of a ram.

Attacking Enemies

Usage: A target within 30' may be attacked for 1d10 damage.
Resisting: The target may save versus spells to resist being knocked down or pushed away 30'. Circumstantial modifiers may apply (target is unusually stable, unusually strong, or larger than human-sized).

Attacking Objects

Usage: An object within 30' may be smashed open, with a 5-in-6 chance of being broken. Magically locked or held doors or portals can be broken open by this effect.
Resisting: Magical or enchanted objects may save versus spells to resist being broken.

Usage frequency: The ring may be used up to once a day.

Screaming Bolt

Sources: 3.5 Dungeon Master's Guide

A crossbow bolt that screams as it flies, causing fear.
Number Found: 1d4 screaming bolts are found at a time.
Enchantment: +2 bonus to attack and damage rolls when used.
Screaming The bolt screams through the air as it is fired. All enemies of the wielder within 20' of the bolt's arc of fire must save versus spells or be struck with fear and spend their next turn fleeing from the wielder at maximum speed.


Wednesday, June 23, 2021

Rest, Healing and Hit Points

This is a set of healing and rest house rules I came up with for the Swords and Wizardry Forgotten Realms campaign I'm running. They should be usable for any retroclone or relative of D&D from Basic through to 2e AD&D; design notes are at the bottom.

They speed up healing hit points (and only hit points), as my game uses a Death and Dismemberment table with a fair amount of grievous wound results that lead to actual convalescence. The rules also add more detail to resting, including inn room quality, camp preparations, and so on.

Feel free to use these, hack them, and adapt them for your own game. If you do use them, I'd love to hear how they work for you!

These rules replace the standard natural healing rules. These rules only handle recovering lost hit points, not recovering from grievous wounds, diseases, or other such conditions.
A creature that can naturally heal from injury (ie: not undead or a construct), heals hit point
damage as long as it rests for an extended period. By default, this is eight hours of sleep, for
humans and many other such creatures. Depending upon a creature's abilities, the duration
and nature of this rest may differ:
elves dream in the reverie instead of sleeping; thri-kreen do
not sleep or dream but must still rest. This period of rest can be interrupted (such as by
nighttime attacks) to a limited degree, but severe or prolonged interruptions or poor
conditions may prevent any healing from occurring. Rest for healing's sake can only be
accomplished once every 24 hours, unless a special effect allows otherwise.
The basic rate for such healing is the formula (
X+Constitution bonus) x HD = hp healed per rest.
X as a value represents the quality of rest, and is 1 by default unless modified. (Most modifiers
to rest affect the value of
X.) X can never be reduced below 1 and can never exceed 5. A
creature's constitution bonus is the bonus for having a high Constitution score which is added
to hit points per Hit Die. (If a creature would have a Constitution penalty, treat it as 0 for the
purposes of resting.) Every creature has Hit Dice; only whole Hit Dice count for the formula. (ie:
A monster with 4+1 HD has 4 HD for this formula.)
The default values for the formula which apply to many creatures are (1+0) x 1 = 1 hp healed
per rest. This includes low-level monsters, most NPCs, and first-level PCs. (Exceptions do apply,
of course.)
Resting In Communities
Resting in a community can increase the value of X, depending upon the quality of
accommodations used. In general, accommodations (including inns, boarding houses, and cost
of living expenses during extended downtime) are rated 1 to 5 for quality. The
accommodation's quality is the value for
X when resting in that accommodation. (Example: a
first-level character with no constitution bonus is resting in a rating 3 quality inn room. Their hp
healing rate is (3+0) x 1 = 3 hp healed per rest.) Higher quality accommodations are usually
more expensive, or require some other basis (such as a well-outfitted stronghold.)
Even if a creature is resting on the streets,
X would remain 1. (Yes, this does mean there's not
really much benefit gained from the absolute worst common room resting spot.) Sleeping
rough does possibly risk guards pushing the sleeper to move, pickpockets, and other such
calamities, possibly severely interrupting rest and allowing for no healing. Paying for
accommodation reduces the risk of any such interruptions to nil, unless danger is already
established in some way. (ie: assassins in the night,
Psycho-style accommodations, sudden
cataclysmic events.) In other words, paying for or establishing accommodation guarantees safe
sleep without the random encounter tables coming into play. (And now the worst common
room resting spot has a use again!)

