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The Old World: Grim and Perilous

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Chapter 11

Grim World of

Perilous Adventure

In this chapter you, the Game Master, can find

guidelines, optional game mechanics and ideas

on how to use the rules presented in the previous

chapters. The Old World is a really capacious

setting and allows you to play a wide range

of adventures, from classic dungeon crawlers,

through city adventures, court intrigues, investigations,

exploration and typical rogue stories.

Genesys will be great at each of them, as long

as you try to keep them in an adventurous tone.

Due to such a wide range of themes that you

can successfully use, treat this chapter as a set

of guidelines rather than rules carved in stone

and take whatever fits your stories best.

Three Tones

The Old World has many shades and every

Game Master probably perceives them a bit

differently. It is full of stories not only about

heroes, but also about simple people who

struggle to survive in gloomy and dangerous

reality. To meet the various playstyles, we

have defined three tones of the Old World,

each with some modifications to the rules.

Adventurous

This tone is about ordinary people in extraordinary

situations. The characters were not born to

be great heroes, but circumstances force them

to overcome their limits. Many of them will die,

but just as many will become heroes of tavern

tales. It offers tough choices as well as epic moments

and is full of black humor - this is how

we usually play. It is the default tone in The Old

World: Grim and Perilous, so it does not introduce

any changes to the rules.

Grim and Dark

This tone is the gloomiest of those presented.

It is often a fatalistic story about simple people

who live in a brutal world, whose goal is not heroism

but to survive the next day. Wounds are

festering, poverty is palpable, and every skirmish

is extremely dangerous. To play in this

tone, use the following rules:

• Remove wizards from the pool of available

specializations. Sorcerer is still available.

• High Elves are no longer a playable species.

• Decrease the corruption threshold of Player

Characters by .

• Increase the difficulty of Fear checks by one.

• Increase the difficulty of Medicine checks

to heal wounds by one (but not the difficulty

of healing Critical Injuries!).

• Each Critical Injury a character suffers from

adds + (instead of +) to any subsequent

Critical Injury roll.

198 The Old World: Grim and Perilous

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