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Is there room in modern gaming for the OSR to bring in new gamers?
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<blockquote data-quote="kenada" data-source="post: 8278420" data-attributes="member: 70468"><p>When I was reading it, I got a strong OSR vibe, but I also saw a lot of stuff from modern games (like a best of 3e). How well it blends those things together is what makes WWN interesting. For example, it has a skill system, but it doesn’t undermine the default assumption that characters are competent (i.e., “if failure at a particular task would make the PC seem notably incompetent at their role in life, then they shouldn’t have to roll a skill check for it”). </p><p></p><p>Those modern bits are what sold it to my players. We had an acrobat in my OSE game, and when I converted his character over, I made him a partial mage with <strong><em>Velocitous Imbuement</em></strong>. The player was interested in the parkour stuff, and he thought being able to walk on the walls and ceiling was awesome. It literally added a new dimension to his character.</p><p></p><p></p><p>It’s evocative and interesting, but I’m not a fan of the bestiary as presented. I don’t want to have to parse paragraphs while using them at the table. I think it’s also meant to be a template for making your own monsters, so there are a lot of generic stat blocks. WWN is fairly compatible, so you can convert monsters from other systems. OSE monsters (for example) can be used with little to no tweaks (depending on how closely you want to align them with how WWN does a few things differently).</p><p></p><p>The same goes for items (though there is also a modification system). It’s easy to convert things over from other systems. <a href="https://2e.aonprd.com/Equipment.aspx?ID=599" target="_blank"><em>Bag of weasels</em></a>? Definitely gave that to my PCs.</p><p></p><p>Spells I feel are a bit different. Magic is very Vancian. I don’t mean that because they have slots but because magic is very powerful. Even the best magicians only get to cast a handful of spells per day at most, but those spells can change how you go about solving a problem. Arts also help to flesh out a character and give them things to do.</p><p></p><p></p><p>The deluxe edition includes three additional sections: Arts of the Gyre, Heroic Classes, and Legates. Arts of the Gyre describes several additional partial classes that are tied into the default setting and help you realize certain classic archetypes. In the case of the Adunic Invoker, it lets you use spell points instead of slots. Heroic classes are beefed up versions of the classes for use in a High Fantasy game where characters are powerful. Legates are sort of like exalted. They’re heroes with extraordinary powers.</p><p></p><p></p><p>Almost 40% of the free edition is setting-neutral tools for the GM. The setting (Latter Earth and the Gyre) is another 20 pages. The adventure creation chapter (22 pages) includes some stuff on domain management and tools for generating dungeons.</p><p></p><p></p><p>I really miss the style of OSE for detailing mechanics. There are more than a few places where you have to really dig, and there is one mechanic (group checks) that is not called out explicitly.</p><p></p><p>Group checks are when you have a situation where the group is attempting a task and needs to succeed together. WWN describes what you do in most situations that require a group check (have the best person roll on behalf of the group), but it doesn’t call that out as a general mechanic (like opposed checks). This lead to my confusion on how to handle surprise because it’s not called out as a group check, but it makes no sense as a bunch of individual checks. My conclusion is it was meant as a group check, but it wasn’t written as that.</p></blockquote><p></p>
[QUOTE="kenada, post: 8278420, member: 70468"] When I was reading it, I got a strong OSR vibe, but I also saw a lot of stuff from modern games (like a best of 3e). How well it blends those things together is what makes WWN interesting. For example, it has a skill system, but it doesn’t undermine the default assumption that characters are competent (i.e., “if failure at a particular task would make the PC seem notably incompetent at their role in life, then they shouldn’t have to roll a skill check for it”). Those modern bits are what sold it to my players. We had an acrobat in my OSE game, and when I converted his character over, I made him a partial mage with [B][I]Velocitous Imbuement[/I][/B]. The player was interested in the parkour stuff, and he thought being able to walk on the walls and ceiling was awesome. It literally added a new dimension to his character. It’s evocative and interesting, but I’m not a fan of the bestiary as presented. I don’t want to have to parse paragraphs while using them at the table. I think it’s also meant to be a template for making your own monsters, so there are a lot of generic stat blocks. WWN is fairly compatible, so you can convert monsters from other systems. OSE monsters (for example) can be used with little to no tweaks (depending on how closely you want to align them with how WWN does a few things differently). The same goes for items (though there is also a modification system). It’s easy to convert things over from other systems. [URL='https://2e.aonprd.com/Equipment.aspx?ID=599'][I]Bag of weasels[/I][/URL]? Definitely gave that to my PCs. Spells I feel are a bit different. Magic is very Vancian. I don’t mean that because they have slots but because magic is very powerful. Even the best magicians only get to cast a handful of spells per day at most, but those spells can change how you go about solving a problem. Arts also help to flesh out a character and give them things to do. The deluxe edition includes three additional sections: Arts of the Gyre, Heroic Classes, and Legates. Arts of the Gyre describes several additional partial classes that are tied into the default setting and help you realize certain classic archetypes. In the case of the Adunic Invoker, it lets you use spell points instead of slots. Heroic classes are beefed up versions of the classes for use in a High Fantasy game where characters are powerful. Legates are sort of like exalted. They’re heroes with extraordinary powers. Almost 40% of the free edition is setting-neutral tools for the GM. The setting (Latter Earth and the Gyre) is another 20 pages. The adventure creation chapter (22 pages) includes some stuff on domain management and tools for generating dungeons. I really miss the style of OSE for detailing mechanics. There are more than a few places where you have to really dig, and there is one mechanic (group checks) that is not called out explicitly. Group checks are when you have a situation where the group is attempting a task and needs to succeed together. WWN describes what you do in most situations that require a group check (have the best person roll on behalf of the group), but it doesn’t call that out as a general mechanic (like opposed checks). This lead to my confusion on how to handle surprise because it’s not called out as a group check, but it makes no sense as a bunch of individual checks. My conclusion is it was meant as a group check, but it wasn’t written as that. [/QUOTE]
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