Skip to main content

Adventurous solutions for mechanical issues!

"Wereleopard" by Luigi Castellani
One of the things I like the most about OSR games is that they usually don't waste much of your time on character creation, letting you get to fun of the game as quickly as possible. However, one of the complaints I hear from people outside of the OSR (and even some of the people playing its games) is that there isn't many mechanical options during character creation. Accustomed with newer games where you can choose between 900 classes, 5000 skills, and 3 million talents, they look on OSR games and their less than 10 classes, no skills, talents and other stuff as not "flexible" as their usual games.

But I believe this is not true. OSR games just focus on a different kind of flexibility and prefer to focus on it during play, and not outside of it with hundreds of mechanical options that, in the end, just limit your choices inside the game itself. The Dungeon Crawl Classics RPG thought me a great lesson about it that I made sure to implement in the Sharp Swords & Sinister Spells - Addendum book. Character customization should be a product of playing the game, and not just a question of choosing this or that ability outside of it.

That means if a character wants to become a barbarian, with that iconic "Rage" ability that improves his combat capabilities temporarily, he must accomplish some great deed during play and the reward will be this special ability. If another character wants to have an animal companion, he will have to do something else to get one, but it all must happen inside the game, not outside of it. This makes the acquisition of these abilities that is just a mechanical choice in other games a integral part of play in OSR RPGs, involving not just the player, but the whole group.

So the proposition I make (that is reproduced in my game) is that: Make the acquisition of special powers, skills and even membership in organizations part of the game. Make it happen during play, not outside of it. When a player asks for some special or different ability, think of something cool he should do in the game to get that, or work out with him a adventure idea to make him earn that benefit.

As an example, I present you the following examples:

  • Battle Fury: In order to learn the ability to harness your internal fury for battle prowess, you must journey to the northlands to find and dominate the primordial wolf spirit in a single battle.
  • Join the 7 Circles of the Magi: To join the secret society of these legendary wizards, you must first find out the identity of one of them and then best them in a wizardly challenge that is chosen by the challenged member.
  • Learn to take the shape of an animal: You must find go to the spiritual world and find the totem spirit of that animal. Then, if he accepts you as a friend, you must prove your worth in a series of challenges to be taught the secrets of assuming its shape.
  • Immortality: To forestall the passage of time for his body and soul, you must venture to the cathedral of entropy, in the shadow world of death, and steal the candle that symbolizes your life time. Death, however, will not be happy about this, and might try to get it back.
  • Talk to the Dead: The character has to literally die and then adventure as an spirit in the shadow world to make it back. Doing so allows him to "temporarily" die to talk to nearby spirits of the deceased.

Referees can obviously devise other ways to acquire these abilities and come up with their own list of abilities and feats necessary to obtain that. But in the end, the purpose is to make acquisition of these abilities and cool things part of the game play and not just mechanical choices outside of it. I believe players and referees will appreciate them much more this way. What do you think?

If you like what you've just read, check out my books over RPGNow and Lulu.

Popular posts from this blog

My RPG Zine Trilogy is on Kickstarter!

 I can't believe I didn't post about it here! The Dead are Coming, Screams Amongst the Stars and Running Out of Time are on Kickstarter right now! These are 3 complete games, made using the system of Electric Bastionland and Mausritter as the basis (and with some modifications to fit my vision for each of them). As with my games, they all come filled with many tools and tables to generate gaming content, adventures, locations, NPCs and much more. They are compact, easy to use, and equipped to provide you with years of entertainment! Here's a brief description of each of the games. The Dead Are Coming The first of them is called The Dead Are Coming, a minimalist, OSR style RPG about survival in a post-apocalyptic world where the dead have risen and other survivors can be much worse than the undead. Characters in this game are common people who have been struggling to survive, find their loved ones, keep them safe and just trying to keep living. They all carry resources like...

How to never describe a dungeon!

Artwork by Luigi Castellani I've heard it a thousand times. You probably heard it too. Some people , I don't know why, say that dungeons , especially large ones, are boring . The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why. Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from. You never describe a dungeon like that . There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon w...

Dark Streets & Darker Secrets - Complete Game Text

November was NaGaDeMon (National Game Design Month), and I decided to create an Action Horror RPG using my system (updated with all the modifications of Solar Blades & Cosmic Spells). Inspired by Buffy the Vampire Slayer, Supernatural, X-Files, The Chilling Tales of Sabrina, Grimm and many more TV Shows, comics and books, I quickly worte Dark Streets & Darker Secrets . It is written in a very direct and simple way, similar to Sharp Swords & Sinister Spells originally was, but with uodated rules and a lot of tools and tables to assist the Referee in creating adventures, NPCs, locations, artifacts, monsters and much more. The book itself will eventually be release in partnership with Gallant Knight Games , but the text is already written and ready to be used, so I am sharing it here with you all! There is no official character sheet yet. I am working on it. But a simple Index Card will work just as well! So here it is:  https://drive.google.com/open?id=1QlFYafvxv...