Thanks! I didn't aim for TF2 specifically, but yeah! They both have a kind of goofy/violent vibe to them.
Hilander
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I haven't checked out Knave 2e yet, but I remember enjoying the first edition.
I absolutely love some good tables, but I often felt like they were supporting an unseen architecture that Referees are just supposed to innately understand.
Old School Ref. is my attempt at making (at least one form of) that architecture tangible. Glad you're finding it helpful!
Starting reputation would depend on how power is gained, but I suppose 8 would be normal. It goes up when the ruler does things the population really likes, there are a few examples listed. The Retainers are low-level characters that come with the domain, and can either be sent on NPC missions, or played by players in low-level games.
Does that clear it up?
Great question!
For a single domain run by multiple players, I'd split the stipend, decide jointly on the projects, and decide which player the drama is about each turn by rolling.
That said, you could also give each player a "specialization" within the domain, and the ability to pursue individual projects related to their specialization each turn. For example, one player could be a spy-master, another the architect, another a court wizard, and another the military strategist. This solution has benefits and drawbacks: the main drawback is that each player isn't making as much gold, but the benefit is that they can individually pursue a lot more projects.
And of course, the last option is to just give everyone their own village and make them all Lords and Ladies in service to the king. For added intrigue, have each player inform you of their seasonal actions via a private message or post-it note. They may also send one additional secret note to another player each turn, and may make a public announcement about their intentions. Of course, with the addition of some NPC nobility plotting their own schemes, you'll soon have a system that will kill friendships as surely, though far more subtly, than Monopoly.
Let me know if you have any other questions!
No worries about the wall of text! I really enjoy writing and thinking about these games, so I'm glad mine is worthy of "The Wall" :)
1: Huh... Excellent question. I would let the player choose for now, but I'll look into clarifying that.
2: Players have a max of 4 Chapters from Tales. After that, they only gain new features from adventuring , so the max combatant bonus is 4 (though they still gain max Hope and HP from levels). If someone wants more bonus to hit/damage, they'll need a magic sword or the blessing of an archpriest, or something similar, whatever's available in the world.
3: While sorcerer magic *is* more dangerous, it is also unlimited. Wizards start with 1 guaranteed spell per day, but sorcerers never run out. This is why for a sorcerer, the spells are so much more dangerous. The question isn't when they'll run out of magic, but what chaos they'll unleash as they tap into it.
I hope that all makes sense, and again, thanks for the feedback!
Thanks! Most OSR monsters should basically work without conversion.
That said, Monster Stats basically look like:
- HD (Hit Dice), roll d8 (or 4.5) HP per HD. "Meatier" monsters take 8 HP / HD, weaker monsters take 2 HP / HD.
- Armor: 10-18, based on concept.
- Attacks: Depends on concept. Usually HD to hit & DMG, max 10.
- Morale: 2-12 (Typically 8), roll 2d6 to test when seriously wounded or ally killed. If the roll exceeds Morale, the monster attempts to flee or bargain.
- Special: I like to give every monster a unique action it "just gets". While most monsters can try anything within reason as an action, Specials work without a test, or force a PC to make a save instead of an opposed roll. For example, any creature can attempt to grapple a PC, but a "Grasping Vine" can use one action to force a PC within 30' to save or become grappled, and can then use its other action to pull that PC towards it. In short, have fun with these, but remember to make it easier for the monster than it would be for any other creature attempting the same thing.
I am hoping to release a Referee's handbook soon—which would include some unique monsters—but refining it has proven to be really tricky!
Most OSR monsters should work straight out of the box. MiniDELVE has some basic rules for monsters. I usually use HD as bonus to hit and saves for simplicity's sake.
Also, I highly recommend the Monster Overhaul if you're looking for a good manual, or the Basic Fantasy Monster SRD for a free alternative.