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Wandering Adventure Party

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  3. Currently bubbling away in the mind cauldron:'nOSR campaign frame based on Crystal Chronicles (2003).

Currently bubbling away in the mind cauldron:'nOSR campaign frame based on Crystal Chronicles (2003).

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osrnsrttrpgcrystalchronicl
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  • martinM This user is from outside of this forum
    martinM This user is from outside of this forum
    martin
    wrote on last edited by
    #1

    Currently bubbling away in the mind cauldron:

    OSR campaign frame based on Crystal Chronicles (2003). Heading out from the home village into the miasma to get drops of myrrh to protect the village... the cycle of the yearly celebration and the relationships back home... hexcrawling between mini dungeons and deciding which opportunities to go for and which to try again next year...

    The vibe is a kind of bucolic post-apocalypse, which seems like a paradox.

    #osr #nsr #ttrpg #crystalchronicles

    martinM 1 Reply Last reply
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    • martinM martin

      Currently bubbling away in the mind cauldron:

      OSR campaign frame based on Crystal Chronicles (2003). Heading out from the home village into the miasma to get drops of myrrh to protect the village... the cycle of the yearly celebration and the relationships back home... hexcrawling between mini dungeons and deciding which opportunities to go for and which to try again next year...

      The vibe is a kind of bucolic post-apocalypse, which seems like a paradox.

      #osr #nsr #ttrpg #crystalchronicles

      martinM This user is from outside of this forum
      martinM This user is from outside of this forum
      martin
      wrote on last edited by
      #2

      Want to have plenty of interaction with caravans from other settlements, both friendly and rival. I also want a "blank map" that the players fill in as they explore.

      Perhaps: a disaster struck the previous caravan and also destroyed the nearest village. So the party have only stories the previous generation told.

      They can travel to the lands beyond the disaster to get advice and help, but they won't encounter anyone who has adventured in their own patch.

      #osr #ttrpg #crystalchronicles #nsr

      martinM 1 Reply Last reply
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      • martinM martin

        Want to have plenty of interaction with caravans from other settlements, both friendly and rival. I also want a "blank map" that the players fill in as they explore.

        Perhaps: a disaster struck the previous caravan and also destroyed the nearest village. So the party have only stories the previous generation told.

        They can travel to the lands beyond the disaster to get advice and help, but they won't encounter anyone who has adventured in their own patch.

        #osr #ttrpg #crystalchronicles #nsr

        martinM This user is from outside of this forum
        martinM This user is from outside of this forum
        martin
        wrote on last edited by
        #3

        More Crystals Chronicles TTRPG thoughts:

        Would it be crazy to have hexes (or pointcrawl paths) that take a week to cross, and a month to thoroughly search for dungeons / points of interest?

        I really want to get the CC vibe of being on the road all year and coming back home rarely, and to get the annual cycle of events without playing more than 2 or 3 sessions.

        #osr #nsr #ttrpg #crystalchronicles

        Symbolic CityS 1 Reply Last reply
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        • martinM martin

          More Crystals Chronicles TTRPG thoughts:

          Would it be crazy to have hexes (or pointcrawl paths) that take a week to cross, and a month to thoroughly search for dungeons / points of interest?

          I really want to get the CC vibe of being on the road all year and coming back home rarely, and to get the annual cycle of events without playing more than 2 or 3 sessions.

          #osr #nsr #ttrpg #crystalchronicles

          Symbolic CityS This user is from outside of this forum
          Symbolic CityS This user is from outside of this forum
          Symbolic City
          wrote on last edited by
          #4

          @martin I say make it work. Ultra Violet Grasslands uses a pointcrawl with travel times in weeks, so there's a precedent.

          martinM 1 Reply Last reply
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          • Symbolic CityS Symbolic City

            @martin I say make it work. Ultra Violet Grasslands uses a pointcrawl with travel times in weeks, so there's a precedent.

            martinM This user is from outside of this forum
            martinM This user is from outside of this forum
            martin
            wrote on last edited by
            #5

            @SymbolicCity I own that and should read it then, thanks! I first got my copy when I was feeling ill and never got around to reading it.

            Brandon WebsterB 1 Reply Last reply
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            • martinM martin

              @SymbolicCity I own that and should read it then, thanks! I first got my copy when I was feeling ill and never got around to reading it.

              Brandon WebsterB This user is from outside of this forum
              Brandon WebsterB This user is from outside of this forum
              Brandon Webster
              wrote on last edited by
              #6

              @martin @SymbolicCity I was going to say, this sounds very similar to the UVG campaign I’m currently running. Our last session covered 6 weeks in game time. I would say, I think anything more than 2 months per session is going to be a little tricky, unless you’re explicitly saying “nothing really interesting happens during this time, we skip it”. Which is fine, but should be an intentional choice I think

              martinM Symbolic CityS 2 Replies Last reply
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              • Brandon WebsterB Brandon Webster

                @martin @SymbolicCity I was going to say, this sounds very similar to the UVG campaign I’m currently running. Our last session covered 6 weeks in game time. I would say, I think anything more than 2 months per session is going to be a little tricky, unless you’re explicitly saying “nothing really interesting happens during this time, we skip it”. Which is fine, but should be an intentional choice I think

                martinM This user is from outside of this forum
                martinM This user is from outside of this forum
                martin
                wrote on last edited by martin@dice.camp
                #7

                @SymbolicCity @bwebster Yeah, on reflection I think the pace I described in my other post is fine: If the party are lucky they will find 3 myrrh in about 6 months. Then they can travel to other villages for trade and rumours for the new year before hunkering down for the winter.

                And if they are unlucky it will take more sessions (and more of the year) to get what they need.

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                • Brandon WebsterB Brandon Webster

                  @martin @SymbolicCity I was going to say, this sounds very similar to the UVG campaign I’m currently running. Our last session covered 6 weeks in game time. I would say, I think anything more than 2 months per session is going to be a little tricky, unless you’re explicitly saying “nothing really interesting happens during this time, we skip it”. Which is fine, but should be an intentional choice I think

                  Symbolic CityS This user is from outside of this forum
                  Symbolic CityS This user is from outside of this forum
                  Symbolic City
                  wrote on last edited by
                  #8

                  @bwebster @martin I think you can do a more active version of that time frame, but you have to change the scope of the action a bit. For example, some games have "downtime" actions that allow you advance your characters. I could see running long-term travel as a mixture of that sort of "montage sequence" character development along with periodic random encounters. That could be engaging.

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