For those just joining us, I’ve been re-reading Old-School Essentials (OSE) with a view to figuring out how to run classic Dungeons & Dragons games with the methodological changes needed to achieve deeper Otherworld-immersion.
I had a playtest run through a dungeon adventure this weekend and it broadly went well. In terms of the structure of the dungeoncrawl I was satisfied and the players seemed to enjoy the challenges. The main problem I faced as the GM was how to make the combat outcomes more engaging.
The problem I ran into was a simple one: the players declare their characters will make an attack on a monster, I roll the attack die (1d20) plus the relevant damage dice behind the screen, I narrate the outcome. But without reference to the damage result, there is very little for me to hang that description from. I quickly…
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