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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8540922" data-attributes="member: 70468"><p>Last session we finally got to do some <em>actual</em> exploration. The party headed back to town, then they returned back to their domain. Along the way, we used the <a href="https://www.enworld.org/threads/stars-worlds-without-number-general-thread.680245/page-5#post-8391667" target="_blank">exploration procedure</a> I posted a few days ago. It worked really well. I had an event written out in my prep that came out of the story generation stuff that WWN provides. One of the NPCs in town was having a secret affair, and it turned out the shack on the back of the PCs’ property is a very popular place for illicit and illegal encounters.</p><p></p><p>So it’s a new month, and he caught up with them while they were traveling. The time-based approach made it very easy to see where everyone was in relationship to each other. He caught up with the PCs because they were traveling with a cart full of stuff back to their property. Their TC was about double of his, so he would move through two hexes in the time it took them to do one. They were out only a couple of days before he caught up. That should make for an entertaining next session when he goes into the shack to find it’s been taken over by the vampire princess.</p><p></p><p>The event system was also good, and I’ve extended it to working with dungeons. Having each day defined by “something happened, let’s find out” is much more interesting than just wandering around the wilderness with infrequent encounter checks. I expect the same should be true in dungeons. I posted the table I’m using as a starting point for dungeons <a href="https://www.enworld.org/threads/pf2-house-rules-variant-rules.685828/post-8536003" target="_blank">over</a> in the PF2 house rules thread.</p><p></p><p></p><p>Someone posted <a href="https://www.reddit.com/r/WWN/comments/smhly6/the_81_class_combinations/" target="_blank">this</a> over on r/WWN recently. That’s a lot of combinations not even counting classes from other sources. It’s really impressive how so few mechanics make for such diverse characters. The priest in my game is a necromancer/healer. I didn’t quite want to do the blood priest for a cleric-like class. The player seems to really enjoy being good both at healing and blowing up undead.</p></blockquote><p></p>
[QUOTE="kenada, post: 8540922, member: 70468"] Last session we finally got to do some [I]actual[/I] exploration. The party headed back to town, then they returned back to their domain. Along the way, we used the [URL='https://www.enworld.org/threads/stars-worlds-without-number-general-thread.680245/page-5#post-8391667']exploration procedure[/URL] I posted a few days ago. It worked really well. I had an event written out in my prep that came out of the story generation stuff that WWN provides. One of the NPCs in town was having a secret affair, and it turned out the shack on the back of the PCs’ property is a very popular place for illicit and illegal encounters. So it’s a new month, and he caught up with them while they were traveling. The time-based approach made it very easy to see where everyone was in relationship to each other. He caught up with the PCs because they were traveling with a cart full of stuff back to their property. Their TC was about double of his, so he would move through two hexes in the time it took them to do one. They were out only a couple of days before he caught up. That should make for an entertaining next session when he goes into the shack to find it’s been taken over by the vampire princess. The event system was also good, and I’ve extended it to working with dungeons. Having each day defined by “something happened, let’s find out” is much more interesting than just wandering around the wilderness with infrequent encounter checks. I expect the same should be true in dungeons. I posted the table I’m using as a starting point for dungeons [URL='https://www.enworld.org/threads/pf2-house-rules-variant-rules.685828/post-8536003']over[/URL] in the PF2 house rules thread. Someone posted [URL='https://www.reddit.com/r/WWN/comments/smhly6/the_81_class_combinations/']this[/URL] over on r/WWN recently. That’s a lot of combinations not even counting classes from other sources. It’s really impressive how so few mechanics make for such diverse characters. The priest in my game is a necromancer/healer. I didn’t quite want to do the blood priest for a cleric-like class. The player seems to really enjoy being good both at healing and blowing up undead. [/QUOTE]
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