The state of Post-OSR content

Grützi

Should be playing D&D instead
I'm definetly not neutral on the subject ;)
Just had a shitload of stuff to do the last few weeks but it's mellowing out now.
And I don't like to participate in discussions where I don't add anything except a :Yes I think so too" ...

While reading this thread I had to think about Ludwig Wittgenstein a lot. Guy was philosopher whose main point was that much of the conflict and problems of modern (even all) philosophy came from people not talking clearly. Same words having different meaning, different assumptions what a term meant ... just general confusion over what means what ... so to speak. So the guy wrote a little book to solve all of that and failed admirably :)

Much of the "conflict" in this thread seems to come (at least from my point of view) not from fundamentally different viewpoints or incompatible opinions, but rather from people taking things the wrong way or having attributing different meanings to the same terms.

As an example:
The whole converting OSR to 5e or back discussion.
Everyone seems to agree that it can be done (except Malrex the old deviant :) )
Rather everyone argues about the details: specifically the amount of work it would take and the amount of "zooming" out (to borrow from Prince) that would be necessary to keep the core values of the adventure while adapting it mechanically.
DP seems to have rubbed some people the wrong way not because he said it was possible, but because he implied (or seems to have implied) that it would be easy or trivial.

@Malrex:
I'll judge whatever gets thrown my way ;) I've played and DM'ed 5e as well as most of the "big" OSR systems.

@Prince:
I'm against ascribing Sainthood to Malrex ... Guy just seems too nice ... somethings fishy here. Maybe this is all part of some evil plan we mortal souls cannot possibly fathom? :p
 

Yora

Should be playing D&D instead
This feels like an argument where instead of one side trying to convince the other of their viewpoint, everyone is just nitpicking every little thing the other person says, going off on extremely inconsequential tangents and dragging unrelated points into the argument just so that there's more to argue about.
Posts that break down another post into multiple quotes to reply to each point separately are almost never worth reading.

Unless the previous poster made a list of multiple different queations, it's a universal sign of fighting over technicalities and no new arguments being presented or different conclusions being considered.
 

PrinceofNothing

High Executarch
Staff member
Much of the "conflict" in this thread seems to come (at least from my point of view) not from fundamentally different viewpoints or incompatible opinions, but rather from people taking things the wrong way or having attributing different meanings to the same terms.
That's part of the problem with internet discussions. You don't want everything to descend into a meticulous cross-examination of every single sentence but you also want to make sure you are discussing the same topic. I'd say the other part is tone. People rely on a lot of nonverbal cues to figure out what someone is saying and pure text is often interpreted negatively. That's why I recommend making the odd joke when you argue like this, it helps signal to the other person that you are not fuming at the mouth or going all your files in search of his post history.


I'm against ascribing Sainthood to Malrex ... Guy just seems too nice ... somethings fishy here. Maybe this is all part of some evil plan we mortal souls cannot possibly fathom?
You shut your heathen mouth Grützi. The Beautification of Malrex is already ongoing. It is too late. You cannot stop us. The Spear of Longinus will channel the Akashic energies contained within the bloodline of Petrus and short-circuit the Gates of Heaven, causing the divine to manifest itself in the Merciless Merchant's Offices in Defiance, Iowa. Salvation shall be ours!
 

Grützi

Should be playing D&D instead
Yeah ... clear communication hard ... hitting things easy.

@Prince and Malrex:
I'm onto you.
Right now my agents are placing the infamous thirty pieces of silver in a complex eschatological pattern spelling the name of Gary Gygax in the cursed language of the Aboleth around this unholy place called Defiance, Iowa.
Thus should the divine be forced to manifest there it shall be transmitted instantly to Garys Ghost, empowering him to finally punch trough the shroud separating the living from the dead and ushering in the judgement day of the OSR.
All hail Old Gary ;P
 

squeen

8, 8, I forget what is for
"Defiance"? "Iowa"? ha! , sounds made-up.

As much I much as prefer gentle mockery and pointless silly tangents to any real work, I will (just this once) try to be useful in the only capacity I am even slightly qualified---I can review whatever gets converted to the "OSR" paradigm (which is the opposite of what Malrex suggested, hee, but I know-not the 5e!) and see if I could run it without too much hassle.

There! Look what you made me say.
Happy?
 
