D&D General Harshest House Rule (in use)?

I think shadowdark did xp drain the other way around: Instead of reducing XP, the XP threshold to reach next level gets increased. So you cant get weaker, but getting stronger costs more time.

Was it really shadowdark? I am not sure, maybe some other OSR game, but I thought thats an interesting twist on the concept.
 

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so from what i'm hearing is that every new PC in bloodtide's campaign is actually an isekai victim who knows nothing about this strange new world they've been dropped into and the new abilities they have ;) though i think if i played my character that way in their campaign i might find their adventure coming to a quick end via a pack of hungry wolves
 

so from what i'm hearing is that every new PC in bloodtide's campaign is actually an isekai victim who knows nothing about this strange new world they've been dropped into
While I might not agree with @bloodtide's style, this is not really an accurate or fair interpretation.

They offer material for the player to learn from, demonstrating the knowledge their PC would likely know. They also provide a game atmosphere where the player can also learn during the session if they don't want to do the legwork beforehand.

What they do not allow is an Intelligence check to determine if the character might know something the player does not or could not know. The idea is the character can only know what the player knows or learns from the material they offer or during game play.

Not a way I would choose to run my game, but to each their own.
 

While I might not agree with @bloodtide's style, this is not really an accurate or fair interpretation.

They offer material for the player to learn from, demonstrating the knowledge their PC would likely know. They also provide a game atmosphere where the player can also learn during the session if they don't want to do the legwork beforehand.

What they do not allow is an Intelligence check to determine if the character might know something the player does not or could not know. The idea is the character can only know what the player knows or learns from the material they offer or during game play.

Not a way I would choose to run my game, but to each their own.

As I said, for new players I do recommend they play clueless characters.

And sure, "some basic info" will be in the player handout. But, it's about useless. Even just a small town, the players won't get more then a paragraph of things. And a single paragraph won't tell you much about a town at all. To just scratch the surface you'd need a 500 page guide book, a 500 page who is who and a 500 page history book. And the player would have to read and memorize all that before the game. And for a city, it's more like a 2000 page book....

But sure, some players read that paragraph about a single town....then dance around the table saying they are the super duper expert of all knowing about the setting.
 

As I said, for new players I do recommend they play clueless characters.

And sure, "some basic info" will be in the player handout. But, it's about useless. Even just a small town, the players won't get more then a paragraph of things. And a single paragraph won't tell you much about a town at all. To just scratch the surface you'd need a 500 page guide book, a 500 page who is who and a 500 page history book. And the player would have to read and memorize all that before the game. And for a city, it's more like a 2000 page book....

But sure, some players read that paragraph about a single town....then dance around the table saying they are the super duper expert of all knowing about the setting.
Assuming you're of a simulationist bent, the only way to play a character in that game correctly is to play a character who fell through a portal or a character who is grossly ignorant of all their surroundings, which presents a pretty limited poll of possible character options.

If you're not allowed to ask if your character would know X NPC, and you're not allowed to assert any knowledge of the game world, the only way to faithfully play a character is for the character to be completely ignorant of the world around them up until the point of the game start.
 

Yes, as said, I'm unwilling to stop the game every couple of minutes and tell the players things their character knows.

I'm not a fan of just telling players endless lore. I would much rather have the PCs talk to a local druid for ten minutes then just have me as a DM tell four players what their PCs "know" for ten minutes.

What are you talking about here?
I think most of the time the locale of the adventure sandbox is not known to the characters. They are always coming to it. As time passes though, it is not uncommon, for someone to ask me as DM if they know anyone in a town if the group begins to travel out. Based on their backgrounds hopefully developed collaboratively, I can answer that question easily.

If people have a certain social skill, I will nudge them at times if they seem to be considering something that lacks awareness of that knowledge.
 

I think shadowdark did xp drain the other way around: Instead of reducing XP, the XP threshold to reach next level gets increased. So you cant get weaker, but getting stronger costs more time.

Was it really shadowdark? I am not sure, maybe some other OSR game, but I thought thats an interesting twist on the concept.
This is a good idea but I might add a -1 penalty to all rolls until the x.p. drained is regained. But it handles it more easily while still being pretty scary.
 


Any point to this?
 



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