Saturday, 29 March 2025

Beyond the OSR: Education scaffolding for tRPGs

My submission for the RPG blog carnaval. This month's topic is Over the garden wall - Beyond the OSR.

My job is being a teacher, a philosophy teacher to be specific. The course I teach is very language heavy and the answers I want my students to produce are very specific in how they should be formulated. One of the biggest frustrations I encounter at work are the poorly worded answers my students produce and their inability to read texts efficiently and comprehensively. From not answering the question itself and solely providing justification for an implied answer, to asking me to clarify the meaning of a word that is explained in the very next part of the sentence, the current generation of teens are particularly bad at dealing with academic language.

There are times when I run RPGs where something similar happens, especially when running games for people who are completely new to the OSR playstyle. They word their actions poorly and ask questions in inefficient or ineffective ways. 

Monday, 17 March 2025

Fighter variants (Star's Prison)

For this GLOG hack I am making I want to do something like Electric Bastionland in approach to character options. This is because I have found that they are a great way to communicate a setting and get players excited. A large number of them isn't as overwhelming to newcomers because they are relatvely simple, having no advancement. 

Now, I do not think myself capable of coming up with 100+ unique and interesting backgrounds, so instead I'll settle for 36. This way you can generate a background by rolling HP and something else (for now I am thinking starting wealth, but I might end up changing that). 

These first six are variations of 6 HP characters, i.e. those who are at home on a battlefield.

Design principles:

  • Players should be excited to play as one of these.
  • Abilities should be incomparable rather than numerical.
  • Abilities should expand player options rather than function as bonusses to what they can already do.
  • Any further growth happens as a result of play through weird encounters, chance survivals, and otherworldly rewards.

Sword squire (6 HP, 1 GP)

It is difficult to imagine a better instructor: You are linked to a magical sword. Your bond allows you to communicate with each other silently and use eachother's senses.  

  • Ragged clothes
  • Day to day sword (d6)
  • Magical, sentient sword (your master, d8)
  • Sword oil
  • Whetstone 
  • Book of poetry (composed by your master)

Battlefield heretic (6 HP, 2 GP) 

You deny the orthodoxy of canonical combat: Change one common sense rule of combat for your exchanges, something like 'duller edges cut better' or 'heavier armor increases speed'.

  • Stained clothes
  • Spear
  • Dagger
  • Shield
  • Pistol (d10, on use: loud and creates smoke)
  • Itching powder

Unbreathing templar (6 HP, 3 GP)

Through sheer force of will you refuse to breath your last breath: You cannot die as long as you hold your breath, but your body can no longer heal its wounds.  

  • Moth-eaten clothes.
  • Battered curas
  • Dented helmet
  • Faded shield
  • Old-fashioned sword
  • Sewing kit

Thornlancer (6 HP, 4 GP)

You engage your foes on your moss charger, thorn lance and pineshield in hand: Given enough time you can shape plants in accordance with their nature to create mounts, arms and armor.  

  • Regal clothes
  • Moss Charger (3 HP, protection against blunt force)
  • Thorn lance (d12 when charging, otherwise d4)
  • Pine shield
  • Willow sapling
  • Fertilizer

Witchhunter (6 HP, 5 GP)

All magic has a verbal component, so you learned to still their voice: When you wound someone you can take away someone's ability to speak. Lasts until they drink something. 

  • Solemn clothes
  • Crossbow (d8) 
  • Bolts (10 steel, 3 silvered)
  • Axe (d6)
  • Fireproof rope
  • Bundle of fire wood

Despised Champion (6 HP, 6 GP)

Winning is so much more fun if everyone hopes you lose: You know exactly what to do and say to draw everyone's attention and ire. 

  • Gaudy clothes
  • Quarterstaff (d6)
  • Black gauntlets
  • Black curas 
  • Winner's laurels 
  • Rotten eggs

Thoughts

I am pretty happy with these. 

Some of them might require a bit of extra legwork to better communicate to players what is possible. For example, a little table of d20 battlefield exceptions for the Battlefield heretic might be nice. Same for the Thornlancer, but with some example manipulations of common plants. 
Whether or not I make those probably depends on whether or not players end up playing as either of those. 
I also refer to magic rules without having a clear magic system in place. 

Some of the inventory could be a bit more interesting I think. I don't like overpowered, but I do like weird and whimsicle. Maybe a bit more Troika!-esque items could be a good sollution. 

Finally, some tables to help you flush out the character a bit might be nice, as it allows players to quickly roll up a random character to rejoin the party with. Something like 'd6 reasons you are risking your life for a potentially non existent wish.'?