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Crow's Corner

Overview

Crow's Corner is a blog filled with hands-on reviews, practical play advice and exploration of indie and indie-adjacent roleplaying games. Links Crow's Corner https://crowscorner.bearblog.dev/

Other entries

Rock and Role
Actual Play & Podcasts

Rock and Role

Portuguese
Dungeons & Dragons
Actual Play
Quando se juntam artistas, actores, humoristas e apresentadores na mesma sala, para jogar Dungeons and Dragons, tudo pode acontecer. Agora imagina quando os deixámos à solta, e sem limites, no desolado continente de Vall'eri… É o descalabro total. Links youtube.com - Youtube channel twitch.tv - Twitch channel

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Pretending to be People
Actual Play & Podcasts

Pretending to be People

English
Actual Play
Delta Green
Pretending to be People is a mystery/horror role-playing podcast. Join Zach, Thomas, Luke, and Joe as they navigate a terrifying campaign filled with twists, turns, and laughs - all decided on a roll of the dice. Can the officers of the Contention Police Department unravel the mysteries suddenly plaguing their sleepy town? Will they die – or worse –  in the attempt? This is an actual play utilizing the game systems of Delta Green and Pulp Cthulhu. This is Pretending to be People. Links youtube.com  - Youtube channel twitch.tv - Twitch channel podcasts.apple.com  - Apple Podcasts feed patreon.com  - Patreon page discord.gg - Discord server

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Old School Renaissance (OSR) (2000)
Tabletop Roleplaying Games

Old School Renaissance (OSR) (2000)

English
Rules-light
Rules-medium
The Old School Renaissance, Old School Revival or OSR is a play style movement in tabletop role-playing games which draws inspiration from the earliest days of tabletop RPGs in the 1970s, especially Dungeons & Dragons. More popular systems developed under the OSR system subculture are Shadowdark, Dungeon Crawl Classics, Mörk Borg, Dolmenwood, Mothership, Perils & Princesses, Basic Fantasy Description The OSR movement first developed in the early 2000s, primarily in discussion on internet forums. OSR games encourage a tonal fidelity to early editions of Dungeons & Dragons—less emphasis on predefined endings, and a greater emphasis on player choice determining the fate of characters. OSR Games provide play where wrong decisions can easily become lethal for characters and do not guarantee satisfying endings to character arcs. Characters live and die by player choice as opposed to the story's needs System Overview & Key Features Rulings Over Rules Rather than providing comprehensive mechanics for all potential scenarios, OSR systems rely on the Game Master to adjudicate outcomes based on the players' stated actions. This approach is intended to expedite gameplay and encourage lateral thinking over rule memorization. High Lethality Player characters possess low survivability, particularly at early levels. Game mechanics often dictate that a single error or unfavorable dice roll can result in immediate character death. This design element encourages players to avoid direct combat and approach the game world with caution. Player Skill over Character Skill Game resolution depends heavily on the player's descriptive input rather than the character's numerical statistics. For example, instead of rolling a die to detect a hidden object, a player must explicitly state that their character is searching a specific area or manipulating a particular mechanism. Gold as Experience Character advancement in many OSR games is directly tied to the acquisition of treasure rather than the defeat of enemies. Characters gain experience points primarily by extracting valuables from dangerous locations and returning them to a safe environment. This heavily incentivizes acquiring loot while avoiding unnecessary combat. Resource Management Game mechanics require the strict tracking of consumable items such as rations, light sources, ammunition, and carrying capacity (encumbrance). Depleting essential resources in a hazardous environment poses a significant mechanical penalty, making inventory management a central component of gameplay. Reaction Rolls and Morale Non-player characters and creatures do not default to immediate hostility. Game Masters utilize randomized reaction tables to determine the initial disposition of encountered entities, which can range from hostile to friendly. Additionally, adversaries are subject to Morale checks during combat, dictating whether they continue fighting or attempt to flee when at a disadvantage. Additional links drivethrurpg.com - DriveThruRPG (Major hub for OSR PDFs and print on demand books) basicfantasy.org - Basic Fantasy RPG (A completely free, open source OSR system)

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