Tuesday, March 10, 2020

Six More First-Level B/X NPCs
Rolled 3d6 in Order

Compared to the last six NPCs, this is definitely the "B-Team." At least a half-dozen times, I cursed the plastic cubes out loud. Four characters with CON as their highest ability score. On both of the last, a Thief and a Dwarf, I rolled a '1' for hit points. Ouch!

Enough complaining! Here are six more NPCs, using B/X, rolling ability scores in order with a 3d6x10 "silver standard" rather than gold—and I won't have to convince anyone that not a single pip was fudged even a little:


Felix
Level 1 Lawful Magic-User

Strength      12    Dexterity     12
Intelligence  14    Constitution   9
Wisdom         6    Charisma       9

Armor Class    9    Hit Points     3
THAC0         19    Damage       1d4

Weapons: Dagger; staff.
Armor: None.
Equipment: Backpack; garlic; holy water; lantern; mirror; oil (3); small sack (2); tinderbox; waterskin; wolfsbane.
Silver: 49 sp.
Spells: Sleep.

All Felix wanted to do was get out of the Tower and explore the world. Day after day of lessons and night after night of chores filled his life for as long as he could remember. Worse, he hadn't learned a single spell! How was he to get past the night watch? Once again, Felix turned to his books for an answer . . .


Belle
Level 1 Lawful Cleric

Strength       6    Dexterity     11
Intelligence  12    Constitution  17
Wisdom        13    Charisma      13

Armor Class    3    Hit Points     8
THAC0         21    Damage     1d6-2

Weapons: Warhammer.
Armor: Plate mail.
Equipment: Backpack; holy symbol; waterskin.
Silver: 2 sp.

No one could take a beating like Belle, and she proved that on many occasion during the holy wars. So, they cased her in armor and threw her on the front lines. She thought that was just glorious and her steadfast tenacity lifted her comrades' spirits. Praise the gods!


Gerald
Level 1 Chaotic Halfling

Strength      11    Dexterity     12
Intelligence   5    Constitution  15
Wisdom        11    Charisma       8

Armor Class    7    Hit Points     2
THAC0         19    Damage       1d6

Weapons: Dagger; short bow.
Armor: Leather.
Equipment: Arrows (20); backpack; crowbar; hammer; iron spikes (12); lantern; large sack; oil (3); rope (100'); thieves' tools; tinderbox; waterskin.

Gerald spends much his time wallowing in a dank cell slurping gruel. On the "outside," he's either deep in a flagon of ale or passed out in a dark alley. When he's not degrading himself for coppers as a fool in a street circus, he steals to pay for his drink. If he ever finds out the fence set him up on his last heist, he'd probably turn to murder.


Henry
Level 1 Lawful Cleric

Strength       9    Dexterity      8
Intelligence  11    Constitution   8
Wisdom        14    Charisma      15

Armor Class    3    Hit Points     3
THAC0         19    Damage       1d6

Weapons: Warhammer.
Armor: Plate; shield.
Equipment: Backpack; holy symbol; tinder box; torches (6); waterskin.
Silver: 10 sp.

When Henry awoke surrounded by corpses and in a pool of his own blood, he was missing an eye. It had been clawed out by one of the dead beasts laying on the ground. He staggered to a nearby pool of rainwater where he dropped to his knees and began washing his face. Behind him, smoke rose from the smoldering ashes and charred timbers of his temple.


Coralie
Level 1 Neutral Thief

Strength       7    Dexterity     13
Intelligence   7    Constitution  14
Wisdom        10    Charisma      10

Armor Class    6    Hit Points     2
THAC0         21    Damage     1d4-2

Weapons: Dagger; short bow.
Armor: Leather.
Equipment: Arrows (20); backpack; hammer; iron spikes (12); lantern; large sack; oil (3); rope (100'); small sack; thieves' tools; waterskin.
Silver: 12 sp.

Coralie's mother was always telling her she was too young to go out alone, but that didn't stop her from sneaking out at night. Being small helped her climb down chimneys. Just because she couldn't find some far-off land on her cruel school mistress' map didn't mean she couldn't find her jewelry box when she burglarized her home last night.


Azaghal
Level 1 Lawful Dwarf

Strength      13    Dexterity      8
Intelligence   8    Constitution  15
Wisdom        12    Charisma       5

Armor Class    3    Hit Points     2
THAC0         18    Damage     1d6+1

Weapons: Dagger; hand axe.
Armor: Plate mail; shield.
Equipment: Backpack; hammer; iron spikes (12); rope; tinder box; torches; waterskin.
Silver: 9 sp.

