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TheRavyn |
OSRIC available in print - at last! |
Lead | |
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GO HERE to order your 400 page OSRIC manual, available in four
different printings: from the ten buck economy version on up to the hundred buck full color hardcover vanity edition! I think I'm going with the normal
hardcover for me and a couple of economies for the table. If you're late to the party, OSRIC is the 1E AD&D retroclone. Of course, OSRIC is still
available for free in its .pdf form.
Beyond the Black Gate - Yer Old-School Gaming Blog
O.A.F. - Kickin' wimps outta the Treehouse since 2008! My other car is a Flail Snail. |
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Treebore |
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Yep, i put the $28 HC of it and the monster book in my cart yesterday.
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JeffB |
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I'm glad to see it finally make it to print, but I won't be purchasing it- I have a good condition set of 1E books (PHB/DMG/MM) which I only use for
reference really- I prefer the D&D rules with some AD&D bits, not AD&D proper.
Founding Father of O.A.F.- Old school Admirers of Fourth edition
"I feel books like "A Princess of Mars", "The Swords of Lankhmar" and "The Black Company" are far more important to your gaming experience than whether you choose between OSRIC, Labyrinth Lord, or D&D4E." ..... TheRavyn "D&D was meant to be a free-wheeling game, only loosely bound by the parameters of the rules." Tim Kask, Foreword, Eldritch Wizardry 1976 |
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leadjunkie |
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JeffB wrote:After spending last weekend at an old school con where the games run were OD&D, AD&D and Swords & Wizardry, I am coming to the same conclusion. For light games I'm going to go with house ruled Swords & Wizardry for crunchy games I'm going to stick with D&D 3.5 (but will take a look at Pathfinder). Although I have played more AD&D than any other edition, my experience this past weekend left me feeling that AD&D is in a "no-man's land". It left me dissatisfied when looking at it from the perspective of the two systems straddling it.
Games I am...
Judging - Wilderlands: The Pagan Coast Playing - Damien the Bloodfeaster's Red Hand of Doom & kenmckinney's Savage Tide "Virtual" Lich |
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TheRavyn |
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I'm not adverse to running OSRIC, as opposed to AD&D btb, the combat section is very concise (see below), and I'm a fan of the "one game, one
book" format. I'm quite happy with my current game of "Swords & Wizardry with Select Bits and Pieces of Labyrinth Lord", but if a group
of players wanted to experience 1E-style gaming, I'd be happy to oblige!
Plus, I love reading this stuff. Even if I never actually run it, my nose'll be buried in it for weeks to come. I'm so impressed that Matt and Stuart were able to put this together in all its comprehensive glory (and help from DMPrata and Grodog). 400 pages is a lot, even for a "complete" 1E retrocon, and that they were able to do so while maintaining organization and clarity is remarkable. Combat in a nutshell: When the party of adventurers comes into contact with enemies, game-time no longer follows a sequence of turns (representing 10 minutes), but is measured in rounds (representing 1 minute), subdivided into six-second long "segments." The order of events is as follows: 1 Determine Surprise (d6) 2 Declare Spells and General Actions 3 Determine Initiative (d6, highest result is the winner, each party acts in the segment indicated by the other party's die roll) 4 Party with initiative acts first (casting spells, attacking, etc.), and results take effect (other than spells, which have casting times to complete before they take effect). Note: Some actions may allow the other side to "interrupt" with an action such as a fl eeing attack or attacking charging opponents with spears set against a charge. 5 Party that lost initiative acts, and results take effect (other than spells, which take effect when casting time is completed) 6 The round is complete; declare spells and general actions for the next round if the battle has not been resolved. There seems to be a lot of stuff in here useful for porting over to S&W or LL games too, lots of neat little tidbits like: OptIOnal RUleS fOR tRIBal Spell caSteRS hit dice and attack Rolls: If a tribal spell caster is of 1st level, it will have the hit points and attack dice of a normal creature of that kind. Each additional level grants +1d6 hp and a bonus of +1 on "to hit" rolls, so an orcish witchdoctor who is a 5th/4th level cleric/magic user might have 1d8+4d6 hp and attack at +4 "to hit" relative to his or her fellows. giants: In campaigns with a very Norse fl avour, certain giants may have illusionist rather than clerical powers. Use the rules for a tribal shaman as described above, but grant the giant phantasmal spells rather than divine ones. In this case, the giant may use any phantasmal spell in his or her spellbook; this overrides the restrictions on tribal spellcaster magic as described above. And: The players' map represents an actual in-game object. If the players at the table are making a map, then a character must also be making one. This has several corollaries: the party must have light (they can only map what they see) and mapping supplies (something to write with and something to write on), they must be moving slowly and methodically (no more than standard exploration speed), and measuring the size of a room takes time (1 turn per 20 x 20 ft area is suggested). Perhaps most importantly, if something happens to the map in-game, it happens to the players' map as well! If the mapping character dies and his or her body is left behind, if the characters are captured and stripped of their equipment, or if a jet of acid or a green slime destroys the map, the GM should confi scate it. If the party wants backup copies, the players must actually draw them. If the entire party dies in the dungeon, the only way their maps will survive is if copies were left on the surface. Awesome!
Beyond the Black Gate - Yer Old-School Gaming Blog
O.A.F. - Kickin' wimps outta the Treehouse since 2008! My other car is a Flail Snail. |
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Geleg |
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not sure I'll run osric or ad&d, but, like Ravyn, I eagerly anticipate buying adn reading this sucker. Gotta wait til july to order, though! I spent
June's rpg budget on Fight On! v. 5 and the first two Knockspells. (and money well-spent it was, IMO)
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Treebore |
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Yeah, I got Fight On! #5 in the mail day before yesterday and got to read through it last night, another solid issue!
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WereSteve |
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I ordered both hardbacks last night when I noticed they had been released and downloaded the pdfs so I can peruse them while waiting on the books. So nice to
be going back to old school gaming after such a long absence.
The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their
views...which can be very uncomfortable if you happen to be one of the facts that needs altering. - Doctor Who
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grodog |
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leadjunkie wrote:Very interesting, Marshall!: which games did you play in again? We were together in Rob's Friday night game, IIRC, right?
grodog
---- Allan Grohe Editor and Project Manager, Pied Piper Publishing Works by Robert J. Kuntz, author of Maure Castle and Bottle City grodog@gmail.com www.greyhawkonline.com/grodog/ www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site |
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