If a creature is resting for a tenday in the same community and has had no severe interruptions
to rest or other taxing activities during that time (combat, extreme exertion, etc), they regain all
of their hit points at the end of the tenth rest.
Resting In Dangerous Areas
Equipment, skills, and preparation by adventurers can increase the value of X.
Especially good food eaten during rest (premium rations, exotic treats, a well-cooked meal)
increases
X by 1. Any source of food may only provide one bonus per rest in this way: for
example, a character could eat a well-cooked stew of freshly caught deer and then share a
bottle of elvish wine with their comrades, providing two separate +1 bonuses to
X.
Especially luxurious equipment (a premium bedroll, finely-made tent or similar) can also
increase
X by 1. Any single piece of equipment can only provide one bonus per rest, and only
for the people directly using it to rest. (Only one character can sleep on a premium bedroll, but
multiples could share a large exceptionally-well made tent.)
Engaging in acts of camaraderie and morale can also increase
X by 1. (A bard might tell stories,
the party could play dice or cards before going to rest, et cetera.) This bonus can only be
gained once per rest.
Poor environmental conditions can reduce
X if not properly handled. Freezing in cold weather
or sweltering in hot weather without proper preparation would reduce
X by 1, as an example.
Extremely poor conditions (such as severe dehydration) may count as severe interruptions,
preventing effective rest at all! The GM will inform the PCs of any such conditions that apply
and give them an opportunity to resolve them as part of making camp as appropriate.
Resting in dangerous areas always risks interruption and random encounters. Unless resting is
persistently interrupted (a foe using guerilla tactics or a particularly unlucky night), rest is not
prevented by interruptions during the rest period. In general, a party resting in dangerous
areas should expect that between making camp, resting, any interruptions, and beginning-of-adventuring-day preparations (including tearing down camp), the party has actually been
resting for twelve hours or three "watches" as a rule of thumb. (Most actions in D&D, S&W, and
similar games that are described as taking an entire "day" actually describe an eight hour long
period similar to the North American workday, so twelve hours at rest does not prevent
traveling, exploring, or day-long activities from other sources.)
If a party wishes to reduce their chances of being interrupted in dangerous areas, they may rest
clandestinely
, without lighting a fire. This reduces
X by 1 by default, prevents engaging in acts
of camaraderie to increase
X, and other bonuses may not be available (such as preparing a
well-cooked meal.) However, resting clandestinely generally halves the chances of random
encounters while resting (depending upon the location and possible encounters, the exact
amount may differ.)
Special Note: There are many spells and magical effects, from
rope trick to Mordenkainen's
magnificent mansion
that help make resting in dangerous areas safer or more pleasant. These
effects are adjudicated on an effect-by-effect basis. Particularly strong effects may allow
creatures to rest like they are in a community.
NPCs Resting
NPCs have access to the same tools as PCs, depending upon their level, wealth, and other
resources. NPCs usually do not have a Constitution bonus to hp, and the quality of their home
determines their rest quality in their communities. NPCs are unlikely to have special
preparations for bonuses to
X while resting in dangerous areas, but will act to resolve poor
environmental conditions.
Monsters Resting
Monsters are extremely unlikely to have access to any bonuses to X while resting in dangerous
areas, and monsters never have Constitution bonuses to HP. Monsters are immune to any
environmental conditions in their native environments/habitats or other areas they are resistant
to. For example, a fire elemental can rest safely in a volcano, even though it is not their native
habitat and would count as a severe interruption for most creatures. However, a monster
does
count as resting in a community if it's in its lair or a similarly safe space, and may receive a
bonus to
X for high quality accommodations. (This is dependent upon the monster. A dragon
resting on its massive hoard of coins has no soft bed nor royal meal, but certainly counts as
sleeping in quality 5 accommodations.)
Design Notes
This system makes healing hit points, and specifically hit points, much easier than the default in
many old-school editions of D&D, clones, and relatives. It assumes that you have other systems
in place to promote downtime, including downtime spent resting or healing. (Diseases,
poisons, or severe injuries from critical effect or death and dismemberment tables are common
examples.) Healing hit points this quickly makes them clearly luck/grit/exertion in the narrative,
instead of direct meat points. This system does not work for all games or all narratives, and it's
not meant to.
Tenday is what the
Forgotten Realms uses instead of weeks, a period of ten days of which there
are three to a month. If your world uses a different calendar, replace tendays with a significant
number of days in your world. If you don't have days or your timekeeping is wildly different, let
me know how you've hacked this! Similarly, accommodation quality going from 1 to 5 is taken
from the 2e
Volo's Guide supplements for the Forgotten Realms; you may change this for your
own setting.
Sources
The Retired Adventurer's Into the Depths house rules:
https://retiredadventurer.blogspot.com/2017/04/into-depths-update.html
The Infinity Engine series of D&D computer games
Swords and Wizardry Complete Rulebook (SW)
Player's Handbook (2E AD&D)
These Dragonsfoot threads: https://www.dragonsfoot.org/forums/viewtopic.php?t=39957 &
https://www.dragonsfoot.org/forums/viewtopic.php?t=20240

