Why OSR(ish)?
If you have played any OSR based games before, then most of what you will read in the Adventuring chapter will be generally familiar. I've tried to take the general concepts and ideas that are common amongst various OSR systems and distill them down into simplified rules.
Why am I focusing on this OSR concept though? Well, this is my first game design, and I am new to this. I might as well start from a solid foundation, but it is mainly because there is a breadth of content out there for these system and play settings already. This is a passion project for me and I can fully recognize that I am not going to be able to write dozens of adventures, supplements, and random generation tables. Those are already being made and have been made for nearly fifty years. I'm aiming for general OSR compatibility to leverage that content that is already out there.
The OSR (and NSR) communities have really caught my attention over the past year or two since the OGL debacle. I find the approach to play in those games is really appealing to me and I appreciate how the math is structured, and how general play is approached. The emphasis in many of those systems on resource management, compromise, "low number" math, and "rulings over rules" really appeals to me and I think it is really conducive to a West Marches style game.
Now, I don't think what I have below is inherently a "rulings over rules" approach, as there are plenty of rules here, but I wanted to break things down into what I felt were the most logical terms and conditions that relate generally back to our own world when trying to develop rules. I wanted to create enough rules to make sure everyone could easily understand the game, but at the same time, not need to go back and look something up back in the book.
This is perhaps most clearly represented in the adventuring phases in a day.
Phases
Phases of the adventuring day is something that is very common in many OSR systems. Some systems use hours, some use varying phases. I broke this down into the four most common terms that we use in our natural world: Morning, Afternoon, Evening, Night.
I also wanted to make sure that I do not reference time in any more specific detail than those four phases. I've found in most cases getting into any finer detail (for traveling) just adds unnecessary complexity that bogs down the gameplay at the table.
Refuges
One idea that I am developing to my game is the concept of a "Refuge", a set of secure supplies and a safe place in the wilderness where players can rest and recuperate. As I mentioned in the Principles and Concepts post, the world is dangerous and managing risk and reward is a strong component of this game. It is hard to heal and players in fact won't be able to heal when they are in the wilderness adventuring, unless they can find a safe harbor that has a bed (i.e. a town) or a refuge. A Refuge is an expendable resource that players can setups a key strategic points in the world that might be the different between life and death.
It costs a lot of time and resources to setup a Refuge so characters will have to determine how to best deploy one.
Player Roles
Finally, another idea I am trying to play around with is the Player Roles. This is not a new concept for many classic games. Many will designate a player at the table to draw the dungeon map or to summarize the adventure. The more administrative work I can offload from the GM to the players I think is good, as it will incentivize players to remain engaged with the game even if their character is not active. This is a problem that I have seen across game tables, so I am hoping i can "kill two birds with one stone" here to offload some responsibility from the GM and also give something to the players.
I want to bring this into the game world though as well, to possibly incentivize players who may not want to do something like that. The preliminary set of roles I have defined can also apply to the characters as well as the players. It is the hope that this will provide a small bonus in the game that will encourage players to want to take on these roles at the table.