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I would not qualify myself as a Trekkie, as I don't go to conventions, argue about the canon and non canon lore of Trek online, cosplay or anything like that.
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It may not be evident, but for many, many years I was a pretty big fan of Star Trek. Sapping all of my time and energy away from my other SF campaign plans, the Star Trek Adventures Tricorder collector's set has been my accidental gateway drug back into the deep dive of Star Trek lore and fan madness.
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Atom rpg skin worm encounter series#
The entire Rise of the Runelords series was also ported over, though I did not get that since I tend to rarely use published modules.that said, the Hollow's Last Hope module included with the GM screen is organized and presented more nicely than the original, so I may take a look at Rise of the Runelords for Savage Pathfinder to see if it's revision/restructuring fits with my own style for modules better. The core rules and Bestiary are all you need to do your own thing, but the Companion has a nice guide to Golarion as well as useful artifacts in the back, and there's a GM screen and module as well as a metric ton of cards, tokens, templates and other stuff. The underlying assumption is you can use it with Golarion, but the rules are 100% suitable for any type of D&Desque/Pathfinderish fantasy setting you want to use it for. Using assets and style guides from the 1st edition of Pathfinder, this adaptation to Savage Worlds is a complete game by itself, customizing the Savage World Adventure Edition (SWADE) for Pathfinder gaming. This long delayed Kickstarter finally arrived at my doorstep and it was well worth the wait. As to where I fit more OSE in.good question! But I keep thinking about it, so I need to do it. My Tuesday night group is aware of my interest in trying out Savage Pathfinder, though. Well, got plenty on my plate as it is, and my main game night (Saturday) is likely stuck doing D&D 5E for a good long time now. Heck, I can just crib from my Spelljammer books, which I'm already doing for 5E, although I concede my vision for the OSE in space game was to have actual technology and science-fantasy in the style of Starfinder, just without all the thousands of pages of excessive rules. I'm snagging a copy of Solar Blades & Cosmic Spells, for example, and also reconsidering if maybe I can use just the core rules of White Star and ignore the Galaxy edition.
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This is even in the face of my current other major obsession: Pathfinder Savage Worlds! PFSW is itself an amazing pairing.Īnyway, no idea what to make of this or where to go with it, but I feel now like my only real mistake with the idea of continuing the OSE game in space was simply not finding the best OSE resource to crib content from. I want to run more of it, and preferably sooner than later.
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But for OSE-yeah, they are totally athletics, listen and spot.Īnyway, after running more D&D 5E for a while (and having fun doing it), along with diving in to the latest hardcover release fo Pathfinder 2E (Book of the Dead), I find myself drawn back to the elegant simplicity of OSE. Probably because, if you roll back to actual AD&D, the measurement and enforcing text in the rules gets wonkier and more specific. Realizing (somehow, after all these decades) that abilities like "Open Door" can just be reskinned as "athletics" and "listen to door" is just a Listen skill check.Detect Secret Door is just "Spot." it was a bit of a surprise to me that I never considered that back in the day. One of those was that, at times, I felt like the game was hitting too low on the complexity bar for my tastes, but it was also admittedly a lot of fun and exceedingly easy to adjudicate. When I wrapped my foray into Old-School Essentials RPG a month or two back, it was with a couple observations.
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