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Malrex

So ... slow work day? Every day?
So now it's turning from mud-chucking into homework? Wheeeeee... /s

Pick something short and I'll do it.

EDIT: Oooh, just had a fitting thought - send me the raw text for Forgotten Shrine of the Savior... I'll even include a "Change Log" so you can follow along.
I told myself that it would be ok to write a drunk post last night...I did not realize it would elevate me to potential sainthood using the Spear of Longinus and shit. Defiance, Iowa...lol! *Smacks head*.

Mud-chucking, into homework....and now into Glory! DP--let's do it and by that I mean, you do it! Sounds like a great learning opportunity for me. Maybe we can take our efforts, plaster it upon Drivethru and split the millions of dollars it will surely generate! Message me your email and I'll send along the raw writings and scripture of the Forgotten Shrine of the Savior. Maybe we can incorporate some of the ideas/critiques from the reviews.
 

squeen

8, 8, I forget what is for
Squeen speaks truth.
Yes! Sometimes mind-altering substances cut away all the BS of the world and help you see the true essence of things---I think you've hit the nail on the head when you said that.

(And no, I am not quoting you out of context. That's just the hang-over talking. Go back to bed!)
 

The1True

My my my, we just loooove to hear ourselves don't we?
Mud-chucking, into homework....and now into Glory! DP--let's do it and by that I mean, you do it! Sounds like a great learning opportunity for me. Maybe we can take our efforts, plaster it upon Drivethru and split the millions of dollars it will surely generate! Message me your email and I'll send along the raw writings and scripture of the Forgotten Shrine of the Savior. Maybe we can incorporate some of the ideas/critiques from the reviews.
Oh my god, it all came together in the end! This is so beautiful, sniff 🤗
 

DangerousPuhson

Should be playing D&D instead
I need raw text from Malrex. Something I can edit, instead of having to re-write in its entirety (this is an exercise in alteration after all).
 

DangerousPuhson

Should be playing D&D instead
Converted

You'll see a few "MM pg X" references; my 5e MM is at one of my player's homes today, so I couldn't use it for this to look up the page numbers.

Change Log at the start indicates which changes were made where. Took about an hour, all told - mostly the re-typing, not the balancing. Had to scale back some encounters because it was wildly unbalanced for the level indicated.
 
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squeen

8, 8, I forget what is for
Poop! Am I suppose to do something now?

You did that entirely too quickly. It's like you have a point to prove or something.
 

Malrex

So ... slow work day? Every day?
Lucky #7....and it took you an hour? 6 people and months....and DP busts it out in a hour??! Where have you been all my life?
 

DangerousPuhson

Should be playing D&D instead
I don't know what to tell you; I had assumed this was a pretty straightforward process.

Strip out the mechanics that were there, substitute the most relevant mechanics from your desired edition. In old to new school conversions, you usually need to find the gaps that needs DCs or saving throws or whatever inserted, so you insert some.

You need an eye for balance, I guess - a 5e earth elemental is seemingly twice as strong as an OSRIC one, so I just used a creature with half the CR to compensate - in this case a re-skinned ankheg which had comparable hit points and suited the whole "earth" theme, but I could have just as easily called it a "minor elemental" or something and halved it's hit points and damage. Poltergeists are also similarly weaker in OSRIC than 5e, so I cut the number of them from 3 to 2. Average DCs are about 12, so for average checks that aren't meant to be especially difficult I'd put the DC as 12. DC 15 for tough things, DC 10 for easy ones. In gold = XP systems, you cut the gold down by a factor of ten and it seems to be balanced right. Little things like that, didn't seem that complicated, tbh. This is the sort of stuff I do on the fly when I used an imbalanced pre-published adventure in my home games - I thought everyone did?
 
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Beoric

8, 8, I forget what is for
Crap. I have no time to write, but having talked so much smack I feel like I at least need to make a start at responding to these.

My assertion is that "Any obstacle is always going to allude to a subsection of possible answers and eliminate others if players actions are to matter. Otherwise you are also railroading, since the players actions do not meaningfully affect the outcome (since all are equally likely and plausible)."

