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General Tabletop Discussion
D&D Older Editions
Dolmenwood: An Interview with Gavin Norman
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<blockquote data-quote="Cruentus" data-source="post: 9094655" data-attributes="member: 7034645"><p>I was a patreon on the Dolmenwood book for a short while (didn't hang long enough to get the final set of pdf's), but I did back the kickstarter for the hardback books. </p><p></p><p>While I appreciate the creativity and interesting worldbuilding that he did in Dolmenwood, I don't care for the whimsical elements, or the fae angle, but I love the sub-systems and optional rules that he has added, and have been already using them based on early drafts. So, while I am unlikely to actually run Dolmenwood, I will be taking lots of elements from the setting and porting them into my home-brew games and my own kit-bashed settings. For those elements alone, plus the guidance around hex crawls (a fave of mine), alternate spell systems, more monsters, etc., its a super value for me (IMO). </p><p></p><p>I've been running with OSE Advanced for a year or so now, and use Class and Race separately. We had a B/X game with race as class, and when we visited the elf kingdom, the DM had all the guards as Elves...so, fighter/wizards. That was a lot of magic missiles and sleep spells. Oof. I've since blended OSE with Beyond the Wall and Other Adventures, which uses Playbooks for Chargen, and as a result, other races have an actual in-game reason to be in the starting town. Everyone (as a result of the playbook system) is linked to everyone else through relationships and past adventures when you start, so the "odd groupings" don't occur, while keeping the basic, simple system in place. I even modified the playbooks for OSE classes I was using. Beyond the Wall has sample playbooks for download on their website to check out.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9094655, member: 7034645"] I was a patreon on the Dolmenwood book for a short while (didn't hang long enough to get the final set of pdf's), but I did back the kickstarter for the hardback books. While I appreciate the creativity and interesting worldbuilding that he did in Dolmenwood, I don't care for the whimsical elements, or the fae angle, but I love the sub-systems and optional rules that he has added, and have been already using them based on early drafts. So, while I am unlikely to actually run Dolmenwood, I will be taking lots of elements from the setting and porting them into my home-brew games and my own kit-bashed settings. For those elements alone, plus the guidance around hex crawls (a fave of mine), alternate spell systems, more monsters, etc., its a super value for me (IMO). I've been running with OSE Advanced for a year or so now, and use Class and Race separately. We had a B/X game with race as class, and when we visited the elf kingdom, the DM had all the guards as Elves...so, fighter/wizards. That was a lot of magic missiles and sleep spells. Oof. I've since blended OSE with Beyond the Wall and Other Adventures, which uses Playbooks for Chargen, and as a result, other races have an actual in-game reason to be in the starting town. Everyone (as a result of the playbook system) is linked to everyone else through relationships and past adventures when you start, so the "odd groupings" don't occur, while keeping the basic, simple system in place. I even modified the playbooks for OSE classes I was using. Beyond the Wall has sample playbooks for download on their website to check out. [/QUOTE]
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