When I hear that you are using a 3d6 resolution system, I can't but ask if you are familiar with the Stunt subsystem in Green Ronin's AGE series of games?
I am not. The use of 3d6 came out of a
discussion in the “What’s your favorite dice system?” thread. As noted there, 2d6 broke down given the range of modifiers I wanted to use. While it becomes impossible to generate a failure result at the top end (+7), one can still get partial successes. I’m going with that for now to see how it works out in practice. (I’m a big fan of iterating on a system with actual play versus spending lots of time theorycrafting something up.)
And when I read this, I'm curious if you have checked out Freebooters on the Frontier.
I haven’t. I’ve also had
@Manbearcat ask me why I wasn’t using
The Perilous Wilds. Compatibility with B/X and feeling like D&D are hard requirements.
I want to be able to reuse the OSE and RC bestiaries basically unmodified.‡ I have a different saving throw progression, but because Basic D&D is table-based, I just use my table instead of the original one. I need to convert morale modifiers, but that is simple math. Everything else works more or less the same. Since skill checks are made (almost) exclusively by the players, I don’t have to decide on numbers for creatures (something I disliked doing in WWN).
For my players, we’ve been playing D&D for a while. Going from OSE to PF2 was a little disappointing because they lost a lot of flexibility in how they could build their characters. I would describe my players as trad-ish inclined. When we switched to WWN, they liked how capable they felt and the options they could take. While I could probably pitch us successfully on switching to a different system, keeping it compatible made it a much easier sell. Their characters converted* over pretty neatly from what we were doing in WWN.
Also, I really want to use the exploration procedure I
discussed in the WWN thread. I don’t like the use of hexes as a movement abstraction. I don’t like distance either. Using time solves the problem of tracking distance very neatly and presents well to the players. They can ask how far away something is, and telling them it’s about two hours to the north is immediately intuitive. If they take a break mid-journey to do something else, the system deals with it naturally. Anyway, I’m using that mostly as-written, but I plan to revise and evolve it once I get to that part of the system.
Also have you considering looking at Fronts from Dungeon World? I find that Fronts are excellent additions to hexcrawls, especially if you establish the main Fronts at the beginning: e.g., red dragon to the north, orcs mustering troops on the border, chaos cultists, etc.
I struggled with fronts when I ran Dungeon World. I think part of the problem is Dungeon World is just really bad at explaining how the game is supposed to work. It took reading Apocalypse World to really understand that. I feel like fronts are more evocative of a story-based approach.† That seems particularly true if you set some up in the beginning. I’m looking for something more emulative of a “living world sandbox”, which BitD-style factions seems more fitting.
The current sketch looks something like this (inspired by BitD and WWN). Factions can create some number of assets (based on the one part of WWN’s faction rules I liked), and assets have goals. Progress towards a goal is tracked with a clock-like structure. I expect I will check regularly for progress on the clock (still tbd). I also have a projects system that uses the same clock-like structure. (Well, it’s actually clocks but based on the 3e crafting rules, which are also sort of like clocks.)
Currently, the only clock in play is the project to clear the hex around the players’ ruined manor. The players know some of the parameters, but I’m still working that out (especially with the agenda shift). They know the size (40 points) and a couple of threats. Unfortunately, or fortunately for the threats, they’re too scared to take action against the threats. There’s a couple of gorgons (both the D&D-style and the classical one) and a nest of stirges (90 stirges). Also a warp beast, but they haven’t learned about that yet. They’ll need to drive off, kill, or negotiate with those things to make their hex “safe” (changing its status to settled).
* I have slightly out-of-date barbarian, cleric, and thief classes
here. Bard is coming soon and will bring updates to the other classes. These were written pre-drift. I don’t expect a lot of changes, but some of the framing may change. Thieves’ Cant is already different in my current draft. Also, an update will include a proper OGL attribution. It should be the section 15s from OSE (Classic Fantasy Genre Rules), 3e, 5e, and PF2.
The basic approach to powering up the classes is to put them into groups that given them extra capabilities. This started out as layering the OSE classes on top of the WWN ones, but they evolved out of that (for OGL and design purposes. Characters also gain feats and ability score improvements at regular intervals (every 3rd and every 4th level accordingly). I would honestly prefer not to have feats, but they’re a thing my players really like.
† Edit: I should also note the red dragon resulted from an events check, which happen regularly. It wasn’t something I decided ahead of time would be part of the campaign. This kind of “discovering the setting by playing to find out” is something I want to preserve going forward. This is also why I describe fronts as feeling story-like. We started with a (more or less) blank slate when it came to dangerous things out in the world.
‡ Also adventures. Necrotic Gnome’s adventures for Old-School Essentials tend to be site- or situation-based, so they should actually work pretty well when something happens that would point to them. I ran
Halls of the Blood King because a treasure stash contained a deed, and the players were interested in checking it out. The hex was generated as ruins, so I stuck the proverbial Halls in a
n iterum plane with a gate on the property’s front gate. It was good stuff.