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Howdy, Farmhands.
I am a newcomer to NSR/POSR game design. I spent the majority of the early 2020's being staunchly and loudly against anything even slightly resembling an elfgame! For all intents and purposes, I "don't go here." Being new to a community slash movement slash corpse that's been fractured into multiple sub-branches of design for about as long as it's exiswted means that I have a lot to catch up on. A barrier I keep bumping into is how much of the OSR's Wisdom is shared in maxims.
Maybe you've heard a couple. "Just Use Bears." That's a fun one. "Combat is a Fail-State" I see a lot of discussion that ends once that puppy gets thrown in the ring. Neat one or two sentence phrases that are repeated both as a symbol of belonging between two members of the same in-group, and admonishment for anyone who strays too far from the perceived ideal path. Once upon a time, grand discourses were held in which specific topics were chewed upon at length and eventually required a short-hand to quickly express the longer nuance that nobody had time to keep repeating. That nuance has long been lost, leaving behind a quick and witty one-liner, ripe for misinterpretation and argument.
(As I understand it, the early OSR began primarily as a reactionary movement; most of those maxims not only represented the nuance of the conclusions those great luminaries came to in their grand halls of debate, but also the unspoken existing play styles or mechanics they were reacting to in the first place. That's a whole separate blog post from someone more knowledgeable than me, so I digress.)
With this loss of nuance comes the particular thing I'm pissed off about today - The inaccurate assumption that OSR games don't want players to roll dice. (It's in bold so that people who are skimming past the introductory paragraphs can find my thesis statement easier, hello to those people) It's not difficult for me to understand where the assumption comes from. One of the old maxims I've been taught by my OSR elders reads, "Dice can fail, Good plans don't roll," after all. There is a heavy focus on finding ways outside of rolling against a stat to solve problems, usually with things like "Player Ingenuity" or "Role Playing, not Roll Playing." Maxims within Maxims. Maxims all the way down. OSR games, on the average, would prefer players use the resources available to them to avoid relying on their stats to succeed at a challenge. This is not the same as Never rolling, and here's my personal opinion as to how these statements co-exist.
OSR style play culture places a heavy emphasis on problem solving, using inventory and the fictional environment to achieve your goals. Saying "I roll my Stat" and expecting that to clear up the is counter to the ethos of the movement (if not the original 'problem' that maxims were coined to solve.) A player is expected to use the information at hand and avoid relying on Game Mechanics, except as a method of resolution. "Good Plans Don't Roll" implies that Rolling the dice is to be avoided, if only you're clever enough. In a vacuum, that's as good as saying "If you roll the dice, you've failed." directly to a player's face. If they're asked to roll, then surely their plan was bad, right?
But this design choice, this play style does not exist in a vacuum! OSR and really, any elfgame derivative that's been made since Dungeons and Dragons first made it big, were developed in the shadow of and in conversation with D&D. The genre of the thing heavily affects how and why the mechanics within are intended to be called upon. I posit that Dungeon crawling for treasure or glory doesn't lend itself to only ever having good plans! In most instances, the players are explicitly in the dungeon to be tempted into taking risks! A cautious adventurer lives to fight another day, but also doesn't go home with the shiny that was juuuuuust on the other edge of an out of the way spike pit. The mechanics of the game reward clever problem solving by avoiding the dice; but the dice are still there to resolve the possibly-still-sorta-clever-but-mostly-STUPID plans. It's a gamble, a literal roll of the dice, and it's what the players of one's medieval fantasy loot-motivated resource management game should arguably be there for.
This concept is pushed even further in games of the Into The Odd branch, where stat checks are removed entirely for auto-hit damage and Saves, wherein the Roll is not to gain permission for an action to succeed, but a chance to avoid an incoming consequence. But I do think it holds true for most games that find themselves comfortable under the OSR umbrella. Skipping dice rolls for permission for actions that have little to no risk to the players then acts not as a limiter, but a time saving effort to focus on the moments where fate is interesting and the results, good or bad, directly correlated to the players willingly sticking their character's necks out for the chance at something nice.
