Monday, February 10, 2025

OSR D&D as if written by classic Appendix N authors

What if sections of the D&D rules had been written by Andre Norton, Jack Vance, Poul Anderson, Lin Carter, and L Sprague de Camp?

While I was writing my own Fantasy Heartbreaker OSR version of D&D, I was faced with the daunting task of adding all of the classic spells, monsters, magic items, etc. Re-writing them from scratch would be a chore. Copy-pasting them verbatim would be boring. So what to do?

Then I got an idea! Instead of copy-pasting them, why not use AI to rewrite them in the style of my favorite classic Sword and Sorcery authors? 

I share the general concern about AI, but this is the OSR. It is mostly about copying older works and putting a spin on them. To put the original work of a dead guy into the style of another dead guy or gal seems pretty harmless.






In addition to translating them into the authors' styles, the content has been tweaked to fit the rules for my game WyRM. These are works in progress. I will be adding more spells, monsters, etc. Feedback is welcome.

WyRM OSR RPG

I am working on my own fantasy heartbreaker RPG. Of course, I realize that the last thing that the world needs is yet another spin on the OSR D&D rules.  There are several other versions of D&D that I enjoy: Dungeon Crawl Classics, Shadowdark, Worlds without Number, and even (heresy!) 5th Edition D&D, among others. Each of them has aspects that I like, yet none of them quite has the combination of features that I prefer. 

I like a game with elegantly simple rules, but one which also allows players the freedom to create individualized characters that fit their preferences. One of my pet peeves is that old-school D&D did not allow players to easily create PCs like their favorite fictional heroes: Conan, Elric, and other fantasy protagonists did not fit any of the basic classes. I want a game that allows multi-classing and custom powers, so we can play heroes like those in our favorite stories. 

As much as I enjoy a good dungeon crawl, I also like for characters to be able to develop a longer dramatic arc between adventures. I always enjoyed the "Winter Phases" of the Pendragon RPG, which allowed a PC to build a family, construct a fortress, make new allies and enemies, and craft their own story within the larger campaign. Other games, including 5th edition, have added downtime options between adventures. This is a feature I wanted to emphasize.  

One of my main design goals for WyRM is COMPATIBILITY.  I was motivated to create this game after a Worlds Without Number (WWN) campaign in which we played various published D&D and OSR adventures. We liked the WWN rules, especially the backgrounds and character classes. However we were frustrated that WWN was not more compatible with the published modules we were using, especially regarding spells, prices, and treasure.  

We also thought that some of the WWN features seemed more hassle than they were worth, such as shock damage, arts, and separate 2d6 vs d20 resolution systems for different situations.  

WyRM is intended to be similar to WWN but simplified and more compatible with published adventures for D&D and other OSR games.

    Simplified how? All rolls on d20 instead of some on 2d6. No shock damage. No arts. Simpler powers instead of foci. Fewer skills.

    More compatible how? Has all of the spells from B/X and Shadowdark. Based on the same gold piece prices and treasure values as B/X (with "correction" of some of my pet peeves.

The current title of the game is WyRM, a quasi-acronym for Warrior Rogue Mage, because these are the three main character classes. 

WyRM is still under development. Feedback is welcome!

Link to Google Doc: https://docs.google.com/document/d/1AHxfZFXZKP_25N2joh8LGfRr-koXOYbZX2p_CBKYhgc/edit?usp=sharing


Friday, February 7, 2025

Viking Ship Name Generator


I've been reading a lot of Viking novels lately and enjoying the ship names. There seems to be a consistent pattern shared by these authors, which led me to look into the recorded history of Viking ships. I recently ran a Dungeon Crawl Classics campaign in which viking ships appeared now and then, I thought to add some flavor in anticipation of resuming the campaign when I move back home.  

Viking ship names have two parts. Roll d20 for each. Examples: “Red Dragon,” “Far Voyager,” and “Black Raven” from James L Nelson’s Norsemen Saga; "Wind Spear," "Wind Elk," "Sea Stallion," and “Sea Worm” from Peter Gibbons’ Viking Blood and Blade series; "Fyrdraca" (Fire Dragon) from The Pale Horseman by Bernard Cornwell.

First part (roll d20)
1. Black
2. Blood
3. Bright
4. Dawn
5. Fire or Fjord
6. Frost
7. Gold
8. Long
9. Oak
10. Ocean
11. Pine
12. Red
13. Sea
14. Sail
15. Sun
16. Surf
17. Storm
18. Swift
19. Wave
20. Wind

Second part (roll d20)
1. Arrow
2. Bear or Crane
3. Dragon
4. Dread
5. Elk
6. Fox
7. Fury
8. Hammer
9. Hawk
10. Hound
11. Horse
12. Raven
13. Serpent
14. Spear
15. Stallion
16. Viper
17. Voyager
18. Vulture 
19. Wolf
20. Worm

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