I ran my OSE Realms of Agon campaign again tonight. Some things to note:
-The party wisely avoids combat. We didn't even have a combat tonight; the party wisely lured the wandering gecko lizards they encountered into the room with the slain bandits, and got the monsters to feed on the bodies rather than on them.
-Monster xp in OSE and B/X is saaaaad. The players have leaned into this, and seek clever solutions if at all possible Given that most of them have like 3 or 5 hit points, this is a good idea.
-The cleric usually takes light, rather than cure light wounds.Given that most of the party is probably going to die if they take a single solid hit, it makes sense to focus on a spell that can reduce a monster's chance of making that fatal blow land.
-Fortune seems to favor the players with regard to reaction rolls, traps being sprung, and wandering monsters. Fortune is not with them, however, most of the time I need to roll up a treasure.
-The party cleared out level 1 of the sepulcher they have been exploring. There remains an enigma to be solved, but they want to do some research in town.
-Now that one of my players has introduced me to the shift key function in jam boards, using it for mapping isn't quite as awful for my artistically-disinclined ass.
-I have homework: at the end of the night, the magic-user's player declared that he wants to seek out a tutor who he can pay to copy spells, and the assassin has decided she wants to discretely find some poison for purchase. I'll have that worked up for them before the next session.
-Rumor tables have become my favorite part of this campaign.
-Emergent lore is dope.