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  1. Flexor the Mighty!

    Paizo Announces New Irrevocable Open RPG License To Replace the OGL

    So does this have any impact for players like me who could not care less about PF, 5e or 1DND? Can Necrotic Gnome still publish OSE under this? Can OSRIC publish under this? Or will they have to do makeovers for all those?
  2. Flexor the Mighty!

    D&D General Are you jumping ship? What will you be switching to?

    I had already jumped off in favor of Swords and Wizardry and Old School Essentials. I can still run those but it will be bitter if all new support is gone and ability to buy new books is gone. I gave my 5e stuff away a while back and nothing I saw from 6e made me think I needed to play that...
  3. Flexor the Mighty!

    Gavin Norman on the future of OSE

    Yeah as someone who isn't interested in 5e or 6e losing OSE, OSRIC, and all the support for those will not be good.
  4. Flexor the Mighty!

    OSR Looking for some surreal/psychedelic style encounters/adventures

    The more I think I may even use different rulesets for each "scene" in this crazy nightmare they are venturing in. Simple and based around similar mechanics but I think only their PC personality will actually be transported into the painting, they will take on characters in the worlds they are...
  5. Flexor the Mighty!

    D&D General The Fourth Pillar of D&D…shenanigans

    At our table the 4th pillar is whisk(e)y. Which of course leads to shenanigans so I think he's right.
  6. Flexor the Mighty!

    OSR Looking for some surreal/psychedelic style encounters/adventures

    Well I think I will put some of my other wargaming miniatures to use. So there will be a WW2 encounter, a Wild West encounter, and a Sci-Fi encounter using Terminator T-800 miniatures. Plus some nutty fantasy stuff from Dungeonland, and some of the other stuff. Should be fun. Will have to...
  7. Flexor the Mighty!

    OSR Looking for some surreal/psychedelic style encounters/adventures

    I am thinking of using some Gamma World/Mutant Crawl Classics for one encounter. Some genre bending stuff since this is entering a pocket reality inside an ancient magical painting. I'm using the rules/magic book as a rules expansion to my OSE game so I'll look into some of the adventures as...
  8. Flexor the Mighty!

    OSR Looking for some surreal/psychedelic style encounters/adventures

    Yeah, this will be kind of a trip though the magic mirror to wonderland type setup, with a lot of surreal shenanigans and mind bending nonsense. A wedding scene may fit in. One PC they thought was dead was actually transported into this painting and they will have to get him out. Trying to...
  9. Flexor the Mighty!

    OSR Looking for some surreal/psychedelic style encounters/adventures

    Good call. I need to look into those as well. I played in one as well that was quite trippy. It didn’t help that it was a funnel and my guy was armed with a chicken.
  10. Flexor the Mighty!

    OSR Looking for some surreal/psychedelic style encounters/adventures

    Putting together something for my OSE game and looking for more inspiration from some real off the wall D&D modules, or just individual encounters. Doesn’t have to flow together, jarring changes from encounter to encounter would work well. Looking at some of the Dungeonland/Beyond the Magic...
  11. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    One of the guys in my group is already approaching this like its Mad Max and is pretty much saying we need to become kill crazy madmen now and loot anyone we come across that has stuff we need. I know he is going to complain mightily about having to fail and EMP roll to delivery a finishing...
  12. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    So if you unload a M16 on a foe and roll 6 ammo dice and get a bunch of extra hits. So suppose you get a 3 point hit that is reduced by 1 by armor. So that is 2 hits. The target had hit capacity of 4. So they are at 2. One of the ammo dice is a separate hit and hits a leg for 2. Now the...
  13. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    Yeah, I was just running a solo test combat to get a handle on the rules and after incapacitating a target the other guy firing on that same target hit him but I wasn’t sure if I had to roll or what. Not sure I agree with some of the weapons stats in this game. A 5.45x39 AK-74 has a better...
  14. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    So once a character is incapacitated you can just kill him with a shot right? No damage rolls? Assuming you fail your empathy test.
  15. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    15mm Team Yankee stuff would be good.
  16. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    Scales can easily be adjusted in most games, I'm assuming that is the case in this. Change combat encounter hexes to 2m or something, go off a dry erase hex map with building and stuff, or ditch hex maps and use my wargaming matts and buildings with tape measures. Would depend on the scale...
  17. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    Seems like the whole hex crawl aspect of this is a big part of it. Which isn't bad mind you. I haven't had time to fully read it, just flip though, but it seems to be a bit skirmish game, as well as a RPG. The core dice mechanics remind me of some miniatures games I have. But those may be...
  18. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    The odds of my players buying specialty dice is minimal but as long as we can work around it with normal dice we will be okay. I've got the box set so I've got a set so that's fine. The main question is will my group that came up on late 70's/early 80's gaming prefer this to 1e and then will...
  19. Flexor the Mighty!

    Review of Twilight: 2000: You’re on Your Own, Good Luck

    On first look this is defiantly a different game than earlier editions. Far more RP emphasis with buddies and unit morale and that. I like the character generation takes a cue from Traveller. Need to read though the combat system more and get a better handle on the dice. Never been a fan of...
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