Tuesday, May 26, 2020

20 Setting Questions, Reredux: OSE FR ("Grim's Knights") Answers

Anthony over at Dungeonantology put together a new list of 20 questions to answer about your campaign setting so that players have an idea of what to expect.

I'm answering them for one of my PLOGgy campaigns. Both my campaigns take place in the Forgotten Realms; this is my "Grim's Knights" campaign, which uses heavily houseruled OSE (with a lot of 1e and 2e and FR material packed in), and takes place in northern Cormyr in 1357 DR. (The beginning of the Forgotten Realms as published in the 1e Forgotten Realms Campaign Set.) We're starting with a greatly expanded version of FRQ1 The Haunted Halls of Eveningstar.

Answering these questions then isn't about answering with particularly canon FR answers, because that's kind of boring - it's discussing how I'm portraying the Realms in this particular campaign, how the players are interacting with the setting, and how that is its own unique trash. I'm tagging some of these with the appropriate sources, in case people want to do more research; but I'm showing this to my players, so I'm not telling all the exact details.

1. What is something that players can interact with that inspires wonder in your setting?

I think the most wondrous thing the players have encountered themselves yet is when they tried to smoke out the Caverns of the Claws last session, to force out the trolls dwelling there. The wind was in their favour, and the black thick smoke filled the cavern. The trolls did rush out, terrified, burning to death in the firewall at the entrance. But something huge inside came out too, with eye tentacles and claw tentacles twenty feet long each, and it smashed apart the firewall and broke open the smoke with little trouble, knocking down Dansk and almost slaying him. It thankfully took Nym's owlbear leg as an offering and retreated back into the depths of the cave. Now the players know that things ancient and magical lurk in surprising places.

(Said monster IS right out of the Forgotten Realms setting-specific monster books, but I'm not telling. Yet.)

2. How does one religion in the world work? What rituals and observances are involved, and how does this religion play with other religions out there? Are gods real?

The gods of the Realms are definitely real, and the ones in Northern Cormyr are all part of a single loose pantheon. Eveningstar has only one temple, the House of the Morning, dedicated to the sun god Lathander; but they accept many other faiths. In the Realms, people choose a single patron deity to devote themselves to, but often offer prayers, sacrifices, or work to placate other deities. The PCs returned a dead hireling to the sanctified graveyard at the House of the Morning, and offered simple prayers to her patron deity, Tempus. Randal whispered his own private prayer to his goddess, Chauntea, at the gravesite, and Chauntea showed her favour with a flower blooming on the hireling's grave. Other such manifestations have been visible.