If all answers are possible and equally likely then it doesn't matter how you tackle a problem, so your actions or decision making doesn't affect the outcome or the likelihood of the outcome. Is that an acceptable definition of railroading?
I think there was a misunderstanding here. I think the original assertion was that a system neutral description of an obstacle could be resolved using different systems. I may have misunderstood your objection to this, but it seemed like it had to so with different systems favouring different resolutions. I acknowledge that different systems may have biases towards certain types of resolutions, but state that it does not matter in practice. To clarify, I mean that it does not matter in practice as long as (a) the original obstacle is open ended enough to allow for different approaches to resolution, or (b) if the obstacle does require a particular resolution (which I would suggest is poor design, but whatever), the resolution is one that is available in common systems.

I did not mean to suggest that all options are equally likely to provide success in overcoming the obstacle. No matter the system, IMO the first step a player should take in resolving an obstacle that has been described to him narratively, is to describe, narratively, what the character intends to attempt. The DM then determines whether the attempt is guaranteed to succeed or fail, or whether chance plays a role. If chance plays a role, the DM then applies the system mechanics, whatever they are, to assess probabilities and resolve the action.

Now, different systems may ascribe different probabilities to particular actions, so there can be a bias in a system toward one resolution or another. For that matter, if a DM just assigns a probability and rolls a d6, the probability may be different from any system, and for the same reason: anyone assigning a probability to a task without scientific study is just guessing based on their own perception of how the world works. But so what? It neither narrows nor broadens the plausible solutions, it just provides a procedure for resolving them.

So your definition of railroading is accurate, but unrelated to what I was describing.

However, in practice I have found that having a wagonload of abilities on one's character-sheet means that players tend to perceive challenges in terms of what abilities to on their character sheet are most suitable to the situation. In more oldschool games, where resources are scarcer, abilities more measured, rules less all-encompassing and direct confrontation less codified, PCs are more often forced to try something on the fly or come up with an unconventional strategy.

I suspect there are other factors like having a large percentage of your game involving combat will skew the game or adventure design in the direction of combat but the point is obvious.
In practice, I find that even in games with fewer abilities on the character sheet, players (and DMs) tend to think only about what the rules explicitly say they can do. In my experience, the freeform improvisation that is lauded as a feature of old school systems is actually a feature of old school DMs who have, over decades of play and talking to other enthusiasts, learned to encourage such play.

I don't know about your first game, but when I started playing D&D, fighters (for example) only had two options in combat: melee weapon or ranged weapon. Out of combat they had pretty much no options. It was only over many years of play that players started trying new things - and it took even longer for DMs to let those new things have any chance of success.

I will add that having a certain number of character abilities can actually provide seeds for ideas for creative play - like those weird miscellaneous magic items with no obvious use that you hang onto in case they become useful. Character abilities are in that sense things for the players to interact with. One of the things I did not like about 4e when it started was the dearth of out-of-combat spells, abilities and magic items (there were more later on). 4e assumed all out-of-combat actions were going to be resolved through player creativity (with reference to the skill system). Those options that do have a niche, out-of-combat function are also in competition with combat options that see more frequent use.

The absence of out-of-combat character powers, spells and items (including mundane items) gave players nothing to play with, and pushed them toward figuring out what skills they could apply, because they had nothing else to work with. Worse yet, the published adventures also did not provide an environment that could be interacted with creatively, and enforced solutions that expressly relied upon stated skills. Creative play was actively discouraged.

So 4e was skewed towards combat, not because of too many character options, but because there were too few of them. And the way to address that in a 4e game is to give characters things to interact with, and teach players that creative solutions can work.
 

PrinceofNothing

High Executarch
Staff member
Crap. I have no time to write, but having talked so much smack I feel like I at least need to make a start at responding to these.
It has returned, precious! It has respondedses to our challenge!

(I appreciate it man, don't feel pressured but I find I am warming up to this conversation).

R.E. System Neutral mechanics and railroading.

Now, different systems may ascribe different probabilities to particular actions, so there can be a bias in a system toward one resolution or another. For that matter, if a DM just assigns a probability and rolls a d6, the probability may be different from any system, and for the same reason: anyone assigning a probability to a task without scientific study is just guessing based on their own perception of how the world works. But so what? It neither narrows nor broadens the plausible solutions, it just provides a procedure for resolving them.
Since the railroading tangent only came up because I was trying to illustrate that the system changes the way a system neutral module would be played in response to a comment by DP, and we are now cutting directly into the more relevant subject matter, I propose we drop the matter of railroading.

