My players bounced off OSE. I think they prefer more customization than what OSE offers, and they weren’t happy after one combat went particularly poorly, but what they really didn’t like was how the XP system works in OSE. They felt XP for gold really pushed them into playing the game like it was about dungeon heists, but what they would rather do is pursue their characters’ agendas without the system’s pushing them to go in a certain direction. What we’re doing for XP in WWN is very heavily goal-driven, which they really like. For more details on what we’re doing, I made a recent post in the WWN thread with that discusses it a bit.Remind me...why did you stop using the OSE ruleset in favor of Worlds Without Number?
However, I’m still sort of having it both ways when it comes to system. Obviously, I’m keen to run Necrotic Gnome’s adventures because they’re pretty good. I’m also running something of a hybrid between WWN and OSE. WWN has some gaps in its rules and procedures (particularly when it comes exploration), which I’ve filled in from OSE. I also largely based my bestiary on OSE’s, though I have tweaked things a bit for WWN’s sensibilities. Vampire energy drain, for example, causes the target to gain system strain (and take a stacking penalty) instead of causing level loss, and going over your limit will cause you to turn into one in three days.
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