Length of combat encounters IRL

Hi, it’s me again. Some time ago I asked about the lethality of your games.

This time I want to ask about how long in real life does a regular combat encounter takes in your games. By regular I mean:

* An encounter that it’s mainly solved by trading deadly blows
* and, it ends when one party is defeated (routed, surrendered, unconscious, killed, etc.)

I**’m only interested in sample time durations from actual play.** I’m also interested in knowing wether you feel it was too fast for your taste, too slow, or just the right timing.

Asking this also in the Mausritter forum because despite very similar rulesets, I got very different questions last time.

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u/elmago79 — 10 days ago

Lenght of combats IRL

Hi, it’s me again. Some time ago I asked about the lethality of your games.

This time I want to ask about how long in real life does a regular combat encounter takes in your games. By regular I mean:

* An encounter that it’s mainly solved by trading deadly blows
* and, it ends when one party is defeated (routed, surrendered, unconscious, killed, etc.)

I’m only interested in sample time durations from actual play. I’m also interested in knowing wether you feel it was too fast for your taste, too slow, or just the right timing.

reddit.com
u/elmago79 — 10 days ago

Mausritter lethality

Hi, I wanted to ask this question here since I asked in the Cairn forum and was quite surprised by the answer:

How many PC’s Mouse Knights have actually died in your campaign? How have actually managed PC’s deaths in your campaigns or one shots?

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u/elmago79 — 18 days ago

Cairn Reward Cycles Questions

I’m sure these are really dumb questions, but since they are not clearly spelled out in the rules, I want to ask them anyway:

  1. Why do characters go off on adventures?
  2. Why do adventurers care about gold and treasures? (This on seems to be a hold up from gold=xp systems, but I hope you can see how these ties with question no. 1)
  3. Why does the improvement system (scars) involve combat, which is explicitly advised to be avoided?
  4. What make players and characters in Cairn feel they have “won” an adventure? And what makes them feel as if they’ve lost?
  5. How often do PCs actually die and get replaced?

If you can answer from AP it would be even better.

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u/elmago79 — 1 month ago
▲ 18 r/IntoTheOdd+1 crossposts

OSR Darkrooms?

So, I searched it and the last post about this is from 5 years ago. I’ve just watched the movie and I couldn’t get off my mind that I was watching pure OSR game with a Hollywood budget.

So my question is, how could one procedurally generated rooms as eerie and cool as the ones in the movie, full of symbology and psychological depth? specially considering space is non euclidean inside, so mapping wouldn’t be the best approach.

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u/elmago79 — 1 month ago

Questions for adapting AD&D modules

Hi, I’ve previously mentioned I would love to play I6 Ravenloft using Cairn. I did a first re-read of the module and notice three things:

  1. There are thousands and thousands of coins scattered throughout the castle. How should I handle them using the slot inventory system.

  2. There are a lot of +X magic items. How can I adapt or make them relevant in Cairn.

  3. How do I give the PC the ability to Turn Undead, which would be crucial to navigate the scenario?

Thanks for your ideas and suggestions.

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u/elmago79 — 1 month ago

I6 Ravenloft using Cairn

I’ve played Ravenloft more than 20 years ago, with the original rules (died fast), then ran it adapting it to 3.5E for perhaps my favorite D&D game ever.

Reading through Cairn 2E backgrounds, the first thing that came to my mind was running Ravenloft with it. It would become something completely different with Cairn rules, a game about horror, inventory management, and slowly going insane. I really like the no levels, no classes, no xp advancement style of Cairn, as well as the no attack rolls rule, and those are big selling points vs other OSR games.

A lot of the Backgrounds on 2e seem like they were made for Ravenloft, and perhaps replacing the more wilderness oriented ones (like Foundling) to things like Vampire Hunters and Exorcists would make the mood even rounder.

A new Scars table to reflect the nature of the setting might be a good addition and perhaps allowing the use of firearms (not that they are very useful against the undead) would add thematically.

My main worry in adapting it is that without turn undead and generous healing magic it will move from deadly to plainly frustrating (that mainly mirror my experience when we played it with AD&D rules).

Has anyone tried to do this already or have some pointers on how to adapt it successfully?

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u/elmago79 — 2 months ago

Reskinning Mythic Bastionland (Mesoamerican Bastionland)

Hi!

I’m going to start as a player in Mythic Bastionland soon and I was browsing through the Starter Kit, when it soon landed on my that if you take out the British flavor, you could very well play this as Mesoamerican Bastionland.

Some of the Myths like the Shadow or the River seem like they’re actually taken from Mesoamerican myths (or myths so old that predate the Great Crossing to America). The same can be said of some Seers.

So, instead of Knights you get Jaguar Warriors and Nahuals, there would be no steeds for obvious reasons, and weapons would be both crueler and more brittle, made of obsidian and bone.

Since in this warrior castes Glory was also the principal measure of status, little would be needed to change this either.

Does this seem like a good idea to you? What other modifications would I need to make to make this more Mesoamerican?

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u/elmago79 — 3 months ago