Session three is down. We got to do some in-town stuff. I used my new rule for social roles where you roll against the reaction table. I feel like that went really well. The thief had stolen something and was looking for a fence, so I had him roll Cha/Connect. He got neutral, so he found a fence who was willing to deal with him but not particularly willing to bargain (especially since he had partially destroyed his loot in the process of stealing it).
I was also able to get the town prepped for this session, so I was able to use the tags and plots I had generated to make things interesting. I’d generated community tags plus a few organizations. That gave me enough NPCs to use the
tavern time technique from the Alexandrian to have people show up the PCs could meet.
I also got to exercise the exploration procedure a bit more. It’s a bit of an adjustment to just thinking about things in terms of time, but it ends up feeling pretty natural. We had a conversation when they wanted to leave, and I was like: when
do you want to leave? The system doesn’t assume anything, so they could just do what felt natural. That was also the case for exploring to look for the place they wanted to find (it increases the time it takes to “move through a hex” by 4×).
We ended with starting
Halls of the Blood King. For the conversion, I kept most things pretty much identical. I tweaked some of the math because WWN does do some things differently (such as having the attack bonus usually be equal to the creature’s HD). The biggest change was vampires. Doing level drain feels too harsh, but the suggested ability for undead in the book (“draining”) is too mild.
I ended up making their touch “draining” but also had it cause the target to gain System Strain. If that maxes you out, you turn into a vampire in three days. That should keep vampires as a scary foe you don’t want to fight while not being so punishing that they drain two levels just by successfully attacking you. As a rule of thumb, I try to tweak non-damaging abilities when I convert them over from OSE to bring them closer to how WWN does things (e.g., ghoul paralysis only requires one saving throw per turn per ghoul).
After four sessions or so (including the one-shot), I’d say I’m pretty happy with WWN. I did hack a bunch of OSE stuff into it, but the core is still very WWN. The system gives us enough structure while staying out of our way, which seems to be the sweet spot for my group. Everything is very OSR, but there’s fun stuff for players, and it’s not quite as brutal (but still very dangerous, especially since the most hit points anyone has at 3rd level is 13).