Azaghal had wandered among the humans for months with no idea where to find his homeland. His comrades had all been slain in the deepest depths of the earth, casualties of an endless war. When the portal appeared, he had a choice; step through it or die. He fell upon the surface ground in the middle of a rainstorm with no way to return. Was he even on the same world?

Saturday, March 7, 2020

Six First-Level B/X NPCs
Rolled 3d6 in Order

Sometimes, as I sit at my computer working on my multi-level dungeon—tentatively titled "The Under-Crypt"—I like to pick up three of those plastic, six-sided cubes and give them a toss. I'll ask myself, "What kind of character would I roll if I were rolling a PC to play right now?"

Here's a half-dozen answers to that question, using B/X, rolling ability scores in order with a 3d6x10 "silver standard" rather than gold—and not a single pip fudged even a little:


Achard
Level 1 Lawful Magic-User

Strength      10    Dexterity      8
Intelligence  14    Constitution  10
Wisdom        11    Charisma       5

Armor Class    9    Hit Points     2
THAC0         19    Damage       1d4

Weapons: Staff; silver dagger.
Armor: None.
Equipment: Backpack; garlic; holy water; lantern; mirror; oil (3); small sack (2); tinderbox; waterskin; wolfsbane.
Silver: 6 sp.
Spells: Charm Person.

Achard would rather be down in the undercroft, recording interrogations and keeping records, but here he was, "adventuring" with an anarchic herd of imbecilic vagabonds. Ah, life was so much simpler before his master's tower was razed. Torturing the perfidious to confess their wrongs against the Guild was much more fulfilling than roving the countryside in hiding.

(Creation notes: Pretty bland until I rolled that '5' for Charisma. Spell was chosen. Silver is what's left from the roll after buying starting equipment out of the book.)


Adeline
Level 1 Lawful Cleric

Strength      12    Dexterity     13
Intelligence   9    Constitution  15
Wisdom        13    Charisma      17

Armor Class    3    Hit Points     7
THAC0         19    Damage       1d6

Weapons: Warhammer.
Armor: Chainmail; shield.
Equipment: Backpack; holy symbol; holy water; stakes (3); mallet; tinderbox; torches (6); waterskin.
Silver: 2 sp.

The tall, golden-blonde warrior-woman Adeline radiates divine authority and fierce determination. Frost burns in her piercing blue eyes. Everywhere she goes, Adeline leads from the front and by example—by being courageous, trustworthy, steadfast, compassionate, charitable, and wise. Some believe she is flawless, but a few others whisper tales of bloodlust.

(Creation notes: I was thinking, damn, pretty good rolls here; then I rolled the 17! I'm not as inspired by high rolls like this as I am by a mixture.)


Bram
Level 1 Neutral Fighter

Strength      14    Dexterity     12
Intelligence   7    Constitution  12
Wisdom        13    Charisma      11

Armor Class    5    Hit Points     5
THAC0         18    Damage     1d8+1

Weapons: Battleaxe.
Armor: Chainmail.
Equipment: Backpack; tinderbox; torches (6); waterskin; wine.

Bram is a man's man. He prefers action without debate. He can fist-fight, hunt, fish and race a horse at full gallop through a forest. He had lots of friends and a good wife who loved him. His young son was growing up to be just like his father. It was just another fine sunny midsummer afternoon when Bram returned home to find his family slaughtered. His wife, clutching their son to her breast, made it into the stable before they were both hacked to bloody pieces. Orcs.


Círdan
Level 1 Neutral Elf

Strength      16    Dexterity      7
Intelligence  14    Constitution  11
Wisdom        10    Charisma       9

Armor Class    5    Hit Points     5
THAC0         17    Damage     1d6+2

Weapons: Dagger; hand axe; sword. 
Armor: Chainmail; shield.
Equipment: Backpack; rope (50'); tinderbox; torches (6); waterskin.
Silver: 2 sp. 
Spells: Shield. 

While other elven boys were nimble and quick, Círdan grew up tall and muscled, "Like your grandfather," his mother would say. He never met him, but Círdan knew he lived in a far-off human settlement. Círdan would like to meet him someday, if he's still alive. He wondered what type of elf would want to live with humans.