(Basically all the FR campaign setting books/Faiths and Avatars.)

3. How does one get access to goods and services in the setting? Items, magic items, hirelings.

Eveningstar makes good trade selling to adventurers, so standard goods are very much available for sale in the shops of the town. (One of the shopkeepers is a dick who takes glee in humiliating the adventurers who come to buy from him, but he still sells to them.) Magic items are not generally available for sale, although the House of the Morning sells limited amounts of potions of healing for exorbitant prices. (Again, profiting off adventurers.) Hirelings are common, with plenty of people coming to prove their mettle in the Haunted Halls.

(FRQ1 Haunted Halls of Eveningstar, Volo's Guide to Cormyr)

4. What are some examples of people and creatures a commoner would be wary of in-setting? What are some examples of people and creatures a commoner could trounce without worry? What are some examples of people and creatures a commoner would trust?

Unusually for the Forgotten Realms, Cormyr is generally a strong, stable kingdom. Commoners generally trust their noble, good King Azoun IV, his military (known as the Purple Dragons), the various government officials, and the War Wizards, the national force of magic-users under Royal Magician Vangerdahast.

Eveningstar's position just below the Stonelands means goblin, kobold, and orc raids are not unheard of. Commoners would be wary of monstrous humanoids or significant bestial monsters (worgs, owlbears), and likely try to call on the local Purple Dragon detachment for help.

The most common creature a commoner in Eveningstar would trounce is a tressym, the winged flying elven cats. For some reason, a large semi-feral colony of them exists in Eveningstar.

(Revised Forgotten Realms Campaign Setting, Volo's Guide to Cormyr)

5. Name a heroically slain dragon, or something comparable in threat. How was the creature slain, according to stories? How was it actually done? Was it a fluke or a well-executed slaying of a monster?

The most recent dragons slain were a year past, when a Flight of near a hundred dragons boiled forth from the Cold Lands to the north and east, destroying much of the cities before them. Lady Lord Myrmeen Lhal proved herself an able ruler when one such dragon attacked Arabel in northern Cormyr. Under her coordination, Arabel's large garrison of Purple Dragons took the dragons down with catapults and archery, the creature crashing to the east. Purple Dragons are not generally outfitted to fight dragons (Arabel is garrisoned against humanoids, such as orc bands or rebels), but with the assistance of the War Wizards, they succeeded.

(Forgotten Realms Campaign Set, Forgotten Realms Adventures)

6. How do people who adventure (if there are even such people) get jobs and contracts in this setting?

Adventurers in Cormyr require an official adventuring charter from the Crown in order to adventure legally. Chartered adventurers may take jobs or contracts from anyone, as long as such actions do not injure or damage Cormyr, its government, or its people.

(Volo's Guide to Cormyr)

7. How do people convey their station/caste if such things exist? In particular, what intersections do station/caste have with the adventuring lifestyle (whatever the players are in the setting...guards, tomb raiders, bounty hunters, etc.)?

Clothing and privilege matter a fair amount in Cormyr, which has significant noble and merchant classes. Nobles have rights that members of lower classes do not (for example, they can stop their carriages in the middle of busy streets, impeding traffic), wear their own protected heraldry, and so on. Members of all classes adventure in Cormyr, although it is not generally thought of as a wise or socially acceptable profession; third-or-so in line noble children may adventure for lack of anything better to do to prove themselves.

(Elminster's Forgotten Realms, Revised Forgotten Realms Campaign Setting)

8. What privileges and prejudices exist in your world, if any do at all? For example: How does the world view LGBTQ identities, ethnic identities within each fantasy “race”, and race relations?

In general, Cormyr's cities are quite tolerant, while prejudicial, close-minded views are more common in smaller communities. A prominent rumour in much of Cormyr's villages is that the odd "lass-lovers" flock to each other in some sort of commune out towards the Stonelands; in reality, many queer people find happy, accepting lives in Arabel, Suzail, and the other cities.

