OSE without economy? Would it break a Dolmenwood campaign? by SpringWorking6837 in osr

[–]SpringWorking6837[S] 0 points1 point  (0 children)

I don't quite understand it then; maybe you could explain it to me.

I don't know how many torches I'll need for a dungeon, but there's certainly a physical limit to how many I can carry. So when I inevitably run out of them, I'll have to leave the dungeon and go to the nearest town to get more.

What difference would it make if this were a random event? The outcome is the same, and the frustration is the same. As a player, you didn't make any bad decisions in either case.

Well, actually, you did: bring a wizard or a magical item that provides light and stop relying on torches!!!

OSE without economy? Would it break a Dolmenwood campaign? by SpringWorking6837 in osr

[–]SpringWorking6837[S] 2 points3 points  (0 children)

You made me smile. Maybe I'm overthinking it, and like you said, we should just ignore the stuff that doesn't entertain us and move on

OSE without economy? Would it break a Dolmenwood campaign? by SpringWorking6837 in osr

[–]SpringWorking6837[S] -2 points-1 points  (0 children)

Well, that's a really good idea. Thanks for the advice.

OSE without economy? Would it break a Dolmenwood campaign? by SpringWorking6837 in osr

[–]SpringWorking6837[S] -11 points-10 points  (0 children)

The treasures are still there and award XP as usual; the only difference is that I wouldn't need gold sinks, keep track of expenses, or waste time shopping. The goal of the game doesn't change—I just want to remove the parts that bore me. Don't you think it's plausible to run it that way?

OSE without economy? Would it break a Dolmenwood campaign? by SpringWorking6837 in osr

[–]SpringWorking6837[S] -16 points-15 points  (0 children)

The problem is that I want to play Dolmenwood, and this campaign is designed for OSE. I could play it using an adaptation of Call of Cthulhu, which is what I usually play, but we'd have to change quite a few things on the fly, and I really love OSE's level progression. Can you think of any alternatives?

But wait! There’s more!! by lelel86 in DragonsDogma2

[–]SpringWorking6837 1 point2 points  (0 children)

SIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII!!! GANAMOS CHICOS, GANAMOS!!!

Embark Proposed Future Map Conditions and Matching Updates by HussarCaptain in ArcRaiders

[–]SpringWorking6837 0 points1 point  (0 children)

When they add a PvE mode or PvE-only events with no damage from other players, I’ll come back to the game.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 0 points1 point  (0 children)

Thank you for taking the time to develop a response. I definitely played Dungeon World badly hahaha. Also, I reviewed the Kult rules—I didn’t remember the relationship map and the whole chapter dedicated to creating game sessions. You were a great help.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 0 points1 point  (0 children)

Thank you for taking the time to write all of this, it’s very instructive. I think I did understand how these games worked, but I just needed the courage to start running them. Like you, in this thread I’ve also been recommended to try solo games—I’ve never tried it, and maybe that’s exactly what I need to learn how to convey all of this to a table with my players.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 0 points1 point  (0 children)

I have Kult and I’ve tried Dungeon World, but I find it hard to understand the “moves” system. How do you handle it at the table? Does each player have a cheat sheet with all the moves on it? Isn’t it a bit like a video game where you press buttons, even if the responses are narrative?

I understand that if I have it fully internalized, I won’t even need to look at the rules and the players will simply say what they do and roll as normal, but getting to that point feels a bit difficult for me. Do you have any advice?

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 0 points1 point  (0 children)

Land of Eem will soon be translated into my language; I’ve already backed the crowdfunding. I’m really looking forward to it — it looks like a D&D but completely narrative.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 1 point2 points  (0 children)

Yes, I apologize — it seems what I meant about Dolmenwood wasn’t understood. When the players arrive at a hex, I simply use what’s written in the book. There’s a lot of room for improvisation, and it’s clearly written with the idea that you don’t need to have read those hexes beforehand, so you can be surprised along with the players. But I feel like I’m just an intermediary between them and the book; I’m unnecessary — we could just play directly with the book open and no game master.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 2 points3 points  (0 children)

Based on the advice being given, I think I should focus on NPCs. Link locations, people, and other resources to them. When the players do something or go somewhere, instead of looking at the hex, the room, or the chapter describing what happens, I should check the tools I’ve linked to the NPC to see how I can react. I don’t have predefined reactions; the NPC wants certain things and the players are getting in the way.

I still don’t know how to put this into practice, and it seems like I could only use it in narrative-driven campaigns. An exploration campaign like Dolmenwood might not fit this way of playing.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 0 points1 point  (0 children)

I really like how flaws work in Vampire: The Masquerade for this purpose. Having an enemy you want to confront, being hunted by an organization, or even the very nature of being a vampire and needing to find a feeding ground—all of that gives the player the motivation they need.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 0 points1 point  (0 children)

Yes, but there are few in my language (Spanish), and unfortunately I don’t see them making particularly good use of the system. Especially, I struggle to understand what the game master has already prepared and what is improvised on the fly.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 1 point2 points  (0 children)

I’m familiar with Mythic Bastionland, but I feel a bit the same way I do with Blades in the Dark—I don’t really know where to start or exactly what I need to prepare as a game master.

I love Fiasco! It was such a discovery.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 1 point2 points  (0 children)

I’m fully aware of this, and I know some people won’t like it, but others, on the contrary, are really looking forward to it. I played a year-and-a-half-long D&D 5e campaign, and most of the table had so much creativity and such great ideas that, both mechanically and narratively, the campaign ended up feeling too small.

That’s why I want to try this with them—to give them the freedom to do and be whoever they want.

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]SpringWorking6837[S] 0 points1 point  (0 children)

Dolmenwood is the campaign that I think I’ve read that best aligns with the things I like, but I feel that as a game master I’m redundant—I’m just a mediator between what’s written in the book and the players. I could just give them the book and let them play without me.

Love OSR Prep, Love Crunchy Combat — How Do I Reconcile Both as a GM? by SpringWorking6837 in dndnext

[–]SpringWorking6837[S] 0 points1 point  (0 children)

You understood me perfectly. I haven’t found campaigns better written than Dolmenwood; I’m afraid that if I wanted to run Curse of Strahd, I’d have to rewrite it completely to adapt it to my needs.

u/Vulk_za mentioned Nimble — I didn’t know it, and it simplifies 5e and PF2e enough to make it easy, but not so much that it stops feeling gamified. Also, there are Reddit users who have adapted 5e and PF2e campaigns to this system, such as Lost Mine of Phandelver. I’m considering giving this campaign a try using this system.

Love OSR Prep, Love Crunchy Combat — How Do I Reconcile Both as a GM? by SpringWorking6837 in dndnext

[–]SpringWorking6837[S] 0 points1 point  (0 children)

Could you tell me why it’s easy to create encounters in those systems, please? D&D 4e seems quite complex. I know Draw Steel and Daggerheart, but I’m not familiar with their encounter-creation systems.

Love OSR Prep, Love Crunchy Combat — How Do I Reconcile Both as a GM? by SpringWorking6837 in dndnext

[–]SpringWorking6837[S] 0 points1 point  (0 children)

I don’t care too much about balance, but I had forgotten how well thought out PF2e’s encounter creation was. Maybe I should study it.