(Creation notes: Name is pronounced Keer-dan or Kyre-dan. Soon as I rolled a 16 and a 14, I knew I had an elf, so I was hoping for good Dexterity. Instead, I rolled his lowest ability score. Then I thought, "A clumsy elf—good reason to leave the homeland and go adventuring!" His grandfather is human, if that wasn't clear. Spell chosen.)


Delphin
Level 1 Chaotic Magic-User

Strength       9    Dexterity     11
Intelligence  15    Constitution   9
Wisdom         9    Charisma       8

Armor Class    9    Hit Points     3
THAC0         19    Damage       1d4

Weapons: Staff.
Armor: None.
Equipment: Backpack; lantern; large sack; mirror; oil (3); rations (iron, 7 days); small sack; rope (50'); stakes (3); mallet; tinder box; waterskin. 
Silver: 46 sp. 
Spell: Read Magic.

Bookish and shy, short and skinny, Delphin wasn't the adventuring sort. However, his unquenchable thirst for esoteric knowledge drove him out of the tower and into the world. He wanted to know what made the stars glisten. Why did the wind blow? Why was water wet, fire hot, and stone solid? Was the soul immortal? What drove the dead to rise? What secrets did the celestial, the demonic, and the things from other worlds hoard?

(Creation notes: My great rolls, as far as this exercise is concerned, continue. Why can't I roll this well for my PC's? Spell chosen.)


Edelmire
Level 1 Chaotic Fighter

Strength      12    Dexterity     11
Intelligence   6    Constitution  14
Wisdom         9    Charisma      11

Armor Class    2    Hit Points     4
THAC0         19    Damage       1d6

Weapons: Crossbow; dagger; sword.
Armor: Plate mail; shield.
Equipment: Backpack; bolts (30); crowbar; hammer; iron spikes (12); large sack; rope (50'); small sack; tinder box; torches (6); waterskins (2); wine.
Silver: 8 sp.

Soldiers torched his family's wheat field in the fall. Bandits stole his family's barley that spring, and slew his older brother before their eyes. Plague followed, taking both his parents and later, his younger sister. When the mercenary band came along, Edelmire had nothing left to take, not even hope. So, they took him instead. He learned to be a thug and a brigand. He's a mean brute who thinks he's smart. He bullies anyone he can, and tells others to let him do the thinking.

(Creation notes: Finally rolled a bit of a "dud." Hoping at least to roll high HP, but . . . He'd make a better serf or peasant farmer than an adventurer. But, then I rolled high for starting money . . .)

Tuesday, February 25, 2020

Multi-Level Dungeon, Level 1: Work in Progress

Since I never finish anything, I decided to try challenging myself to create a dungeon in two hours. Then, I moved the deadline to four hours. After seven hours, I gave up on having a deadline and went to bed. That was yesterday. Today, I gave it another five hours. Spoiler alert, once again, I didn't finish. However, I came close!

Finished or not, I promised myself to post this before 11 p.m. tonight. There's so much more I want to do—and there are probably errors!—but hopefully, I'll complete this level soon. I just ran out of time!

This is the first level of an unnamed multi-level dungeon meant for beginning characters. How many levels will there be? Who knows! How many will I make before I lose interest? Maybe just this one? Who knows!

To stock the dungeon, I opened up my copy of the Dungeons & Dragons Basic Set by Tom Moldvay with the Expert Set by David Cook close at hand. Both were printed on the year of my birth. For the uninitiated, those two books are commonly known as the "B/X Edition" of D&D.

Using the table found on page B52, I started rolling the dungeon randomly with two plastic dice. I let the dice be my inspiration, but I trusted them fully. They told me this dungeon needed a lot of treasure and a lot of orcs, so I listened!

How's that for old school?

Note: This dungeon uses a silver standard. Basically, 1 sp = 1 XP and list prices are in silver rather than gold.

1 Square = 10 Feet

Unless otherwise noted, walls are made of stone blocks and the floors are flagstone. Ceilings are also made of stone and are about 12' high.


Entrance 

Echoes of a rowdy din reflect off the stone-block walls as you descend the dust-covered stairway, pushing through thick cobwebs. Gruff voices and harsh laughter mixes closeby with pig-like snorts and squeals. The rank stench of rotten death and putrid offal assails your nose.