Until Next Time,
Farmer Gadda
Further Reading-
All Dead Generations: 7 Maxims of the OSR
Prince of Nothing Blogs: The Road to Hell; OSR Design Principles
Explorer's Design: Why Combat is a Fail State
Not So Recently, I read SandroAD's blogpost, "Hirelings as Specialists." It's less of a gameable system, and more of a proof of concept for turning existing fantasy game skill sets into hireable NPCs, and thus allowing Players to access those abilities without needing to be of that class themselves. Slightly More Recently, I went down a bit of a Rabbit hole, beginning with Joshy Mcroo's blogpost, "A Campaign Where There Is One Of Anything." As the title suggests, it posits a fantasy world in which concepts, classes, monsters and the like are singular and rare. It's part of a longer discussion among multiple blogs, some helpfully listed at the end of Mcroo's post, about the nature of Monsters, the banality of 'generic' fantasy concepts, and ways to mitigate those issues. With both of these blogposts rattling about in the empty space where my brain should be, they were bound to eventually collide, which is where I find myself today.
In a game where There Is One of Anything, especially if Player Options are also uniquely limited, there comes a question of how literal that One is. Having The Bard doesn't mean there are no other sassily homoerotic lute players roaming the lands and getting gigs at taverns. Having The Witch doesn't mean the concept of a full Coven is an alien one. The impetus on creating a world Where There Is One of Anything is a matter of focus. Yes, there are "Paladins", knights that swear oaths to a higher power and follow a code of conduct. But for the purposes of your adventure? Your characters? Your party? There is only one that truly matters. Only one whose purpose and goals are truly divine in nature, and who's decisions will alter the path of history (or at least, do so where your players can see them).
Expanding on SandroAD's concept of placing class features into a hireable npc to feature multiple classes is fairly simple. The Specialist Point system they posit would need tweaking and balancing, but the base concept is sound. Each Hireling has a set of abilities with a point cost, which the players can trigger once a Dungeon Turn by paying it. There are a handful of passive abilities that make just having the Hireling come along a good choice, even if you never use their Point abilities in that specific dungeon. I could open any edition of DnD, blur my eyes, and come up with a bunch of these in one go.
For a DM who runs multiple campaigns, especially those with overlapping players, this system might already sound like an utter wash. Do you just make 12 NPCs, one for each core class, and reuse those over and over? Isn't that??? Boring? And to that I say no, not really. For starters, while Sandro details a specific Thief in his blogpost, none of the mechanical abilities are tied to that character's species, personality, or toolkit. I think this should be left alone on purpose. By keeping the mechanics the same (i.e. all thieves across games have the same abilities), but changing the context in which those abilities came to be, you create a familiarity with the Rules and their use, while creating a new social challenge for your players to overcome in order to attain them. Rannie the Human Thief may actively want to work for the Party in one game, while Yoseph, the Dwarf Thief might actively dislike a member of the party in another game. If the players already know what they will gain by convincing Yoseph to put aside their differences, they may choose to invest more time in that character in the hopes they can add his abilities to their toolkit.
Example: The Alchemist
(1) Acid Splash - The Alchemist can set a trap using their questionable ingredients to damage foes or infrastructure. (1d4)
(1) Identify Poison - The Alchemist can test a substance for negative effects, declaring the properties and means to nullify them
(1) Chug Jug - Regardless of turn order, if The Alchemist can physically reach a PC, they can use a Potion from either's inventory on the PC.
(3) Quick Brew - In a pinch, The Alchemist can just throw something together, they can create a slapdash Potion of 1d6 efficiency. - Roll d6, on a 1 they only manage a 1d2 Potion
Passives:
- For every day spent alone during Downtime, The Alchemist has a 1 in 6 chance of brewing a Potion of 1d6 efficiency. The potion has a random effect and must be accounted for in a PC's inventory or sold at the end of the Downtime action
- The Alchemist has textbook knowledge of medicinal plants and minerals used in potion making, and can ascertain the location of most ingredients, should they be needed.
Additional Thoughts:
- Starting from the 12 core dnd 5e classes would be a good start, but what of subclasses? If you have a "Ranger" NPC, would you want to treat "Beastmaster" as a separate entity, or randomly choose WHICH Ranger is in this specific game? With a handful of triggerable abilities and some passives, this makes homebrewing additional content in fairly simple, but where do you draw the line?
