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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8506319" data-attributes="member: 70468"><p>My players bounced off OSE pretty hard, so our B/X combat experience is pretty limited. I think the way WWN does side-based combat, especially with actions like Make a Snap Attack, feels a bit more fair. The characters are also (individually) more powerful. For my players, that translates into feeling more fun. I’d put it somewhere between B/X and 3e in that things are still pretty simple, but it has a familiar action economy with special abilities.</p><p></p><p></p><p>Two things really stick out: XP and skill checks. WWN offers several options for handling XP, which I’ve combined together. Players each decide on several individual goals at the start of the session. If the complete one, they get 3 XP (they decide). If they help someone, they 1 XP (they decide). At the end of the session, the group decides on a group goal (keep or change the current one). They also get 3 XP if they completed the current group goal. Those two things allow for a reward loop that isn’t just killing monsters or finding treasure. The latter in particular didn’t feel good to my players because it turned the game into something different from what they wanted (more of a heist game than a fantasy adventure game where the characters might have other agendas).</p><p></p><p>The thing I like about the skill system is it’s pretty simple, but it’s not too simple. There’s a pretty nice variety of different skills, but you’re also encouraged to let the PCs succeed if it’s something their character should do. I text our thief the value of treasure throughout the session since I figure he’d just know what looks valuable. That makes for some fun interactions when he’s wants to take something weird, and no one has any idea why he would want to do that. While I’m not a fan of difficulty classes, I can use the default of 8, which I like. It makes skill checks go pretty quickly. (Except for social checks, which I have the PCs roll against the reaction table.)</p><p></p><p>It reminds me of games like Scum and Villainy where skills define what you do, but it’s not like you’re just rolling them procedurally. If you’re rolling, it’s usually (though admittedly not always) because it’s important. I’m not saying WWN is a Story Now game, but it gets out of my way and lets me improvise a lot as a GM, which lets me drift it that way without a lot friction. Our best sessions in other systems are when there’s a lot of chemistry between characters, and we’re just playing to see what happens, and WWN seems to do a good job of letting us do that while also providing the crunchy bits my players particularly like.</p></blockquote><p></p>
[QUOTE="kenada, post: 8506319, member: 70468"] My players bounced off OSE pretty hard, so our B/X combat experience is pretty limited. I think the way WWN does side-based combat, especially with actions like Make a Snap Attack, feels a bit more fair. The characters are also (individually) more powerful. For my players, that translates into feeling more fun. I’d put it somewhere between B/X and 3e in that things are still pretty simple, but it has a familiar action economy with special abilities. Two things really stick out: XP and skill checks. WWN offers several options for handling XP, which I’ve combined together. Players each decide on several individual goals at the start of the session. If the complete one, they get 3 XP (they decide). If they help someone, they 1 XP (they decide). At the end of the session, the group decides on a group goal (keep or change the current one). They also get 3 XP if they completed the current group goal. Those two things allow for a reward loop that isn’t just killing monsters or finding treasure. The latter in particular didn’t feel good to my players because it turned the game into something different from what they wanted (more of a heist game than a fantasy adventure game where the characters might have other agendas). The thing I like about the skill system is it’s pretty simple, but it’s not too simple. There’s a pretty nice variety of different skills, but you’re also encouraged to let the PCs succeed if it’s something their character should do. I text our thief the value of treasure throughout the session since I figure he’d just know what looks valuable. That makes for some fun interactions when he’s wants to take something weird, and no one has any idea why he would want to do that. While I’m not a fan of difficulty classes, I can use the default of 8, which I like. It makes skill checks go pretty quickly. (Except for social checks, which I have the PCs roll against the reaction table.) It reminds me of games like Scum and Villainy where skills define what you do, but it’s not like you’re just rolling them procedurally. If you’re rolling, it’s usually (though admittedly not always) because it’s important. I’m not saying WWN is a Story Now game, but it gets out of my way and lets me improvise a lot as a GM, which lets me drift it that way without a lot friction. Our best sessions in other systems are when there’s a lot of chemistry between characters, and we’re just playing to see what happens, and WWN seems to do a good job of letting us do that while also providing the crunchy bits my players particularly like. [/QUOTE]
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