Posts

Experience as Motivation: Some Alternatives

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"Old School" play often has some element of XP for treasure. This is useful because it puts the reward for combating adversity beyond the adversity, rather than along a particular route past it, so players may progress in a variety of ways. Adventurers can sneak past the goblins to grab the gold and thus glean as much XP as could have been gotten cruelly murdering the poor things. But, this also tends to turn PCs into greedy grave robbers. Not always, but, often. I think milestone XP, which is to say, basically just arbitrarily deciding when leveling up has been earned, is totally fine in some circumstances. It makes sense in more modern "story game" style play, where the players are more in control of the arc of their characters. You might even discuss with your players when you think they've earned it, how they're feeling about it. You might find that some players even say, "yeah, I'm excited to level up, but I don't think we're quite...

Setting Off Into the Wilds

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Post Zero! This is basically just here so that the blog doesn't sit totally empty, and I'm writing this rather off-the-cuff, but I may as well lay out what I want with the blog. Hi! I'm Hazel. Searching for some as-of-yet unnamed feeling. Maybe just adventure. World building bits, and house-rules, and maybe some art, primarily for 5e with something of an old school slant. Other games too, eventually.  I'd like to give back, and then, perhaps, to participate. I'm not presently an OSR player, I'm a 5e playing D&D neophyte, but I have been lurking OSR blogs for over a year and benefitting from their content. And along the way I've been starting to formulate some of my own ideas and content. So this is a way for me to release those ideas out into the world, and maybe benefit some other folks in doing so. Sooo, yeah, I think that's it for now. See you in the first post! May the bell-birds trill before you.