
What we’re about
This meetup is for people who are interested in tabletop roleplaying games (TTRPGs), both complete beginners and experienced players who have become a bit bored with the most common games like D&D 5th edition and Pathfinder. Specifically, we'll be playing TTRPGs associated with the "Old School Renaissance" (OSR) that try to recapture the looser play-style from the first generation of RPGs in the 1970s & early '80s while streamlining and tweaking the rules a bit. For a quick overview, check out this 6-minute video from World Anvil: https://www.youtube.com/watch?v=jOF0luh0_NM
For those who aren't aware, there's several principals that set the OSR games apart from more modern TTRPGs:
- Rulings not Rules: Game mechanics are minimalist & there's not an exhaustive list of your characters skills & abilities, so on-the-spot rulings from the gamemaster are favored for resolving situations not specifically covered in the rule books. This is why OSR gamers often say "the answer isn't on your character sheet".
- Roleplaying not Roll-playing: The point of minimalist game mechanics is to avoid the break in story immersion that comes with constantly having to roll dice, calculate bonuses & penalties, and discuss stats. Instead, the focus is more on inhabiting your character's perspective and roleplaying them in a dramatic way like an actor would - even if that means not taking the optimal strategy or "losing the game" by dying tragically. This is why OSR gamers often say "play the world not the rules".
- Heroic not Superheroic: Success lies in surviving and gradually becoming more skilled, not gaining tons of magic items or umpteen feats & special abilities. OSR games consciously avoid the "power creep" that's plagued later editions of D&D.
- Lethality not Game Balance: Characters' hit points are often lower, healing magic is often rare or non-existent, and characters can & will meet more powerful opponents. This means the party may often need to hide, negotiate or run away instead of always fighting, and if/when your character dies, you'll be expected to laugh it off and create a new character or take over an NPC nearby.
- Sandboxes not Railroads: There is less emphasis on character arcs & predefined endings, and a greater emphasis on generating "emergent narratives" from a mix of interesting maps, setting guides filled with lore, random tables & player choices.
- Dynamic World not Stasis: The campaign setting changes as time passes - i.e. this is why Gary Gygax said "strict time records must be kept" in original D&D. Many early RPGs had time in the campaign world pass at the same speed as the real world, with time between play sessions being used for the characters to heal, train, etc. With the passage of time, areas that have been cleared out of monsters & brigands get repopulated and upkeep costs on the PC's stronghold & wages for henchmen come due (if they have any). This also means friendly NPCs who give you a quest won't wait forever for you to finish it, and enemy NPCs won't wait for you to come & stop them.
There's a few more things that distinguish this meetup from other TTRPGs meetups:
- Thematically, our adventures lean more towards sub-genres of fantasy like low/pulp fantasy and sword & sorcery - often with a dash of "dying earth" or eldritch horror - which reflect the sources of inspiration found in early D&D's "Appendix N". Player characters will typically be humans, other humanoid races will either be absent or will be grotesque or otherworldly (often only NPCs), magic items will be rare & unique, and magic spells will often be dangerous to the caster's heath or sanity. Think Robert E. Howard's Conan stories rather than the high/epic fantasy of J.R.R. Tolkien's "Lord of the Rings" trilogy, the lighter & more comedic tone of "Monty Python and the Holy Grail", or the magic-saturated fantasy settings of modern D&D where almost every town has a shop that sells magic items and much of the population is some type of exotic humanoid.
- As befits the grittier fantasy sub-genres we're mimicking, there won't be any attempt to interject a Christian allegory like C.S. Lewis's "Chronicles of Narnia" or the progressive social message you'll find in Amazon's "Rings of Power" series. Instead, the world's morality will often be ambiguous, with character temperaments, cultural origins (e.g. barbarian, civilized or decadent), allegiance to different guilds or factions, or the cosmic forces of law & chaos replacing the traditional good-vs-evil alignment. Player characters are more likely to be anti-heroes like mercenaries, thieves, gladiators, shamans, or warlocks than whimsical bards, virtuous clerics, or knights in shining armor. (However, we'll try to avoid having PCs devolve into stereotypical "murder hobos" whose only motive is killing stuff for XP.)