So I think we both agree that it is possible to write a system neutral module and then convert that to the majority of roleplaying game systems (with some odd fringe cases like Storygames lacking the mechanical support to describe the action). What I asserted is that a System Neutral module is not going to work equally well or be equally compatible on every system and that the particular system you choose to convert it too is going to make a difference in how well it turns out.

What I think we disagree about is the degree to which a system neutral module is compatible with any system. Most of the discussion seems to center around mechanical differences between something like Basic DnD and 5e, which is a comparatively small mechanical gap. I assert that as this mechanical gap increases, as well as the underlying assumptions, it becomes increasingly difficult to translate that module into the system while still retaining the same level of playability.

In the case of a system-neutral module, I would expand this hypothesis by stating that the key factor is probably baked in assumptions about scale and proportion ( e.g in Zweihander one high level guy can take on maybe four low level guys if they have the same armament while in DnD one 9th level fighter can probably kill himself a way through 20 orcs without breaking a sweat) or assumptions about the world (even an intrepid cleric can master a spell to determine whether someone is evil in oldschool dnd while in something like Dark Heresy reading minds is extremely difficult, dangerous and has all sorts of caveats attached to them).

In practice, I find that even in games with fewer abilities on the character sheet, players (and DMs) tend to think only about what the rules explicitly say they can do. In my experience, the freeform improvisation that is lauded as a feature of old school systems is actually a feature of old school DMs who have, over decades of play and talking to other enthusiasts, learned to encourage such play.

I don't know about your first game, but when I started playing D&D, fighters (for example) only had two options in combat: melee weapon or ranged weapon. Out of combat they had pretty much no options. It was only over many years of play that players started trying new things - and it took even longer for DMs to let those new things have any chance of success.
(AD&D 2e was my first exposure)

I find your hypothesis of the GM being an absolutely necessary component in this more freeform type of play to be insightful and true to my experience, thus I would propose it be integrated into my conspiracy theory thusly. We might need to parse out rules light systems vs ability light systems at a later date.

1. Rules light systems with few options are limiting at first, but eventually create situations where the GM is encouraged to more outside of the box rulings and thus more likely to give birth to the OSR wonderland of free choice, single-payer healthcare and budd light.

2. Rules heavy systems with many extra abilities like Limp Bizkit Points, Suspenders of Infinite Bezoars and Splintering Boar Strike offer a comforting mechanical blanket of abilities and rules at first but making ad-hoc rulings is both less necessary and more difficult to integrate within the existing framework and thus GMs are more likely to prescribe a by-the-book playstyle and players are more likely to follow it.

I will add that having a certain number of character abilities can actually provide seeds for ideas for creative play - like those weird miscellaneous magic items with no obvious use that you hang onto in case they become useful. Character abilities are in that sense things for the players to interact with. One of the things I did not like about 4e when it started was the dearth of out-of-combat spells, abilities and magic items (there were more later on). 4e assumed all out-of-combat actions were going to be resolved through player creativity (with reference to the skill system). Those options that do have a niche, out-of-combat function are also in competition with combat options that see more frequent use.
I totally agree that there needs to be a sort of basic level of complexity, like say, a decent selection of equipment, to permit complexity in the first place, and I totally see some weird non-conventional item being used for a creative purpose, because it has no obvious use. So I perhaps it would work if we differentiate between systems with many abilities that are comparatively open-ended and broadly defined versus systems with abilities that are concrete and clear cut, like 4e.

Your description of 4e is essentially what made me dislike it on sight, and it didn't get much better playing through it. I felt much of the flavor, wonder and atmosphere of the earlier games was lacking. Magic was reduced to a utilitarian battlefield craft, rigid and codified. Opponents felt more akin to opponents in Diablo 2 then any sort of being with an independent existence.

Perhaps a worthwhile example of a game where you have a shitload of powers that is at least theoretically more geared towards open-ended rulings and interpretation would be the World of Darkness games.

Your example of 4e is interesting, but I would posit that my initial statement holds true for 3e and to a lesser degree to 5e as well when compared to OSR games. I must further elaborate my hypothesis; I suspect a game with a plethora of well-codified, straightforward abilities means that players will more readily be able to tackle challenges within the confines of their abilities and are thus less likely to improvise and so on.

