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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="Yora" data-source="post: 8348193" data-attributes="member: 6670763"><p>I'm working on a new campaign right now and aiming to start with five players. So when one drops out I still got four left, and when one can't make it it's still three players and we can play.</p><p>I am planning for something with a smaller group, so the fifth player is really mostly the margin of error, since I expect there to be some rotation of players at the start until you have a group of four established regulars who are in for the long haul.</p><p></p><p>While much of the game is based on OD&D and B/X, the main factor that made those old games tailored for large groups was the XP for treasure mechanic, which isn't in WWN by default. When the game isn't so much about the constant hauling of loot taken from beneath the butts of sleeping dragons or pried from the hands of a hibernating lich, large parties with a fast overturn of PCs aren't really a necessity.</p><p></p><p>If such a thing is desired, I would definitely through out the Henchkeeper focus. It requires way too much of an investment for very little gain. The henchpeople suck and aren't worth 2 foci. I'd just replace those with the henchmen rules from Basic Fantasy (which is completely free).</p><p>If PCs having henchmen is desired, then locking them between two foci really isn't the way to go. They should be free and much stronger. (Though I guess with the WWN XP system, having them get a share of the fixed amount of XP does no longer work as an incentive not to have a whole entourage of them at all times.)</p><p></p><p>I wrote down some notes to give players an idea what they can expect of WWN as a game when I start looking for players. <a href="http://spriggans-den.com/wp-content/uploads/2021/07/WWN-Rules.pdf" target="_blank">Maybe this might be useful to some</a>.</p></blockquote><p></p>
[QUOTE="Yora, post: 8348193, member: 6670763"] I'm working on a new campaign right now and aiming to start with five players. So when one drops out I still got four left, and when one can't make it it's still three players and we can play. I am planning for something with a smaller group, so the fifth player is really mostly the margin of error, since I expect there to be some rotation of players at the start until you have a group of four established regulars who are in for the long haul. While much of the game is based on OD&D and B/X, the main factor that made those old games tailored for large groups was the XP for treasure mechanic, which isn't in WWN by default. When the game isn't so much about the constant hauling of loot taken from beneath the butts of sleeping dragons or pried from the hands of a hibernating lich, large parties with a fast overturn of PCs aren't really a necessity. If such a thing is desired, I would definitely through out the Henchkeeper focus. It requires way too much of an investment for very little gain. The henchpeople suck and aren't worth 2 foci. I'd just replace those with the henchmen rules from Basic Fantasy (which is completely free). If PCs having henchmen is desired, then locking them between two foci really isn't the way to go. They should be free and much stronger. (Though I guess with the WWN XP system, having them get a share of the fixed amount of XP does no longer work as an incentive not to have a whole entourage of them at all times.) I wrote down some notes to give players an idea what they can expect of WWN as a game when I start looking for players. [URL='http://spriggans-den.com/wp-content/uploads/2021/07/WWN-Rules.pdf']Maybe this might be useful to some[/URL]. [/QUOTE]
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