- Rather than sticking with one particular OSR ruleset like OSRIC, Old School Essentials (OSE), Lamentations of the Flame Princess (LotFP) or The Black Hack (TBH), we'll play-test several of them so our members can get a sense of their advantages and shortcomings. From there, we can figure out how to combine the best parts with our own house rules. Luckily, unlike many TTRPGs, the OSR games tend to have a small set of core rules that can fit on an index card, so it's super easy to learn a different system and start playing 5 minutes later. Many OSR games offer their core rulebook for free online, so startup cost isn't a barrier. (Note: Click on the name of the OSR games above and you can download their rules for free.)
- While many OSR games tend to use lightly-sketched settings that are filled in by using a mix of random tables, player ideas and GM fiat, we tend to focus more on established settings from novels, movies & RPGs that are more fleshed out with great locations, interesting NPCs & lots of lore. Possibilities include some pulp classics like Robert E. Howard's "Hyborian Age" and Fritz Leiber's "Nehwon", modern gritty fantasy settings like George R.R. Martin's "World of Ice & Fire" and Andrzej Sapkowski's world from "The Witcher" series, and/or some RPG settings like 2nd edition D&D's "Athas" (a.k.a. "Dark Sun") or the medieval Earth of "Cthulhu Dark Ages".
- Since miniatures & hex maps are cumbersome online, we'll be using the "theater of the mind" method where positioning, movement & distances are more abstracted.
- Rather than expecting players to commit to multiple sessions that are part of an overarching campaign, we're using an "open table" or "pick-up game" format where each session is a self-contained one-shot adventure with whatever players happen to show up on a given day. (Note: We may end up adopting the "West Marches" format where all adventures begin & end at a home base location, so it's easier to explain how/why new characters are joining the party and what happened to the characters whose player didn't show up.)
- Since we're assuming the vast majority of GMs and players aren't experienced fantasy writers or method actors but still aspire to improve their roleplaying skills, we encourage the use of AI models like ChatGPT. They can help generate evocative descriptions of scenes, fill in details & flesh out NPCs on the fly, help players improvise dramatic dialogue, and make descriptions of the players' combat actions more cinematic. (This is the biggest break from the OSR's retro principles we're making since there was no AI in the 1970s, but we're essentially using it as training wheels until our natural creative abilities improve.)
- If there's sufficient interest, we'll occasionally host meetups on GM techniques, the merits of different game mechanics & house rules, tips on roleplaying drawn from improv & voice acting, world building methods from the top fantasy authors, ways to avoid common pitfalls that make RPGs too slow & less fun, etc.
Since OSR games are a niche hobby and it's often hard to find players, we'll be playing online via Zoom which enables us to tap into a much larger pool of potential players. I'm opening this group up to interested people anywhere & everywhere!
Upcoming events (1)
See all- Intro to The Black Sword Hack (Hyborian Age)Link visible for attendees
Introduction:
"Know, O adventurer, that in the time between the drowning of Atlantis and the rise of the sons of Aryas, there was an age undreamed of—the Hyborian Age—an era of gleaming bronze and shadowed sorcery. The world was riven by warlords and haunted by elder gods, and kingdoms flared like fire and then crumbled into dust. On the coast of the Western Ocean sprawled the great trade cities, and perhaps none was more treacherous than Messantia, capital of Argos. Its gilded towers and opulent bazaars mask a festering underbelly of slums and slave markets. And now, in the dank prison cells beneath the Temple of Law, you and your fellow convicts await your sentencing in the Pit. It is a name whispered in fear, where doomed men kill each other for the amusement of the city's rich merchants and jaded nobility, all under the guise of 'justice'..."Setting: Robert E. Howard's "Hyborian Age" from the Conan stories
OSR System: The Black Sword Hack
What You'll Need:
- Your imagination & whatever acting skills you can muster
- A printed copy of the The Black Sword Hack character sheet with Quick Rules - https://uristmacitchio.itch.io/black-sword-hack-character-sheet-quick-rules
- Set of standard RPG dice (d4, d6, d8, d10, d12, d20) or online dice simulator - https://tacticaltokens.com/dice-roller/
- Zoom app (free for users) - https://zoom.us/download
Useful But Not Necessary:
> The Hyborian Age map - https://wastedlandsfantasy.blogspot.com/2009/07/map-of-hyborian-age.htmlHow to Prepare:
You'll need to create a character prior to our session. You can find the Black Sword Hack rules for character creation here - https://blackswordhack.github.io/3character.htmlIt's a simple 4-step process:
- Determine Your Attributes:
As with D&D, there's 6 stats that define your character: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA). Although the rules say to roll dice to determine your attribute scores, I want everyone to start on an equal footing, so just allot the following scores as you see fit: 8, 9, 10, 11, 12, 13. You'll get some bonuses & penalties to these stats in Steps 2 & 3. - Choose Your Origin, Culture & Name:
Black Sword Hack has you pick one of the following origins for your character: Barbarian, Civilised, or Decadent. Next, you'll pick a Hyborian Age culture that matches your origin. As a house rule, this will impact your attributes.
