tag:blogger.com,1999:blog-1958522416503442248.post4919509105591007723..comments2024-03-28T01:02:01.844-06:00Comments on Coins and Scrolls: OSR: The Iron Gates - Design Goals and Initial NotesSkerpleshttp://www.blogger.com/profile/06393779599461560431noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-1958522416503442248.post-11845689765934463372018-08-19T09:18:26.899-06:002018-08-19T09:18:26.899-06:00This comment has been removed by the author.Magushttps://www.blogger.com/profile/04807974921087213718noreply@blogger.comtag:blogger.com,1999:blog-1958522416503442248.post-27951245692990870172018-06-14T07:13:15.840-06:002018-06-14T07:13:15.840-06:00Are you sure you disagree with me? Because your co...Are you sure you disagree with me? Because your corrected quotation is exactly what I was saying: death is not the only consequence that can make failure or success meaningful.Warclamhttps://www.blogger.com/profile/12988345125040069046noreply@blogger.comtag:blogger.com,1999:blog-1958522416503442248.post-15720799927381980722018-06-13T06:44:52.288-06:002018-06-13T06:44:52.288-06:00Your link to Fires Far Away just goes to your &quo...Your link to Fires Far Away just goes to your "Mythic Itinerary" post. Nicohttps://www.blogger.com/profile/10029290540082770497noreply@blogger.comtag:blogger.com,1999:blog-1958522416503442248.post-44152252501573874732018-06-12T14:55:44.356-06:002018-06-12T14:55:44.356-06:00I disagree with your disagreement. Though the quot...I disagree with your disagreement. Though the quote should be "without appropriate consequences, failure and success mean nothing."<br /><br />One of the most devious kinds of failure is wasted time as it works both in game and out. As the more time you spend increased the chance of complications. zobosohttps://www.blogger.com/profile/16032525420335274945noreply@blogger.comtag:blogger.com,1999:blog-1958522416503442248.post-5232528754624941852018-06-12T09:36:51.750-06:002018-06-12T09:36:51.750-06:00I didn't mean a literal save or checkpoint, th...I didn't mean a literal save or checkpoint, that doesn't translate well to a tabletop game at all. But I think you would want to replicate the feeling of relief upon discovering a momentary respite from a dangerous world, fragile but comforting, and I think you can do that with pockets of civilization. "At last! A place where we can recover our strength, spend the game's currency to level up, and gird ourselves for another dangerous journey!"<br /><br />I was agreeing with you about gold driving the game, I think it's a good way of creating a similar play experience to the souls system in a tabletop format, and it fits your chosen themes. When I said "you could award XP for combat instead," I meant "instead of having boss monsters always carry or guard treasure, if that starts to feel artificial or forced," so in addition to XP for gold. But I don't think even that is really necessary.Tom Kilianhttps://www.blogger.com/profile/17086235205146158319noreply@blogger.comtag:blogger.com,1999:blog-1958522416503442248.post-20761085261491658812018-06-11T16:53:42.457-06:002018-06-11T16:53:42.457-06:00I think the bonfire system is crucial to the video...I think the bonfire system is crucial to the videogame, but it really doesn't work for an RPG in my opinion. RoosterEma has a very good take on it in his homebrew (I don't think it could be improved) but even then, there are just too many issues to make it viable.<br /><br />I'll cover this in the next post, but Dark Souls has 3 types of spells (pyromancy, sorcery, and miracles), 3 elemental types (fire, soul/crystal, and sunlight/lightning). I'm replacing this with my own trinity of Water/Knowledge, Iron/Earth, and Gold/Sunlight. <br /><br />Gold, rather than souls, will drive this game's core economy. It makes a lot of sense. Barbarians want gold, crowns are forged from gold, rich cities are covered in gold. You don't need to remove gold=xp at all. You just need to reveal its properly mythic nature.Skerpleshttps://www.blogger.com/profile/06393779599461560431noreply@blogger.comtag:blogger.com,1999:blog-1958522416503442248.post-28206576444815701372018-06-11T16:06:44.554-06:002018-06-11T16:06:44.554-06:00"Without permanent death, failure and [succes..."Without permanent death, failure and [success] mean nothing."<br /><br />I disagree. failure probably means nothing if the failure is not permanent, but you can fail, irrecoverably, without dying.Warclamhttps://www.blogger.com/profile/12988345125040069046noreply@blogger.comtag:blogger.com,1999:blog-1958522416503442248.post-63155234015240582222018-06-11T14:01:38.469-06:002018-06-11T14:01:38.469-06:00I think the bonfire system is crucial to a Dark So...I think the bonfire system is crucial to a Dark Souls experience, but I agree with the reasons you've identified for why it's a bad fit for a group game and a persistent world. However, the gameplay loop of discovering places of relative safety and comfort in a dangerous world and then repeatedly leaving them to face new challenges is pretty profound. The fragile bonfire is a great visual symbol, but I think you could achieve a similar effect with places of civilization and safety surrounded by ruin and wilderness.<br /><br />Adventures In Middle Earth offers a way of implementing the pacing and themes of the Dark Souls bonfire system in a way that's better suited to D&D. It uses the 5th edition Short and Long rest system, as well as the healing surge/Hit Dice mechanic, but I don't think that would be too hard to port onto an OSR framework (in most OSR games this would make characters much more resilient. Compared to the GLOG however, recovering lost HP would involve more resource management and characters would be a bit more vulnerable over long expeditions). Essentially, characters can only make Long Rests in special safe locations called Sanctuaries. Players begin with one Sanctuary open to them and must discover others through play, mainly exploration and roleplaying with whatever powers control each Sanctuary.<br /><br />Not being able to replenish your Hit Dice until you reach another sanctuary replicates the estus system pretty cleanly as well, although I doubt you'd want to use the same fictional justification as every character carrying their own healing flask. You could have players expend a Hit Dice to regain one spent magic dice as well.<br /><br />The souls mechanic is interesting because it's constantly pushing you to weigh risk and reward. When you have a lot of souls on you you don't want to lose them, but returning to safety means the loss of progress. Should you press on ahead or play it safe? An OSR travel game where XP is only awarded through treasure spent will replicate a lot of those same experiences, especially if treasure can only be spent in large quantities at the various Sanctuaries/points of civilization. The only change you might want to consider is in having particularly dangerous monsters/NPCS consistently carry treasure, because there are more incentives in OSR D&D for avoiding combat with powerful enemies. You could aware XP for combat instead, but there's no danger of losing combat XP, while treasure occupies encumbrance slots and has to be transported back to safety to be spent.Tom Kilianhttps://www.blogger.com/profile/17086235205146158319noreply@blogger.comtag:blogger.com,1999:blog-1958522416503442248.post-12796106112729834612018-06-10T23:42:45.650-06:002018-06-10T23:42:45.650-06:00Sphinxes you say? Excellent.
As for names - could...Sphinxes you say? Excellent.<br /><br />As for names - could one do something with Cordoba and the Pillars of Hercules?Solomon VKhttps://www.blogger.com/profile/11763252777153908412noreply@blogger.com