Posts for: #Be Not Afraid

Monsters of /X/ #1

Monsters of /X/ #1
I’ve been looking forward to finally getting around to this idea. It aligns well with some of my current and future project concepts. The conceit of this series of articles, which I have dubbed Monsters of /X/, is to explore the monsters and creatures featured on the /X/ board of 4chan back in the day. Internet folklore operates much like traditional folklore but on vastly accelerated time scales due to the speed of digital communication.
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Firearm Attachments & Double-barreled/Duplex Rules

Firearm Attachments & Double-barreled/Duplex Rules
Attachment & Weapon Mods It seems like a rather large oversight to make a fairly comprehensive set of firearm rules and not include rules for adding attachments or modding your weapons. It surprisingly took a player at my playtesting group to point this out, which made me realize that I had totally missed it. I mean, no good battle rattle setup is complete without a bunch of heavy gizmos sticking off a rifle, just to weigh down an operator before some rando insurgent guns them down with a burned-out AKM produced in 1959 that has magically ended up being serviced in the modern day.
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Body Armor And Critical Hits

Having already done the Firearms rules, as well as Optics and Ammo Types I think covering Armor and Injury was a logical extension to the topic and a good place to round off these series of articles. Something of note regarding my system/setting is that humans are squishy and fragile, your average person in terms of hit point value is 1d6, a trained soldier or athletic person is in range of 2d6 to 3d6 hit points, while an exceptional peak human is in 4d6 range hit point range.
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Optional Rules: Ammo Types and Optics

One of the things I wanted to do was follow up on a couple of optional details pertaining to my prior firearms rules, mainly regarding a few extra topics. These are not required to use the firearms rules, but they could add more granularity to the concept. Generally, I’m not in the simulationist camp of Tabletop DMs; however, as a firearms enthusiast, I’d like to add these options all the same.
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My Current Firearm Rules

Since I’m designing my own Modern-Day OSR system, I’ve been taking a crack at a number of rules and concepts. One that is quite hard to get right, in my opinion, is firearms. Firearms in OSR systems have always seemed very lackluster to me. This ranges from D&D’s renaissance firearms to modern-era games where the weapons aren’t much deadlier than a thrown knife. They tend to be either way too detailed or not detailed enough.
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