* If you're a barbarian, choose either Pictish (tribal forest dwellers, +1 WIS/-1 INT), Cimmerian (highland clans, +1 STR/-1 CHA), Hyrkanian (nomadic horse-archers, +1 DEX/-1 CHA), or Kushite (jungle hunters, +1 CON/-1 INT).
* If you're civilized, choose either Aquilonian (fertile valley dwellers, +1 INT/-1 WIS), Corinthian (mercantile city-states, +1 CHA/-1 CON), Shemite (desert traders, +1 DEX/-1 STR), or Zingaran (able seafarers, +1 CHA/-1 WIS).
* If you're decadent, choose either Stygian (snake god cultists, +1 INT/-1 CON), Zamoran (urban thieves/assassins, +1 DEX/-1 WIS), Vendhyan (Eastern mystics, +1 WIS/-1 STR), or Hyperborean (wizard-ruled northerners, +1 CON/-1 CHA).
> Lastly, pick a name that sounds somewhat appropriate to your culture - for inspiration, check these sample names: https://hyboria.xoth.net/rules/sample_names.htm - Choose Your Background:
Pick three backgrounds: two tied to your origin and another one from any list. Backgrounds raise one of your attributes and have mechanical effects; they can also help define your character’s motivations, potential allies & enemies, etc. Please try to pick backgrounds that jive with the Hyborian Age culture you chose above, and pick ones that make sense together thematically rather than trying to optimize your character for gameplay.
NOTE: You can only choose one background that allows your character to engage in sorcery, demon pacts, spirit alliances, faerie ties, or twisted science - you can't choose 2 or more. To learn more and see the options, you'll need to consult these tables to determine what you can do - https://blackswordhack.github.io/6darkpact.html - Record Your Hit Points, Doom Die, and Damage Types:
- Your hit points (HP) total is equal to your CON score. All characters start with Ud6 as their Doom die. Characters start with 1d6 weapon damage and 1d4 unarmed damage. - Record Your Starting Equipment:
- As a slave about to be thrown into the gladiator pits, you'll begin with no money, no armor (merely some ragged clothes), a dagger, and another weapon based on your civilization type - roll 1d10 and consult Table 4.4: https://blackswordhack.github.io/4equipment.html
- Note: If you got a one-handed weapon, you also get a shield which offers advantage on parry rolls. If you got a two-handed weapon, you don't get a shield but you get advantage on damage rolls. If you got some type of bow, you get 12 arrows. If you rolled a 0, you get a special one-handed weapon (but no shield) based on your civilization type that does only 1d4 damage but gives you a special effect on any successful use - no need for a Doom roll: barbarians get a burning torch (causes extra Ud4 ongoing fire damage unless they drop & roll), civilized folk get a parrying dagger that disarms/breaks enemy's weapon on successful parries (disarmed enemies are reduced to doing 1d4 unarmed damage), and decadents get a whip that entangles enemies (other attacks on this enemy during this Turn or next get advantage).