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They were all dead. The final arrow was an exclamation mark on everything that had led to this point.
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<blockquote data-quote="Quickleaf" data-source="post: 9455289" data-attributes="member: 20323"><p>Played in an OSE campaign which had 2-3 PC deaths, many hireling deaths, and some undeath shenanigans. For our upcoming Dolmenwood game, the GM decided to adopt 2 house rules: (1) Death's Door, and (2) Exploration XP, which I think might afford <em>some </em>opportunities to advance beyond 1st level without extremely high risk of death.</p><p></p><p>As far as PC capabilities go... Even from OSE > Dolmenwood, you can see Gavin Norman adding a bit more to the classes, e.g. the Dolmenwood fighter is more interesting than the OSE fighter with choice of weapon talents at odd levels. I think you can – in hacking B/X or OSE – definitely play with how many features you want to give the characters... there's a lot of leg room there before reaching 5e levels of character power/options.</p><p></p><p>As far as adventure design goes... D&D tends to be pretty black or white. WotC adventures (with a few exceptions) assume player success; from what I hear the new Vecna adventure is a key example of this approach. OSE adventures let you fail, but failure is almost always = death and making a new PC; our run of Secret of Black Crag felt like a good example of that. What's much harder to find – and harder to write – are interesting non-death failure conditions that still allow for using the adventure.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9455289, member: 20323"] Played in an OSE campaign which had 2-3 PC deaths, many hireling deaths, and some undeath shenanigans. For our upcoming Dolmenwood game, the GM decided to adopt 2 house rules: (1) Death's Door, and (2) Exploration XP, which I think might afford [I]some [/I]opportunities to advance beyond 1st level without extremely high risk of death. As far as PC capabilities go... Even from OSE > Dolmenwood, you can see Gavin Norman adding a bit more to the classes, e.g. the Dolmenwood fighter is more interesting than the OSE fighter with choice of weapon talents at odd levels. I think you can – in hacking B/X or OSE – definitely play with how many features you want to give the characters... there's a lot of leg room there before reaching 5e levels of character power/options. As far as adventure design goes... D&D tends to be pretty black or white. WotC adventures (with a few exceptions) assume player success; from what I hear the new Vecna adventure is a key example of this approach. OSE adventures let you fail, but failure is almost always = death and making a new PC; our run of Secret of Black Crag felt like a good example of that. What's much harder to find – and harder to write – are interesting non-death failure conditions that still allow for using the adventure. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
They were all dead. The final arrow was an exclamation mark on everything that had led to this point.
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