 The east wall is lined with piles of dung, fetid cesspools, and refuse. Orcs.
 At the intersection, it's obvious the sound, as well as flickering firelight, is coming from the south through the open door to Room 1.
 What was once a nine-foot-tall stone statue lies is ruin at the south end of the hall. It has been smashed, then desecrated by excrement all around its plinth. A close inspection will reveal an inscription at its base. Clearing the dung away will allow it to be read: "Sir Gregor, Champion of Hargrave."
 X—Sprung bear trap. The rank, half-eaten corpse of a giant rat rots in its steel jaws.
 Rats, large but of the mundane variety, scurry along the edge of every shadow, their eyes gleaming from the darkness.


1. Orc Garrison

Sgt. Gordrak: AC 5; HD 4; hp 15; MV 120’ (40’); #AT 1 sword; THAC0 16; Dmg 1d8+2; SA F4; ML 10; AL C; XP 15.

Orcs (6): AC5; HD 1; hp 4; M V 120’ (40’); #AT 1 short sword; THACO 20; Dmg -5 (ld6-1, minimum of 1); SA F1; ML 10 (8); AL C ; XP 10.
Seven heavily-armed pig-faced orc soldiers are throwing dice between stacks of scattered coins on a flat-topped stone sarcophagus near the south wall. They will not attack PC's on sight, but will take defensive formation.

 Orcs wear chain mail (AC 5) and red surcoats trimmed in a black saw-tooth pattern. Each surcoat has a symbol of a black, horned skull with green eyes in the center of his chest. Black helmets, gloves and leather boots.
 Leader, Sgt. Gordrak, will talk, even trade for supplies. He has claw marks on his face, a torn nostril and is missing a chunk out of his upper lip—battle scars. He's cruel and calculating, but brutally punishes liars, cheaters, thieves, and backstabbers giving him good reason to regularly beat his underlings.
 Not murderous, yet, but are insulting, vulgar, drunken bullies.
 Serve a powerful wizard named Zuul. Not from this land; entered the dungeon through a portal. Never stepped foot outside the dungeon; no knowledge of outside world. Plan to leave through same portal when it re-opens.
 Seeking a round amulet made of gold with a face on it hidden on level 1. A rival NPC party seeks it. Gordrak will pay 4,000 sp for it.
 There's an iron lockbox in the otherwise empty sarcophagus. It contains a sack holding 4,000 sp. It's chained to an iron bolt driven into its stone floor. Gordrak has the key.
 If PC's remain, orcs challenge them to dice. They won't cheat. Cheaters get their hands cut off—no exceptions. If the PC's win three games in a row, the losing orc will draw blade and accuse the PC of cheating! The Sgt. might intervene on PC's behalf—if he favors the PC.
 One wants to trade his dagger for one of the PC's weapons of equal value. Will get offended if declined.
 One wants to trade punches with the biggest PC (no to-hit roll; just roll subdual damage). Won't take no for an answer, though the Sgt. will eventually get annoyed and order his underling to stand down if the PC remains steadfast.
 Will shout an alarm if attacked, summoning orcs from Room 2 next round.


2. Orc Camp, Ruins

Three pig-faced orcs lounge around a small campfire at the south end of this room near the doorway. Another four sleep against the wall. Piles of stone rubble from collapsed walls and shattered columns fills the room.

 Corporal Orgug (hp 8; 1d8+1 damage), one of the orcs on duty, is a sniveling, conniving, suck-up who's jealous but afraid of  Sgt. Gordrak.
 A tent made of tusks, hides and furs stands in the corner opposite the door. Unoccupied. Sgt. Gordrak (Room 1) sleeps here. A large wooden chest appears empty, but in a hidden compartment is a small jewelry box containing 7 pieces of  jewelry (1,100 sp; 800 sp; 1,300 sp; 600 sp; 1,200 sp; 1,500 sp; 400 sp). If Gordrak is here, the lockbox from Room 1 in the chest.
 Will shout an alarm if attacked, summoning orcs from Room 1 next round.
 Sleeping orcs take 1 round to rise and another to ready weapons.
 Traps: Orcs have laid bear traps right inside both the north and west doors. Those who pass through have a 2-in-6 chance of stepping inside the steel jaws and triggering it. Those explicitly looking out for the steel jaws get a +1 bonus to the roll. Trap will do 1d2 damage if sprung, trapping the leg until it's removed; takes two hands and 1 round.


3. Hidden Coins

This room is filled with stone rubble and debris. 

 Buried beneath a loose pile of rocks is a backpack containing a sack holding 600 bp and 400 sp. 


4. Shattered Statuary (Empty)

Little is left of this room. A smashed sarcophagus, missing its lid, sits beneath a ruined statue. 

