For my Moonlit Grove game – or as my family calls it, “the Teahouse Game” – the concept that I’ve spent the most time thinking about but least time talking about is XP. Since I’m playing the game with my kids, I want the rules to allow my kids to use the skills they’ve been building, including math, so XP was definitely in. More than anything, this is why Mausritter forms the core of the rules. However, I didn’t feel like the “xp for treasure” vibe that’s the norm in OSR and NSR games (including Mausritter) make as much sense for a game that’s far more Miyazaki than Moorcock. So far, the “xp triggers” that I’ve been using are either task/errand/quest-based (escorting tourists to the scenic overlook, etc.) or item-based (turning in valuable herbs to the Tea Witch), but I’ve strayed from the “xp for treasure” mold because I didn’t want to reward the hoarding of wealth with anything but a hoard of wealth. OSR carousing mechanics are some of my favorite ways to part players from their...
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