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The Old World: Grim and Perilous

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addition, the achievement based specialization

progression system allows character to change

their professions based on in-game events and

how they spend XP. This feature allows for

much more flexibility when it comes to developing

a character, however some changes may

still require training, time and narrative explanation.

For example, if one of your Players

wants their character to join a College of Magic,

they will need to spend some time on training

and may also need to fulfill some additional requirements

to be accepted first.

There are two ways of handling such situations.

Firstly, and probably most importantly, talk to

your group in advance about their plans for their

characters, giving the PCs the opportunity to

choose the more appropriate career and specializations.

However, sometimes Players come up

with ideas or opportunities arise in the middle

of the campaign, when a long time-shift is not

possible. In such situations, we would allow for

the PCs to reveal they already have some basic

training in the new specialization and new opportunities

allow for them to return to what they

abandoned in the past. Of course, if it doesn't

make sense narratively, you can simply disallow

the purchase of the given specialization.

It is much easier to deal with a change of profession

during a campaign, as such a change can

be very natural. On the other hand, some of the

professions require very specific in-game events

to happen for the change to be allowed. If it's impossible

for the prerequisite to be fulfilled, you

may consider changing it to something else, but

it’s often a sign that the new profession simply

doesn't fit the campaign. For example, one of the

requirements for a Scout to become an Explorer

is to set foot in an uncharted territory. This may

be hard to achieve during campaign set in a single

city, which raises the question of if it makes

sense for the character to become an Explorer in

the first place. You may guide the Player towards

the alternative path - the Outrider, or even towards

purchasing a new specialization.

Death of a character

While The Old World: Grim and Perilous is

more lethal when compared to the base ruleset

of Genesys, death should still occur rarely. You

should not actively try to kill the PCs - even in

the adventurous or grim & dark tones death

should be a consequence, not a goal! On the

other hand, we advise not to try to rescue the

PCs at all cost, especially when it comes to ignoring

a check result in the name of "narrative

consistency". Life can be absurdly bittersweet

and an unplanned death of a character can be

a great turning point in a narrative, showing

that even the grandest of plans can fail over

a simple obstacle. The same principle should

apply when it comes to powerful adversaries

- you may think that defeating the Big Bad too

quickly will be unsatisfactory for you and your

Players, but this is usually not the case. Players

will forgive you a fight that is too easy faster

than a hopelessly difficult one. It is also a way

of showing the interruption of fate, and can

also bring a bit of black humor to the situation

which greatly fits the setting.

In the course of long campaigns, the death of

at least one of the characters is very likely. A re-

Chapter 11: Grim World of Perilous Adventure 201

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