 Inspecting the statue and empty sarcophagus will reveal matching inscriptions: "Sir Magnus."


5. Web of Terror

Thick webs carpet the floor and stretch from column to column in this eerily-silent chamber. A dozen mummified humanoid corpses hang from the ceiling upside-down, suspended from threads all around.

 A giant black widow makes her lair in the ceiling. 
 One of the cocooned corpses has a belt pouch containing 95 cp and 11 sp. 


6. Dust and Scattered bones (Empty)

Dust-covered skulls and bones, both animal and humanoid, are scattered between the massive columns which ascend into darkness some 60' above. Even the most desperate and starving rat would be hard-pressed to find any marrow left in the fossils that litter the floor.

 Thorough searches will find nothing but a broken battleaxe; rotten, tattered cloth; a chewed-up boot; and a dented helmet.


7. Ruble and Ruin

Toppled columns and stone debris fills the room from where the ceiling, 60' above, collapsed.

 Traps: Orcs have placed bear traps right inside both the south doors. See Room 2 for details.

Tuesday, December 31, 2019

Welcome!

Welcome to my first blog!

Thanks for visiting!

My name is Richard Sharpe, but I go by "Stripe" on the Internet. Currently, I'm in my late 30's and live on a small horse ranch in the rural Midwest.

When I was a child in the late-1980's and early-1990's, my mother instilled in me her enjoyment of the fantasy and sci-fi literary and cinematic genres. I absolutely loved Labyrinth and Willow.

Dungeons & Dragons comic book advertisements back in those days featured the Red Box (BECMI) edition, and it looked totally radical. I desperately wanted to play, though I wasn't sure what exactly D&D even entailed. Problem was, the winds of one of those Satanic Panics were blowing around. My parents refused to purchase any D&D products. They were both educators and artists—open-minded people—but my mother was and still is a good Christian. The preacher man said D&D was the devil, so that was that. No D&D for me!

Thankfully, the Evil One was still able to dig his black claws into my heart and brain by inspiring the insidious board games HeroQuest (1989) and Dragon Strike (1993). By then, the Panic had settled and the two-years-old Black Box was to follow. At long last, full-fledged D&D!

My players and I weren't impressed.

Wait, what?! After all those years of yearning for D&D and when we finally get to play, we weren't into it?

Multiple reasons caused us to retreat from D&D and return to a mixture of imagination, HeroQuest, and Dragon Strike. Chiefly among them, I was a terrible DM.

In my defense, I was a fifth grader. Plus, I had never even seen a table-top role-playing game session played before. Somehow, I thought the way we played Dragon Strike wasn't, like, "good enough" for D&D.

Little did I know, the way we played HeroQuest and Dragon Strike was a paragon of Old School Renaissance (OSR) game play, if there is such a thing. We didn't give a damn about rules. We imagined the Hell out of everything! It was one step above plain ol' make believe. Ah, childhood.

Still, I wanted to play D&D.

After some advice from the guy behind the counter at a Waldenbooks in the nearby shopping mall, I sweet-talked my grandmother into buying me the AD&D 2nd Ed. Players Handbook, Dungeon Masters Guide, and Monstrous Manual. We were ready to rock.

I improved as a DM and we all had a good time playing D&D regularly. We played on the kitchen table. We played on the floor. We played in the basement and in the attic. Hell, we even played outside. We could play for an hour or a whole weekend almost non-stop.

One would think the Satanic Panic would have blown over by then, and indeed it had mostly faded from memory. But, in the eigth grade, one of my players had a "crazy cat lady" for a mother. She was one of those creepy nut-job Christians—nothing like my mother—full of hate rather than love. She smelled weird and looked like a pallid-white version of the Wicked Witch of the West. I am not exaggerating. Today, I consider her a child abuser.

She found out her son was playing D&D, which was literally synonymous with worshiping the devil to her. I guess she thought, like, ritual sacrifices and stuff was part of playing D&D.

Here's the big problem. While I was fairly popular—I lifted weights, played football and had a girlfriend—her son was not. School can be a rough time for some, especially poor, unpopular kids, like her son. I didn't hang out with him at school—I was a secret nerd. So, when that evil hag forbade him from playing D&D, what she really did was destroy his entire social life.

I was more than just "the DM," I was that group's "leader," if you will. I had to do something.

