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Tuesday, May 12, 2026

Ad&d 1e or Holmes Basic B/X, interesting rules, RPGreanimators

 https://www.youtube.com/watch?v=faxWa6s9lGk&t=8319s

If it is 1e or older Basic… RPGreanimators is the yt, gotta be Basic without eXpert, eh? 

Cant shoot into melee at all. Time 2:16:00 maybe.

Time 2:18:30, parry with one dagger while Two attacks with other dagger. Wow.  Daggers always two attacks.  Unclear on parry rules, but he told other thief he should be parrying a moment ago. 

—-part 2 ——

https://www.youtube.com/watch?v=gGnq86XWGCk&t=199s

Time 12:14 , love his osr tricks of… ten foot pole (or stick) in front, kicking it along to trigger tripwires. Looking for ceiling murder holes. Torch vs. air flow.  Through 18:30ish, Look for pinholes and big slits in walls.  Whats floor look like… smooth middle, trash sides… so look for lines in floor. 


Always looking for OSR dungeoneering ideas, and from time like 12:40, there are so many good ideas. Sticks or poles bouncing up and down to trigger trip wires, looking up high for murder holes, second torches as distractions or further vision, torch strapped to pole, changes in the air, erc. Tenkar would be proud.


——-other stuff——-

BECMI has backstab https://www.youtube.com/watch?v=cViuzMqh8_A

1e adnd (he prefers) vs B/X https://princeofnothingblogs.wordpress.com/2024/08/01/osr-an-offence-of-add-1e-vs-b-x/

I love what he says, love it : What do I look for in a game: I experience tabletop roleplaying games most vividly at the level of individual sessions, both while running and when playing. This is not to say that I do not enjoy the gradual development of a character as it survives and attains more power and influence, the slow-unfolding of a consistent and interesting game-world, this is all great and very desirable. But this functions as the scaffolding that props up the adventure itself. Overcoming obstacles, defeating enemies, recovering treasure, the thrill of near-misses and triumphs, this is the primary draw. There are second-order attributes to a campaign world that make the adventure more interesting. Having a consistent and somewhat believable game-world allows players to infer, anticipate and engage with it in a pro-active way. There are bells and whistles; atmosphere, world-building, cool/quirky NPCs, this all adds to the enjoyment of the game (if you do them properly). But prioritize accordingly. You as the DM are a factory of units of adventure. Sustaining the long term production of units of adventure is your campaign. The bells and whistles is a thin shell wrapped around the units of adventure, to make them more adventuresome. The point is that while various tools exist to create an extensive world, and creating such a world is inherently enjoyable, its purpose must always be that of a place to have adventures in.

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