So 4e was skewed towards combat, not because of too many character options, but because there were too few of them. And the way to address that in a 4e game is to give characters things to interact with, and teach players that creative solutions can work.
The question then becomes, would it not be easier to play/convert another game whose design philosophy is more in line with this type of play?
 

Beoric

8, 8, I forget what is for
The question then becomes, would it not be easier to play/convert another game whose design philosophy is more in line with this type of play?
Maybe. To be clear, a lot of my initial negative impressions of 4e resulted from what designers were saying it did, not what it actually did. I had to strip it down before I could tell that it was still built on a D&D chassis, and that it actually did nearly all of the same things.

Also, at some point the designers started filling in some of the gaps, and I figured out other ways to fill in the rest, mostly without house rules. Which isn’t hard if you have a thorough understanding of the system, because rules elements like monsters and magic items are meant to be easy to construct, and DMs are invited to construct them.

But ultimately I stick with the system because it has the most interesting combat engine I have encountered in D&D, and I am willing to work a little harder on the other aspects of the game in order to keep that. And when I say “combat engine” I am not referring to the plethora of PC powers, I am more concerned with how you can move, what you can do in a round, and how you can control the battlefield. For a strategic player there is nothing better.
 

squeen

8, 8, I forget what is for
But ultimately I stick with the system because it has the most interesting combat engine I have encountered in D&D, and I am willing to work a little harder on the other aspects of the game in order to keep that. And when I say “combat engine” I am not referring to the plethora of PC powers, I am more concerned with how you can move, what you can do in a round, and how you can control the battlefield. For a strategic player there is nothing better.
To me, this is the most intriguing point you've made. I'd like to hear more.
 

PrinceofNothing

High Executarch
Staff member
But ultimately I stick with the system because it has the most interesting combat engine I have encountered in D&D, and I am willing to work a little harder on the other aspects of the game in order to keep that. And when I say “combat engine” I am not referring to the plethora of PC powers, I am more concerned with how you can move, what you can do in a round, and how you can control the battlefield. For a strategic player there is nothing better.
Good on you.

I have a sneaking suspicion about the enjoyment of games that might render all discussions about the comparative merits of game systems autistic in comparison. The tinkering is actually part of what gets you invested in the game as a GM and increases your commitment. I ran into this phenomenon when I rated Carcosa a 4 out of 10, and then ran 30 sessions of it and had a damn fine time. I don't think there is a single campaign that I've ever grown more from as a GM. I had to deal with incompatible equipment lists, a barebones setting, a hexcrawl game that I'd never run, fundamentally lethal random encounters and all sorts of shit. I started figuring out how to make randomly generated monsters compelling, had to make my own magical items, use judgement calls when interpreting the nature of the often cryptic objects within the game and so on. I even increased the chance to gain psionic powers by 5 after I'd more or less calculated that it was about .5%*

Uh sorry, I'd also be interested in your further take on 4e, after I explain my dislikes. What rubbed me the wrong way was how abstracted and artificial the combat system seemed. Something about the rigid codification and the At-will, Per Encounter and Daily Power division for all classes, the increasing commodification of magic items until entire high magic economies are postulated and the somewhat grinding pace of combat (with the diminution of many effect removal spells like Sleep and Hold Person, however understandable, combat was more deliberate and meticulous then the often volatile, explosive warfare of the earlier editions).

*Lotfp allows you to swap any two abilities at character creation so this calculation is not entirely accurate, in retrospect. It's been too long since math class and its too minor a point to figure out what the exact probability is if Characters deliberately set out to generate characters with high psionic potential.
 

squeen

8, 8, I forget what is for
Prince, you may be on to something!

It's not the game in the box, but instead how much ownership and control the DM assumes. Once you start modifying, it never ends and your creativity is unleashed. Everything is new and comes alive.

On the topic of "ownership", I was going to start a new thread on this idea that popped into my head, but here goes...

  • 1e was Gygax's attempt to wrestle ownership of D&D away from Arneson (0e)
  • 2e was the Blume brothers and Williams wrestling D&D away from Gygax
  • 3e was Wizards of the Coast asserting its claim to D&D after TSR's demise
  • 4e was ????
  • 5e was WotC's attempt to wrestle back D&D from a vibrant OSR
 
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