Bodo

joined 1 year ago
[–] [email protected] 1 points 1 year ago

A fluidity with regards to rank and social status. Raiders and military personal declaring themselves kings, etc. A transformation and rethinking of cultural norms, lower population densities, areas, where folks preserve elements and institutions of a state level society, re-used building structures, transformation of built space

[–] [email protected] 1 points 1 year ago

Interesting perspective! But I would like to see some mechanical effect as a result of the character’s social class/upbringing/previous experiences. It should also be a quick procedure. A few decisions and rolls. Would not like it to result in pages of backstory (brrr).

[–] [email protected] 1 points 1 year ago

I try to finish tiny swords & sandals inspired osr adventure (Narbassal‘s Fall). Still unsure wether I’ll provide stats for Shadowdark or The Black Sword Hack. I also tinker around with another osr module which features a maritime setting and has a Folk Horror vibe. „Needless to say, I’m not actually making much progress on finishing anything.“ - I feel seen 😂

 

I‘d love to see a combination of osr style adventure gaming (AC, classes, levels, the whole deal) and a solid life path mechanic. How could that be achieved and game-mechanized? I own a supplement for the (IMO under appreciated) osr-y 5e hack Five Torches Deep. It works, but takes a pretty abstract approach. I think, a life path system could do magic for establishing a certain milieu for an osr campaign. Instead of dumping lore on the players („3000 years ago…that’s why all knights of the order of blabla..“), the setting would be established via A) the life path „mini game“ during character creation an B) through the exploration pillar of the game. What do you think?