- Perhaps adding in a Gacha system of sorts, with basic Classes being more common to find, and the wilder concepts being rarer? Or throwing caution to the wind and letting the Power Ranger and Super Saiyan NPCs show up when the dice or story say they do.
- Like stated in Mcroo's post; these NPCs can just exist in the world as well. Use them as Masters to train with to learn one of their abilities as a PC, have them be shopkeeps with their abilities for sale, make them quest-givers or leaders of their own factions. The players should be aware of when they meet The One Class of the campaign, but they don't all Need to be Hireable.
Recently, I read Dwiz's blogpost, The Genres OSR Can't Do. I must admit, I sort of expected a listicle of weird media that have nothing in common with european medieval fantasy, with the unspoken reasons they wouldn't work within the expected framework of OSR left for the reader to assume. Gaze upon me, for I am Boo-Boo the Fool. A better blogger than I, Dwiz instead specifies what each genre offers that might intrigue a ttrpg player in the first place, detailing what he feels sets them apart from other genres in an appreciative tone. Sure, the OSR as is probably can't support it without crossing it's eyes a little and unfocusing, but that's no reason to build a wall and forever cordon them off from your tables. Even with the examples Dwiz puts forth, there have already been instances in the ttrpg scene where individuals attempt to make OSR Hacks to emulate those genres.
To me and my twisted little gremlin mind, this almost sounds like a challenge. Also, God is dead and Life is short, so why not give it a shot.
To that end, I decided to take something I'm fairly familiar with, and take a swing at jamming it into an OSR/POSR/NSR-ish experience: Magical Monster Buddies and How To Catch Them. I'm a big Digimon fan, and you can't be one of those without also being intimately aware of how Pokemon works, so I'd say I'm pretty well-rounded. Goblin Punch took a swing at putting the Pokemon experience into a Wizard-ish Class, which certainly is a way to do it; but I'm imagining something a smidge more modular, something to be placed over your system's existing mechanics and procedures without replacing them directly.
RELIC/ARCANA/MAGIC ITEM: "GOTCHA PAWN"
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very best dot gif
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A hollow sphere made of a marble-like material that separates into equal halves. Magically stores or summons a single Bonded Creature at will. While inside the Pawn, Bonded Creatures are placed in a pseudo-stasis, aware of external events, but stabilized in time until summoned. Should a Bonded Creature fall to or below Zero HP at any time, they will be instantly stored within the Gotcha Pawn, stabilized until medical help can be offered.
To bond a creature to a Pawn, the creature must be a Sentient Non-Humanoid capable of consenting to the ritual. Once completed, both the Creature and it's Bonded PC can activate the storage or summoning function of the Pawn at will. The bond will be broken should the Pawn ever be destroyed, freeing both members from its responsibilities, unless a new Pawn is used to reinstate it.
BONDED CREATURES
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Monsters rule, actually
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Stat as Hireling. If your system of choice includes armor and weapons, roll their values into the base creature's abilities. Choose 1 thematic beginner level spell, the creature can cast it innately. While not requiring payment, like most Hireling rules suggest, Bonded Creatures instead require an equivalent amount of daily rations to keep happy.
Creatures should not be capable of using weapons and tools, though they should gain the positive effects of armor they wear. If using a game with a Slot-based Inventory system, halve the expected number of slots for a PC.
Orders & Quick Orders
On your Turn in Combat, you may use your Main Action to give a simple Order to your Bonded, which they will attempt to complete to the best of their ability. (i.e. "Run Away!" is easier to follow than "Dodge under his legs and escape out the North door")
You may instead use your Movement or Free Action (talking) to give a Quick Order, however it won't be as commanding. The DM will roll the Bonded's response on their Obedience Die.
Obedience Die
If a Bonded Creature is given an Order that is too complex or hurried, the DM will roll a die and compare it to the table below. The value of this die begins at a d6, but may be increased to a higher die size via a Downtime Action.
Result |
Effect |
1 |
REBEL/INVERT |
2 |
IGNORE/BE DISTRACTED |
3 |
RETREAT/FLEE |
4 |
REPEAT PREV. ORDER |
5+ |
OBEY ORDER |
DMs should feel free to temporarily lower your Obedience Die Sizes in
relation to behavior at the table. Using your pikachard as a meat shield
too often will naturally make it less likely to listen to you.
