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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Looking for OSR that specializes in exploration and eventual founding of a keep
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<blockquote data-quote="InVinoVeritas" data-source="post: 9824195" data-attributes="member: 41485"><p>I've been playing and GMing on and off for decades. B/X, AD&D1e, 2e, 3-3.5e, Pathfinder 1e. Also Gamma World, Star Frontiers, Top Secret/SI, Cyberpunk and 2020, TORG, the list goes on. However, I haven't played much for the most recent decade. </p><p></p><p>Lately I've been picking up on what I've been missing: exploration. I always preferred a campaign where your character grows as things happen to them and they use what they discover. Of course, this flies in the face of the ideal of mastering your build from first level and the Magic Mart where everything you find is to be liquidated to the Big Six and your worth can be measured solely in your combat prowess. And it's why I slowly paused out after late 3.5/PF, never made the jump to 4th and haven't bothered looking at 5th. The rules no longer help with exploration and adventure.</p><p></p><p>So, I'm curious what's being used today in OSR to increase the player's engagement with exploration, discovery, and using one's funds and exploits to further temporal influence. Is it a matter of going back to 1e/2e? Is it something that's handled better in newer systems? Are there better rules nowadays for the building and upkeep of a PC's manse, and the new adventures it leads to? </p><p></p><p>(Not complaining about the combat-forward style of play; combat is where the greatest need for granularity lies, but it's not where influence and power are cached.)</p></blockquote><p></p>
[QUOTE="InVinoVeritas, post: 9824195, member: 41485"] I've been playing and GMing on and off for decades. B/X, AD&D1e, 2e, 3-3.5e, Pathfinder 1e. Also Gamma World, Star Frontiers, Top Secret/SI, Cyberpunk and 2020, TORG, the list goes on. However, I haven't played much for the most recent decade. Lately I've been picking up on what I've been missing: exploration. I always preferred a campaign where your character grows as things happen to them and they use what they discover. Of course, this flies in the face of the ideal of mastering your build from first level and the Magic Mart where everything you find is to be liquidated to the Big Six and your worth can be measured solely in your combat prowess. And it's why I slowly paused out after late 3.5/PF, never made the jump to 4th and haven't bothered looking at 5th. The rules no longer help with exploration and adventure. So, I'm curious what's being used today in OSR to increase the player's engagement with exploration, discovery, and using one's funds and exploits to further temporal influence. Is it a matter of going back to 1e/2e? Is it something that's handled better in newer systems? Are there better rules nowadays for the building and upkeep of a PC's manse, and the new adventures it leads to? (Not complaining about the combat-forward style of play; combat is where the greatest need for granularity lies, but it's not where influence and power are cached.) [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Looking for OSR that specializes in exploration and eventual founding of a keep
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