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Fighting Giants and Other Huge Creatures in D&D

(Art by Satoshi Kamanaka
Battles with enormous creatures should be epic, yes? Some of the most exhilarating fights in cinema, literature, and video games have been arduous, grueling battles between our heroes and these cowering Titans who obliterate entire buildings without even meaning to.
Typically, in TTRPGs,  these combats are scarcely differentiated from combats with medium sized creatures that have massive amounts of hit points. Sure, there are size categories that have certain implications, and there are often hard hitting attacks or special abilities. But there's a lot of potential for greatness here that I believe isn't being capitalized on.
For the sake of our purposes here, I'm going to be speaking in terms of 5e D&D mechanics, simply because it's incredibly easy to pare down to OSR standards, but is more widely understood.
My first tip is to take that big ol' HP pool and break it down int…
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CAUSALITY: Ecology, Gonzo, and Randomness in Dungeon Design

Basic Concepts
If you've been in the D&D circuit long enough, you've probably heard of "Dungeon Ecology." For the uninitiated, Dungeon Ecology is a reference to the element of dungeon design that takes into consideration that you have living (usually) creatures living in closed environments. You've got two polar opposites on this spectrum: total plausibility and utter chaos bereft of any semblance of verisimilitude.
It's easy to picture the latter:
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The OSR is a concept with many understandings, many broad definitions, and much bemoaning about the usefulness of the term.

Is it a design philosophy? Is it a play-style? Is it a "community?" Depends on who you ask. In recent memory, there was at least one attempt to relocate individuals in the OSR into a more controlled environment (free of controversial figures, basically) called SWORDDREAM. It was a tiny splash, and it didn't do anything. Personally, I believe that's mostly due to the fact it was designed to be curated and it had a moral objective that was divisive.

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Why Customization Kills My Fun: GM-Facing Vs Player-Facing Complexity

Part One: My Trek to the OSR. (Skip to Part Two if you'd rather just talk shop)
When I first joined the RPG hobby, I was enamored by system complexity. I'm not like many in the OSR who come from a background of long nights with D&D in their youth, experiencing the rollercoaster of developments in the system through the years. I grew up on Final Fantasy, Dragon Quest, Star Wars (not the prequels, mind you), Stargate, and a scant few fantasy novels that I'd sneak in from time to time.
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Death, Wounds, and Dying Test Material

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Hit Point Generation Level 1 Characters:  Roll d6 Hit Points, modified by CON.  Then, roll your Class Hit Die.  If you roll less than the average roll on the class hit die, take the average roll rounded up, then add CON one more time.  In both cases, you gain a minimum of 1 Max HP with each roll.  The minimum possible Max HP for a level 1 Character by default is 2.

When you level up: Martial classes get 2 HP per level increase.  Magical/Skill based classes get 1 HP per level increase.
Taking Damage: I…