DOWNTIME ACTION: CREATURE TRAINING
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I refuse to raise an uneducated 'mon
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For Downtime spent primarily on Training your Bonded, roll a WIS save against the Creature. On a success, the Obedience Die is temporarily increased 1 Size until the next Downtime. After 3 successful Downtime Actions, the increase becomes permanent.
Creatures may also gain the benefits of Downtime Actions available at the table, such as Stat Improvement, Learning Spells, and Carousing. (please don't lead your pikachard to drink)
EVOLUTION:
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IMMA' MOTHER FUCKING TEEEEEEE-REX!!!
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At a Milestone, Bonded Creatures gain a new form unattainable in the wild.
- Roll 1d20 against each Stat, increasing them by 1 on a success.
- Learn to innately cast 1 thematic Spell of the PC's choosing.
- Decrease the Obedience Die by 1 Size.
- If the Evolution occurs mid-combat, heal the Bonded Creature by the difference between their previous and new Max HP values.
What constitutes a Milestone depends on the system at your table, but in the abscence of a leveling mechanic or story-based progression, consider the first time a Bonded Creature's Obedience Die is permanently increased to a d10, d12, and d20 as milestones.
Extra Notes
The availability of Magic Items in your system/setting greatly determines how accessible any of this is. Are Gotcha Pawns purchasable? Expensive? Lost Relics of which only a few remain? Perhaps the Bonded Creatures in your setting are limited to Elemental Spirits, prebonded to a Pawn and waiting for a Hero to find them?
I personally would limit the available Gotcha Pawns, filled or empty, to 3 to a PC. Being able to only issue a single Order per Round balances out the convenience of a magical pet in combat, but trying to keep track of more than 2 positions on a grid will slow down the game considerably.
As Evolution potentially increases a Bonded Creature's stat, Evolution is triggered by a Milestone tied to the Obedience Die, and increasing the Obedience Die requires a Downtime Action Save against a Bonded Creature's stat, there SHOULD be a slight, but noticable increase of time/difficulty in achieving further evolutions. I personally wouldn't go any granular than this, but as with anything you find in an OSR blogpost, feel free to season to taste.
Howdy, Farmhands.
When it came to my attention that DIY&dragons was hosting a Summer Lego Jam, I knew I had to get in on the action. Lego, specifically the sets released around the turn of the millennium, were my bread and butter as a kid, and I still collect the stuff today. It makes all the sense in the world that the open-concept, sandbox style of play present in those toys could be used as inspiration for a Tabletop Role-playing game.
The actual parameters of the Jam do not call for a complete Game Product, however. There are purposeful holes left in the designs I hand over to you today. I assume no system or method of play, simply outlining a setting and implying procedures you'll need to adapt to your table of choice.
Anyone who uses your setting will have to do additional work to get it
game-ready, so help them out by making something exciting and
inspirational! Basic guidelines are more important than fine-grained
distinctions. Be clear and coherent, use motifs and themes, and trust
that the person running the game will make decisions that are shaped by
the tools you've given them -diy&dragons
To that end, this post assumes you are using a system with its own support for Overland Travel, be it pointcrawl, hexcrawl, or whatever else. It also assumes some method of facilitating faction play, with at least 2 separate groups for players to ally with. There is no inherent 'good' team, despite Johnny Thunder being the hero of the original LEGO theme. Statistics for Dinosaurs, Weapons, or Vehicles are absent, you'll need to plug those in should you need them.
A mysterious island inhabited by survivors of the great extinction; the Dinosaurs here have lived in peace for thousands of years... until now! Johnny Thunder's expedition arrives to study this phenomenon, while his rival, the Baron, follows closely for profit. Both risk endangering the balance of nature and triggering the Volcano at the center of this lost world.
Factions:
The Adventurers Team
- Johnny Thunder: Daring, Handsome, Audibly Australian. Out of his depth with no Treasure to find.
- Dr. Lightning: Academically Brilliant but Absent-minded. Naively ignorant to the potential abuse the Island faces.
- Mike: Eager to please. Inexperienced. Views Johnny as a role model.
- Miss Pippin Reed: Journalist with a One-track mind. Focused on writing the best story, to the detriment of the subjects she covers.
