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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="kenada" data-source="post: 8646436" data-attributes="member: 70468"><p>Like I said, I’m looking at drifting it towards setting-centric Story Now, so that’s intentional. <img class="smilie smilie--emoji" alt="🙂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" title="Slightly smiling face :slight_smile:" data-shortname=":slight_smile:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p>The agenda shift is recent, so I’m still processing what that means for the system. It originally started out as something to support “the campaign is a science experiment”, but I found that a Process Sim approach is basically unworkable. If you try to model things with rolls, you’ll be rolling to failure (and it’s boring). I have prepped very little in the last four or so sessions, and they’ve all been awesome sessions. I want to lean into the things that made that work.</p><p></p><p>If I had to elevator pitch it, I would describe it as taking Moldvay Basic drifted towards Story Now. The characters still feel very similar to D&D characters (though a bit more powerful compared to from B/X). They still have a lot of familiar elements like classes and saving throws. Combat is still more or less D&D in style. Monsters can almost be used as-is. But once you get out of combat, the system leans pretty heavily on the PCs to drive thing forward.</p><p></p><p>For example, I have a hex map. It’s skeletal. Out of 285 hexes, I have 12 of them keyed†. The entries in the key are short and describe a situation in the hex. I wrote it before the agenda shift, so I don’t know yet how or to what extent it should change. However, most of what we know has been discovered in play. For example, there’s a red dragon* to the north that visits the ruins the party is trying to rebuild. What is it doing? Don’t know yet. We’ll have to continue playing to find out.</p><p></p><p>I also want to have some “living world” stuff, but the plan is to handle that with something similar to how BitD handles factions. They’ll have assets and goals, and those things will tick down. I need to get the specifics ironed out though, so I can actually start making use of them …. (Replacing WWN’s terrible faction system was what lead me to do my own thing.)</p><p></p><p>[HR][/HR]</p><p>* Since it uses Moldvay Basic for its bestiary, a <a href="https://oldschoolessentials.necroticgnome.com/srd/index.php/Dragon#Red_Dragon" target="_blank">red dragon</a> definitely not something one should want to fight. I think if the PCs made their <strong>Reflex (DEX)</strong> saving throws against the breath attack, most of them would survive (but be badly hurt). Except the thief. Poor d4 HD thief.</p><p></p><p>† Edit: And the situations were generated using WWN’s tags system. The PCs don’t know what those contents are, but they they do know which settlements are ruined. We covered that during the first session when they pointed to the central one and declared they wanted to loot it (the fallen capital).</p></blockquote><p></p>
[QUOTE="kenada, post: 8646436, member: 70468"] Like I said, I’m looking at drifting it towards setting-centric Story Now, so that’s intentional. 🙂 The agenda shift is recent, so I’m still processing what that means for the system. It originally started out as something to support “the campaign is a science experiment”, but I found that a Process Sim approach is basically unworkable. If you try to model things with rolls, you’ll be rolling to failure (and it’s boring). I have prepped very little in the last four or so sessions, and they’ve all been awesome sessions. I want to lean into the things that made that work. If I had to elevator pitch it, I would describe it as taking Moldvay Basic drifted towards Story Now. The characters still feel very similar to D&D characters (though a bit more powerful compared to from B/X). They still have a lot of familiar elements like classes and saving throws. Combat is still more or less D&D in style. Monsters can almost be used as-is. But once you get out of combat, the system leans pretty heavily on the PCs to drive thing forward. For example, I have a hex map. It’s skeletal. Out of 285 hexes, I have 12 of them keyed†. The entries in the key are short and describe a situation in the hex. I wrote it before the agenda shift, so I don’t know yet how or to what extent it should change. However, most of what we know has been discovered in play. For example, there’s a red dragon* to the north that visits the ruins the party is trying to rebuild. What is it doing? Don’t know yet. We’ll have to continue playing to find out. I also want to have some “living world” stuff, but the plan is to handle that with something similar to how BitD handles factions. They’ll have assets and goals, and those things will tick down. I need to get the specifics ironed out though, so I can actually start making use of them …. (Replacing WWN’s terrible faction system was what lead me to do my own thing.) [HR][/HR] * Since it uses Moldvay Basic for its bestiary, a [URL='https://oldschoolessentials.necroticgnome.com/srd/index.php/Dragon#Red_Dragon']red dragon[/URL] definitely not something one should want to fight. I think if the PCs made their [B]Reflex (DEX)[/B] saving throws against the breath attack, most of them would survive (but be badly hurt). Except the thief. Poor d4 HD thief. † Edit: And the situations were generated using WWN’s tags system. The PCs don’t know what those contents are, but they they do know which settlements are ruined. We covered that during the first session when they pointed to the central one and declared they wanted to loot it (the fallen capital). [/QUOTE]
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