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The original was posted on /r/osr by /u/Luvnecrosis on 2024-04-09 21:56:20.


Hey everyone, I’m going to be running an OSE game (hopefully) after a year since the last one ended. It will take place in a mostly understood location and I’m wondering, how much does travel matter? And by that I guess I mean, “does it need to have hex crawl aspects?” I’m not sure how fond my players are of it and sometimes it leads to me feeling stressed as I have to make up for their work as well. That being said, here are the reasons I am not simply going to something else:

1: I like the “zero to hero” feel that comes with OSR games. Life is cheap but if you’re smart you can overcome it.

2: The character sheets don’t come fully loaded with checks that can be made to circumvent having to think through problems. I like that OSR games expect you to work with the character and not the character sheet

As for why I want to know what else is available:

1: My players like being able to fight. And to my understanding, OSR treats combat as a failstate instead of a “yeah lets have a combat session!” I would like to be able to give them the ability to fight and stuff in a way that doesn’t make it hard for me to run combat but is also going to be deadly enough that they won’t try and fight just for the sake of fighting

2: I’m not super sure if it is taboo to run an OSR game that doesn’t actively have travel and exploration. There WILL be other things for the players to experience but I want to run the game “right” and operate within the bounds of what the session is supposed to handle.

But yeah, the main thing I’d like to know is if I can run OSE the “right way” without having outright exploration and travel. Any experience? Advice?

Sorry if this is the wrong place to ask or if the answer is obvious, but I really want to run a game that is enjoyable for the players and myself. If there’s a better place to ask these questions I’d gladly go there.