I wrote and ran a depthcrawl based largely on Numenera content for Into the Odd. Here are my exact notes for it as well as a write-up of our experience running through it.
The playtest of World of Ultraviolet continues, so I wanted to write a bit about what has changed so far. This includes hit points, a slight tweak to talents and abilities, and an important set of additions to the main resolution mechanic.
I continue to iterate on how I run Numenera content using Into the Odd, building also on work by Jason Tocci.
I had an idea to use the Luck Roll in Electric Bastionland together with other mechanics to add a little spice and reward players who avoid damage.
Session 3 of our Into the Odd campaign sees the group rest in town, trade their treasure for coin, and head to their next adventure site.
In Session 2, the group completes their exploration of the site and learns that the world is more complicated than they could ever have known.
Some thoughts on giving information to players, spurred by a Discord conversation with friends.
We kicked off a new game of Into the Odd in a setting that borrows heavily from Numenera. Dungeon crawling in a science fantasy world!
"E Is for Eccentricity". John Leighton, 19th Century. I recently started a new campaign of Electric Bastionland with friends. This is a sort of "science fantasy" game with OSR roots, though mostly unrecognizable from the Original D&D from which it ultimately started. More precisely, EB represents the latest iteration of Chris McDowall's game "Into the … Continue reading Into the Bastionland
So right now, Into the Odd has my attention. This game has a super light rules framework inspired by older versions of D&D (even lighter than you probably think) that also lends itself well to episodic play. Each session consists of a self-contained "expedition" to recover strange magical devices called Arcana. The author, Chris McDowall, … Continue reading Delving Into the Odd