The Adventurers will attempt to corral a random specimen to their base for study, a process that takes 1d4 days. If made aware of the Baron's crew having successfully captured a dinosaur, they will attempt to free it, but otherwise focus on their own work.
The Baron's Crew
- Lord Samuel Sinister von Barron: Successful Criminal with a personal vendetta against Johnny Thunder. His wealth was primarily gained through grave robbing. Actively haunted by an Ancient Egyptian Pharaoh that tells bad jokes.
- Alexia Sinister von Barron: Younger sister. Pragmatic. Prefers easy money to harebrained schemes.
- Mr. Cunningham: Slovenly layabout. Loyal to Alexia,specifically Frequently overestimates his own capability.
- Ghost of Pharaoh Hotep: Incorporeal Guardian of the stolen Re-Gou Ruby. Has the sense of humor of a 12-year-old. Wants his gemstone returned to Egypt or to ruin Sam Sinister's day, whichever's easiest.
The Baron's Crew alternates daily between 1. Setting Traps, 2. Damaging Adventurer's Infrastructure, and 3. Pursuing a random dinosaur. Should any of their activities be foiled by the Adventurers specifically, as opposed to their own hubris, they will spend 1d4 days 'Plotting and Scheming' and generally keeping to themselves.
The Dinosaur Herds
- Stegosaurus: Defensive. Prone to stampede. Avoids Triceratops herd.
- Triceratops: Aggressive. Travels in a Clockwise direction across the island.
- Tyrannosaurus Rex: Opportunistic Scavengers. Follow the nearest moving herd. Passive until their young is threatened.
- Brachiosaurus: Immovable object. Fears no Predator. Travels between Swampland and Jungle in search of tall foliage.
- Pteropod Flock: Annoying. Curious. Too intelligent for their own good.
The Dinosaur Herds are in constant movement, and keeping track of which herd is where is vital to traversing safely across the island. The location of the 1d3 Tyrannosaurus Rexes should be kept a secret from players, though the table can and should participate in the daily adjustment of the herds' location, for the sake of the GM's sanity.
Locations:
- Base: (5987 Dino Research Compound) A rusty radio transmitter tower held together with driftwood, rope, and prayers. Constantly in need of repairs. A clearing nearby works as an airfield.
- Swamp: (5912 Mike's Swamp Boat) More of a marsh, really. Potentially a
quick path across the island, if your boat doesn't get stuck.
- Jungle: A thick forest with massive trees. Predators roam the edges, looking for easy meals.
- Plains: (5955 All Terrain Trapper) Grassland with little cover. Stegosaurus can be found here, unless they've been run off by a traveling Triceratops.
- Stony Beach: (5975 T-rex Transport) Grey and dismal; no creature bothers traveling here.
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Pterodon Rock : (5921 Research Glider) Steep stone, devoid of plant life. The Pterodon flock nests here at night, returning to the green main island with the sun.
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Volcano: An imposing peak with lava visible at the lip of the caldera. The slightest jostle could set off an eruption. The Cave system below is too narrow for predators to follow.
FURTHER INSPIRATION:
Brickset List of all Official Products
Brickset List of "DINOSAURS" Sister Series
Brickset List of "STUDIO" Sister Series
Compilation of tie-in short Comics
DL Link for Stud.io A 3D modeling program with the large majority of LEGO's pieces included; useful for creating custom renders for game visuals.
NOTES:
Vehicles have always featured prominently in Lego sets, and Dino Island is no exception. Before play, determine which vehicles of either Minifig faction are operational, and scatter resources to fix up the rest across the island as player rewards. If you're using a system that supports it, consider having specific vehicles negate difficult travel over specific terrain.
The caves beneath the Volcano are purposefully left without any dungeon map. What is contained beneath it, and how or why your table will seek it out is up to you - is there a mystical artifact keeping the island afloat? Ruins of a Minifig civilization that once shared the island with the Dinosaurs? A gateway to the ancient past through which the ancestors of the Dinosaurs traveled? Listen to your table discuss the possibilities, and then decide what would be the most exciting to uncover!
Additional Dinosaur Herds for desired dinos (raptors or ocean predators come to mind) could be included, but the interplay between the herds I've already written means that interacting with One affects the locations and temperament of the rest. Adding more herds in would require they weave into this tapestry, or they may as well just be set dressing.