So, I pulled out another Waldenbooks purchase and dusted it off: the GURPS Basic Set, Third Edition Revised. I know, in the role-playing community, GURPS is either intensely hated or passionately loved, but never mind all that; the only thing that mattered was that GURPS wasn't D&D, therefore, it wasn't the devil, right?

I went over to his house without him even being there and plead my case to her directly. I told her had seen the light! No more D&D for us good Christian boys! GURPS was about space ships and laser guns, not magic and demons.

I offered to play a session with the whole gang right there in her kitchen and she was welcome to watch, free to jump in if we did or said anything . . . unholy, or whatever. One condition: she had to turn the TV volume down. It was always blaring hymns and we couldn't concentrate (or talk over it) with it so loud.

Begrudgingly, she allowed it. After an hour of of play, she was ready to have us out of her kitchen.

We kept playing for a while before we did what most groups do and went our separate ways as we grew into adulthood. (He became a lawyer, by the way.)

Through the decades since then, I never did switch back to D&D. I tried Third Edition when it was first released, and later Pathfinder, but D20 wasn't for me. Too much like a video game. Worse, players seemed more interested in optimizing character sheets and learning the rules rather than imagining the game world and adventures in it. It seemed like the "better" the rules became, the more players focused on them.

That's how I've managed to play table-top role-playing games for more than 25 years, but have almost no experience with D&D.

Why did I come back to D&D?

Well, actually, I didn't. I came back to OSR. OSR isn't a rules set; it's a philosophy, a philosophy shared by a table-top RPG community.

Like I say, most people either love, hate, or don't know anything about GURPS. Most common are those who don't know anything about it. GURPS is so obtuse and so complex that new players are doing well just to get the basics down in the first few sessions. Instead of concentrating on the rules, new players concentrate on the game. That's great!

As I said, I found that as players learn the rules, they become more focused on them. As they become more focused on the rules, they become less focused on the game.

Pretty soon, players don't imagine a new character first, then build him/her, they instead first pick what traits they want out of the book before hammering out the character's background and description to fit their compilation of rules.

After more than 25 years of running GURPS games, I learned one thing was almost inevitable: the better a new player became at using the rules, the worse they became as a player. 

I was perplexed. Why did this happen over and over again?

I knew a lack of imagination—or more accurately, imagination being replaced by rules—was at the heart of the problem. What made my childhood games so much better than my games of late? Do children just "imagine better," or was there something more to the issue?

Enter OSR, or rather, my awareness of OSR's existence about a year ago. The more I read about it, the more I realized OSR was an exercise in how not to let rules get in the way of fun and imagination. The rules really can be the devil, in a way!

OSR, to me, primarily means "Imagine the Hell out of it."

That's by no means a complete definition, though! This isn't free-form role-play. There are rules and there is structure to the game. So, it's one thing to say, "Just use your imagination," but quite another to actually run a good game with that as a motto.

The way the GM runs the game must support and cultivate a style of play where rules are as far from the center of attention as possible. If rolling dice to compare with numbers on a character sheet, or checking rules in the book is the best way to accomplish the adventure's goal, then of course that's what players are going to do.

However, I'm by no means qualified to give a fellow Dungeon Master advice or offer some sort of standard definition of OSR. Thankfully, there are far wiser people who have already done a much better job than I could ever do to explain what OSR game play entails. There is a trove of information on the Web. Here are just a few links:

https://lithyscaphe.blogspot.com/p/principia-apocrypha.html
http://www.lulu.com/us/en/shop/matthew-finch/quick-primer-for-old-school-gaming/ebook/product-3159558.html
http://goblinpunch.blogspot.com/2016/02/osr-style-challenges-rulings-not-rules.html

Where do I go from here?

Well, I haven't ran a serious game since leaving GURPS. I've been having fun actually playing for once! No stress! No preparation! All I do is show up! Responsibility for the group's entertainment doesn't rest squarely on my shoulders! I don't have to deal with a tiny minority of players who whine, complain, or even throw childish tantrums!

I'm definitely a "forever GM," so it has been great learning experience.

I've found games in various flavors of D&D on OSR Discord channels. It's been a blast so far and I look forward to each session.

I also look forward to learning more about the OSR community and philosophy. Eventually, my desire to create will drive me to run an OSR-style game in the near future. I've been taking notes for almost a year now. Soon, I'll reprise my role as DM and call for players. My learning process will then begin anew from the other side of the table!

Thank you very much for your interest in my humble OSR blog and for reading this post!

Until next time!

— Sharpe