Nation of origin can be met with some skepticism; the neighbouring country of Sembia is often regarded with disdain, as its "gold-first, scheme at all costs" views are often thought of as misguided and something to be avoided.

People of other ethnicities are sometimes exoticized, such as the Mulhorandi and the Turmish far to the south and east across the Sea of Fallen Stars.

Elves, dwarves, halflings, and gnomes are accepted in Cormyr; orcs and goblins are not. Half-orcs are met with suspicion.

(Swords of Eveningstar, Forgotten Realms Campaign Set)

9. What is the distal view of the political system? Is it feudal, is there a suzerainty, do we have a triumvirate, etc.

Cormyr is a hereditary monarchy, with House Obarskyr the continual ruling house since the country's founding, when Ondeth Obarskyr claimed the right to settle the Forest Kingdom's lands from the elf-lords who held dominion over it. Succession goes to the first-born first, regardless of gender (currently this is Crown Princess Tanalasta), as long as they have an accepted claim to the throne. (Bastard children have been an issue in the past; regents ruling on behalf of underaged rulers is not unheard of.)

Other noble houses exist, with their nobility granted for service to the Dragon Throne; intermarriage with House Obarskyr has strengthened many of their ties, especially among the so-called "royal houses."

(Revised Forgotten Realms Campaign Setting, Grand History of the Realms, Swords of Eveningstar.)

10. What is a more proximal view of the political system? Who are local nobles or leaders that should be known about, and what are their reputations?

Eveningstar is well-lead by Lady Lord Tessaril Winter. Her assistants are the local Herald Tzin Tzummer (responsible for all naming legalities, taxes, births and deaths) and the town clerk Aldo Morim. Tessaril was appointed by Azoun IV; she is thought to be fair but stern, and works to keep Eveningstar safe from its many dangers.

Lady Lord Myrmeen Lhal's hold on Arabel is more tenuous. The city has a reputation for past rebellion, epitomized by the month-long reign of Gondegal, the Lost King, who rose up to take Arabel and could only hold it by force. When Azoun IV and his men retook Arabel, Gondegal had escaped, presumably to the north and east. Rumours hold that he plots to regain his kingdom once again, some six years later.

(FRQ1 Haunted Halls of Eveningstar, Revised Forgotten Realms Campaign Setting, Forgotten Realms Campaign Set)

11. Do your players even need their rations and torches?

Yes. Torch longevity has mattered for trips into the Haunted Halls, and rations will become more meaningful as the party travels farther beyond the comfort of Eveningstar's inns.

12. How do you become a ruler of many?

Thumbing your nose at the Crown, as Gondegal did, would make you a ruler of many - until your sword arm tires, and you cannot hold the lands you've stolen.

Better to prove yourself to the Crown and receive title to some land or position. In particular, King Azoun IV has promised a title to experienced adventurers who can clear and hold territory in the Stonelands to the north of Cormyr.

(Forgotten Realms Campaign Set, Revised Forgotten Realms Campaign Setting.)

13. Are there social consequences for necromancy or other forms of forbidden magic? Do these consequences differ in the view of the common man vs. other people?

Necromancers are associated with Myrkul, the god of death, and are quite feared. The common man fears the necromancer, but fears Myrkul's wrath more: the god of death and his priests sometimes cross the land, raising those dead in unsanctified ground and sending the newly risen to attack nearby settlements. A commoner is likely to offer tribute to a necromancer and plead mercy.

The War Wizards, in contrast, will expend great effort to find that necromancer and shackle him, exile him, or slay him. Magic-users who are not registered with the Royal Magician, and evil magic-users at that, are great concerns.

(Cormyr, Revised Forgotten Realms Campaign Setting)

14. What is the common man's capability to distinguish the following things: a werewolf's tracks vs. wolf tracks, a manticore attack vs. a lion attack, a demon attack vs. a gargoyle attack?

A common man might be able to separate out common animal tracks (the wolf and the lion) from those of monsters, but no more. They could certainly not distinguish between various kinds of monsters.

