I read some of their blogs and I still don't really get how patron play works, but what really stuck with me was their description of how a campaign was run. Every patron is essentially the leader of a faction, and their intrigues against one another drive the quests that regular PCs go on.
Now I don't really know how the BROSR run their games, but the idea that the campaign world essentially moves from a Grand Strategy level with different factions in a constant state of flux, as determined by the actions of the players, is very appealing. I'm very fond of Grand Strategy games and populating a world of medieval nations at war is very natural to me. This is what I'm implementing in my current campaign, where every adventure that the PCs go on has some direct political or strategic consequence in the greater campaign world. As the fortunes of various factions shift, new adventure hooks naturally open up. That's also why I'm using AD&D 2e, the non-OSR edition, as its a much better fit for this kind of campaign. It beats going into another undeground cave and getting stuck in a squabble between bugbears and hobgoblins, at least.
Tuesday, November 1, 2022
Takeaways from BROSR
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