You probably won’t run into it adapting the funnels since everyone is 0 level but DCC has some quirks that add some complexity over the simplification effort that most D&D derived OSR games have, like random tables for side effects for every spell and an emphasis on the DM taking some extra time to create unique monsters rather than pulling another pre stat-ed goblin or orc or shambling mound from an appendix.
The two I linked are specifically for OSE, so I don’t think there should be any need on my part to adapt or work around stuff. But I’ll remember what you said about adding unique elements for flavor, just a DM would.
Lets do the roger corman’s ars magica now that you’re back, we can slip some prospero’s books into it
yesss I wanna do anything with you involved
pretty great bundle up on bundle of holding right now. A whole bunch of ttrpgs all about fighting nazis, fascists, authoritarians, etc.
More wonderful & terrible than I could have imagined
Seems like there weren’t a whole lot of these albums–four, actually (playlist, looks like it goes kinda off-topic toward the end):
I have a MÖRK BORG adventure/album ratting around somewhere around here.
Oh yeah this one:
Should do that sometime!
Ran a funnel for four players in OSE over the weekend, and it was a fun time with plenty of things to learn from. I didn’t run it super well. Didn’t coach (and didn’t know how much I needed to) the idea of controlling your characters like a horde instead of individual characters. Things were bogged down but, luckily, never boring. It just was hard for them to manage their characters at time, and for me to keep tension and creative ideas coherent. It was the toughest when people got really split up. Almost a funnel failure state, when dudes can just hang out safely with nothing happening to them for too long.
Anyway. It was fun. The biggest lesson I learned from that session was how important the procedures in old d&d are to structuring play. Tension and coordination at the table are totally harmed, I’ve noticed, when i was letting (by mistake, without noticing really) my players take multiple turns/actions without passing the story stick back to me so to speak. Roll for random encounters, invite players to act, describe the situation, upkeep. Very boardgame like, but also conducive for keeping up the tension and maintaining the simulation that slowly exacts costs for each of the choices that players want to make. So while this session wasn’t the smoothest, it was fun, and it was very enlightening for me.
We are excited to do it again.
My experience so far with the Shadowdark osr-style campaign is that being mean about logistics (torch timers, encumbrance, action economy) and generous about agency (sure you can do that, no roll; or, if you wanna do that this is the roll you have to make, and you know failure’s gonna be bad) is the sauce to make both the world and the players feel like they matter
I still don’t get how frae has infinite fuel for her lamp we haven’t had to worry about torches ever
People are using them and buying more, working as intended more or less
Frae also has like 100 arrows in a single gear slot but I haven’t dealt with that yet
yeah like im playing along cuz its fun of course. i like shadowgate but I DONT GET THE INFINITE FUEL GLITCH
but yeah its not like its not fun. just interesting to see what other people find fun and what other people wanna just get around. like me. i hate traversal
I tried, way early on, to introduce logistics to our 5e game but it was almost instantly rendered irrelevant because 5e as written makes keeping track of logistics pointless. There are too many exceptions to every logistical problem. No point in tracking food, water, torches, etc when half the party has darkvision and half the party can create food and water on demand with no drawbacks.
One of those things where I should never have let you badger me into doing 5e!!!
I am glad you’ve really internalized “say yes or roll the dice” without that ever being taught to you. One of my favorite basic gming techniques (that many folks were very hostile to when it was first described like 20 years ago in d vincent baker’s dogs in the vineyard)
Yeah but I only think this is a problem to the extent that 5e still kind of sort of pretends to be a dungeon crawling game, which it isn’t. The new revision is somewhat clearer about it being a heroic fantasy vehicle (not totally clear of course, the legacy brand must always include a 10’ pole in the gear list or gen X grogs will lose their minds), to its credit. And our game became that very quickly.