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A Pathfinder Group Tries Old-School Essentials
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<blockquote data-quote="kenada" data-source="post: 8274911" data-attributes="member: 70468"><p>Ah, well. The experiment came to an end. Sort of. I <a href="https://www.enworld.org/threads/what-is-your-biggest-rpg-heartbreak.679723/post-8257836" target="_blank">mentioned</a> over in the heartbreaker thread that OSE could end up being that, and it was. I should thank [USER=18]@Ruin Explorer[/USER] for <a href="https://www.enworld.org/threads/on-grognardism.679442/post-8248058" target="_blank">prompting me</a> to take another look at Worlds Without Number. The pitch went more smoothly than I thought, which suggests my players had been going along with OSE to keep the GM happy.</p><p></p><p>Even though it’s still OSR-adjacent, WWN went over much better. I rebuilt their OSE characters in WWN, more or less. I ended up going much more fantastic with the acrobat (expert/partial mage, so I could give him <strong><em>Velocitous Imbuement</em></strong> to let him run on the wall and ceiling), but I tried kept the concepts generally the same.</p><p></p><p>We ran a do-over of the prior session (the one with the rout). Characters in WWN are much more mechanically supported than they are in OSE, so I wanted to see if things went any better. I think there was some hindsight (though an early wandering encounter check brought a patrol into play that hadn’t been there previously), but they also got a lot of mileage out of their class abilities.</p><p></p><p>For next session, we’re going to be continuing on with WWN. The group has a new goal, and the XP mechanics (we’re using a hybrid of individual and group goals) reinforce that. I want to go through the setting creation procedures in WWN (which I probably would have done regardless) since I didn’t get a chance to do them prior to the one-shot.</p><p></p><p>While it’s a little disappointing that OSE didn’t work out, I’m happy we were able to find something that seems to satisfy the priorities of everyone.</p></blockquote><p></p>
[QUOTE="kenada, post: 8274911, member: 70468"] Ah, well. The experiment came to an end. Sort of. I [URL='https://www.enworld.org/threads/what-is-your-biggest-rpg-heartbreak.679723/post-8257836']mentioned[/URL] over in the heartbreaker thread that OSE could end up being that, and it was. I should thank [USER=18]@Ruin Explorer[/USER] for [URL='https://www.enworld.org/threads/on-grognardism.679442/post-8248058']prompting me[/URL] to take another look at Worlds Without Number. The pitch went more smoothly than I thought, which suggests my players had been going along with OSE to keep the GM happy. Even though it’s still OSR-adjacent, WWN went over much better. I rebuilt their OSE characters in WWN, more or less. I ended up going much more fantastic with the acrobat (expert/partial mage, so I could give him [B][I]Velocitous Imbuement[/I][/B] to let him run on the wall and ceiling), but I tried kept the concepts generally the same. We ran a do-over of the prior session (the one with the rout). Characters in WWN are much more mechanically supported than they are in OSE, so I wanted to see if things went any better. I think there was some hindsight (though an early wandering encounter check brought a patrol into play that hadn’t been there previously), but they also got a lot of mileage out of their class abilities. For next session, we’re going to be continuing on with WWN. The group has a new goal, and the XP mechanics (we’re using a hybrid of individual and group goals) reinforce that. I want to go through the setting creation procedures in WWN (which I probably would have done regardless) since I didn’t get a chance to do them prior to the one-shot. While it’s a little disappointing that OSE didn’t work out, I’m happy we were able to find something that seems to satisfy the priorities of everyone. [/QUOTE]
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