My Old-School Essentials game that started six months ago has continued weekly - almost uninterrupted - for 27 sessions now. We started playing OSE by-the-book and we haven't really introduced many house rules at all. It has been a great exercise in listening to what really matters for our table, making rulings for that, and ignoring the rest. There are probably many great house rules that we don't use, but why bog down our brain space with rules that will never come up?
That said, every good table has their own quirks that get codified over time as "house rules." One of our most interesting house rules has been our table's take on the classic carousing house rule: waste your gold to earn more xp!
|Adventurers earning care-free bonus XP. No strings attached. Really!|
I offered my players multiple ways to waste their gold, giving them a menu of choices with varying degrees of risk such as:
- Full-blown carousing that could leave you penniless or an accidental criminal
- Flashy purchases that could draw unwanted attention
- Costly donations that don't offer much xp for your money, but give you karma (read: future xp) for your next PC