(Elminster's Ecologies: The Settled Lands)

15. What is the social position of rogues?

Rogues and thieves are distrusted, watched carefully by city watches and the Purple Dragons, and generally thought of as unsavory. Thieves' guilds do exist in Cormyr, but they are often at odds with the Crown. In contrast, rogues signed to adventuring charters ("the honest trade") are slightly more trustworthy, as the charter means others vouch for their conduct - and can be brought to justice should the rogue commit some crime.

(Forgotten Realms Campaign Set)

16. What is the role of dungeons within the world?

Dungeons are structures built or found by secretive groups or populations, to live or perform secret aims away from common view. Notably, dungeons are almost never empty or unoccupied for long - a dungeon has frequently passed through several occupants, all of whom have left their own legacies and impacts in the place. The Haunted Halls were originally created by dwarves for the bandit lord Rivior; they are rumoured to have other secret occupants to this day.

(Forgotten Realms Campaign Setting)

17. How common are dungeons, how deep or large are they, and how much treasure might be expected within their depths?

Dungeons and ruins are extremely common; settlements are frequently rebuilt atop the ruins of previous settlements due to geographic features. Dungeons can be very deep or large, often linking to the great Underdark below in their darkest reaches. The presence and value of treasure frequently depends upon how accessible and dangerous the dungeon is; adventuring groups frequently clear out shallow ruins, only for them to be repopulated by humanoid races in need of shelter, used for some wizard's experiments, or similar.

(Forgotten Realms Campaign Setting)

18. Explain, if you could, the differences between magic-users in the world. For instance, how would wizards, sorcerers, miracle-workers, warlocks, witches, medicine-men, stage magicians, and the like differ from each other? Do all of those categories even exist?

Those who have true magical power are called wizards, sorcerers, warlocks, thaumaturgists or similar, and all draw force from the Weave which connects all things, shaping it to create their will in the world. Illusionists are their most prominent subgroup, a secret society sworn to the goddess Leira. Other even more unusual, rare types are rumoured, but not confirmed.

Witches are rare, powerful, and worship forbidden gods unknown to humanity.

Hedge witches, frequently women who practice herbalism and act as midwives, do exist, but hold no specific magical power in general.

Charlatans, pretenders, and stage magicians are frequent performers.

(Forgotten Realms Campaign Set, Elminster's Forgotten Realms, Dragon #54: Down To Earth Divinity) 

19. What are two examples of food culture in the world? Even if food isn't a part of play, what dishes are people consuming in the world around the players, and what messages can be conveyed through food and drink?

Coffee (kaeth) is slowly spreading throughout Cormyr as a new and trendy drink, its beans grown in far-off Durpar, branded as "Thondur's." It hasn't replaced the herbal, grass, or local teas commonly drunk, is very expensive, and is usually served in tankards, hot and unadulterated.

Ciders, hard and soft, are commonly drunk in Eveningstar; the town and much of Cormyr are in prime apple-growing climates. The presence of the Starwater River gives Eveningstar good local fishing, such as bass and eels; the local farmers sell sheep, goats, long-horned beef cattle known as sharrada, and poultry.

(Elminster's Forgotten Realms, Volo's Guide to Cormyr)

20. What is the internal logic of the game world you are running, as far as players are concerned? When the players act and the world reacts, what principles do you hold to?

The world is internally logical and exists beyond the players, with struggles between powers known and unknown. The world does not wait for the players, and events may occur beyond their reach. The world reacts to the PCs according to the aims and powers of the other factions; it is up to the players to decide what they can handle and how they will deal with the consequences. Fatal consequences are dealt squarely and honestly, but may occur for initially unknown reasons.

Sunday, May 24, 2020

The Possum Laws of Gaming

I love D&D. Like, I really love specifically D&D. Dragons and dungeons and the wargaming-experience-treasure loop and everything. I own lots of D&D and run lots of D&D because I really, really enjoy the game, in and of itself, in most of its editions, with lots of its warts.

