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Showing posts from September, 2024

Something to Entertain You, Pt. 2

 OK, another edition of media I've consumed recently or is on my radar. Books I finished Book of the New Sun . It's a first non-DNF in sci-fi/fantasy in several years. I had been growing a bit tired of the general genre sphere. But I think this reignited a fair bit of interest back again. I am working through The Wizard Knight by Gene Wolfe. It's much slower paced and written more clearly than New Sun (for better or for worse). It's quite a classically told, but not trope-ridden, fantasy story. I am looking forward to reading more of it. I started the audiobook of A Wizard of Earthsea . Its writing is kinda bland? I'm not sure how I feel about it, and if my ambiguity is due to the reader. I might buy a physical copy to try it out. Other things on my TBR (some of which I already own): Between Two Fires The Once and Future King Lud-in-the-Mist Crime and Punishment The Portable Jung Man and His Symbols   I'm not a frequent reader but I have the rest of my reading

Thoughts on OSR

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Most outside the OSR give it some side-eye. Those inside ask "What the hell is water?" and keep playing. I've been borderline obsessed with this play style for a while now, and it's not abating. Not that I don't have reservations... but there's something to it I'd like to explain. Appeal of OSR: genuinely risky. No matter the stage of the game, if you want to progress at a reasonable rate, you have to get into, what has been for me, heart pounding situations.  Tactical gameplay. In a (currently hiatus'ed) Nightwick Abbey megadungeon game, I have been thinking throughout the hiatus of the tactically best way to combat some regular old goblins. Because they're being annoying goblins, and it takes some genuine brain racking. Free-form. I don't know that I'm all about my old "immersive gaming" play after becoming so fond of straight up OSR games. But there's still a strong rules-lite feel to most OSR stuff I am fond of. Your tacti

Empty Rooms Should be Just That and the 5 Room Dungeon

Just a quick explanation of an OSR dungeon design principle for those unfamiliar. This is maybe not a well-touted idea, but I've been brewing on this idea lately. Of course, this is all centered around how I want to play, run... etc... Take with coarse grained salt if you think your goals are different. If you've got a dungeon, you should have some empty rooms that don't.... do anything. As in, there is nothing 'to do' in the room. I have been brewing this idea based on what Luke Gearing said in his interview on the "Into the Megadungeon" podcast. I'll just rehash what Luke conveyed in my listening: Empty rooms provide a place to rest (my words) Empty rooms give space to a dungeon so that you don't die at every turn Empty rooms are tactically important for managing encounters, especially in conjunction with loops   Luke gave an easy example of how to utilize empty rooms: You pass through some empty rooms, and eventually encounter a big room with a