And I love talking about D&D, and I love sharing D&D, and I love running it and playing it with people. Most of the D&Ds. Hence, the title of this post.

First, a preamble:

1) There's a school of thought about the OSR I've run into a couple times that rings very true to me. The idea is that there's a division in purpose between old-school revolutionaries and old-school revivalists. The revivalists came first, and their main output was retroclones: they loved old editions of D&D, and wanted to bring those back, and make new content for them. The revolutionaries love the DIY spirit of old-school gaming, and want to create their own new rules and content and ideas using what came before as a base.

2) Arnold K's GLOG (Goblin Rules of Gaming) is a great expression of the old-school revolutionaries. It's an incredibly impressive, incredibly creative community generating tons of cool ideas. The GLOG has built its own language, its own adventures, and lots of cool content. Here's a GLOG class for a corpse someone did yesterday!!!

The thing is, the GLOG is not very D&D any more. It has become its own thing, in its own ways, and that is awesome. As someone who loves D&D, who is currently running Old-School Essentials to get an old-school Forgotten Realms experience, I want to bring the revivalist side of things into the light as well.

The OSR has had an identity crisis, now and forever will. I'm claiming a space for the positive, inclusive, accessible, constructive process of collecting, collating, creating, and celebrating everything cool about D&D, across all of it.

And I'm not standing alone. This came out of a bunch of conversations with Isaac where we found out we really feel the same way about D&D: that we love it, and want to celebrate it, and mash it all together to create new fun games and stuff!

So, the Possum Laws of Gaming (or PLOG).

Slogan: here is my trash, share it with your trash
We called it the Possum Laws of Gaming after a bunch of influences. Obviously it's a counterpart to the GLOG, but the GLOG's goblins are making their own improvised, DIY material on their own terms. On the other hand, the possums are scavengers, grabbing everything they find that's cool or fun or pretty and putting it together to make something new. Also, possums are cute. And both Zach and I are big fans of the Red Green Show, so referencing that was also a lot of fun!

THE POSSUM LAWS OF GAMING

Slogan “here is my trash, share it with your trash”
The Possum Laws of Gaming are a broad-minded, anti-dogmatic lens for collecting, collating, and creating new and old things about the game of D&D in all its editions from 1974 until today.

THE NINE POSSUM LAWS OF GAMING

  1. find your trash. your trash is D&D stuff you like, from whenever, however. just find cool D&D shit!!!
  2. put your trash together! the goal of the PLOG is to combine the parts of D&D you like into a cool D&D
  3. your trash can be anything! it doesn't have to be D&D itself, but the PLOG is geared towards making your own D&D. pull in cool stuff from other games, other media, things you're excited about
  4. love your trash. the things that you enjoy are great, and talk about why you like them!
  5. ...but toss it when it gets stinky. Some of D&D is bad and hateful. don't keep bad stereotypes or ideas about marginalized people. we want to share our trash with everyone!
  6. share your trash!!! show people the cool things you've found, the things you're excited about, the hidden gem you're going to use in your games.
  7. play nice when you share your trash. Part of PLOG is explaining why we like the parts of D&D that we do, and we don't all like the same parts. Have good conversations, don't hate each other for liking different things.
  8. let the trash grow!!! finding new trash and adding new trash and reexamining your old trash makes for more fun and even more cool ideas!
  9. just because it's someone else's trash doesn't mean it has to be yours. it's okay to say you don't want something someone else suggests, just be polite about it!
Most of this should be pretty clear, but I want to make one thing very explicit: the possum laws of gaming have no room for hatred, bigotry, oppression, or harassment. The PLOG is inclusive and accessible as an essential requirement, and exists to be a safe space for all kinds of people to explore D&D and how cool it can be. Otherwise, FIND YOUR TRASH!!!!

Isaac also has a complementary post announcing the Possum Laws of Gaming on his own blog, you should read it here!

From https://tenaciousbee.tumblr.com/post/148484643069/fake-it-till-you-make-it-now-available-over-on-my