Last night was the official start of my new post-apocalyptic D&D campaign Cha'alt: Sun-Bleached Death Under Magenta Sky.
4 players, specific classes I came up with last week, a few house-rules, handful of scenario notes, and... that's it. Nothing else. I didn't have any rulebooks, charts, screens, supplements, or full-fledged adventure. No music, weird lighting, artwork, or any theatrics, pyrotechnics, special effects, etc.
I was, admittedly, a little apprehensive about going that route, but it felt very refreshing.
The only thing I'm going to say about the session as of now is that three PCs came from the wasteland (wasters) and one came from the dome-city (domer). After conducting their initial business, they were attacked by raiders and ran for their lives. While being pursued, they found a place to hide... and explore.
Oh yeah, I can also tell you the party's dragon priest was almost swallowed by a giant sandworm.
I want to keep the rest under wraps because I intend to open the Cha'alt campaign world up to everyone - details coming soon!
However, I also want to share some system / game mechanics that I came up with to make my O5R game feel like D&D without sacrificing the range I've cultivated with VSd6.
Near Impossible: 25
For simplicity's sake, assume the difficulty is Moderate unless the GM says otherwise.
In addition to a d20 roll, players add their character's level if the attempted action is relevant to his class. If the GM is using ability scores (personally, I find them too fiddly for online games), relevant ability modifiers give a bonus of +1 for 15 and above; -1 for 7 and below.
For example, Harold's techno-mancer tried to imbue a disused subway car with power and force it to run over his enemies. He rolled his d20 and got a 14, then added his level (they all started at 1st level) +1, and finally his intelligence (let's say his Int was a 16) modifier of +1 for a total of 16. That means he was able to get the subway car up and running and moving in the right direction, but couldn't put as much force or direction into it as he wanted.
Result: it struck and wounded one or two of the oncoming attackers (it was dark).
I'm using this for pretty much everything, except standard combat maneuvers. So... spells, special attacks, perception checks, saving throws, initiative, etc. However, all rolling comes after the all-important roleplaying. You can't just roll to check for traps without describing what you're doing first.
p.s. Almost forget to mention, if a player gets 5 or more points above the target, he generally gets a little bonus, like a critical success. If he gets 5 or more points below the target number, he's bound to get some kind of penalty or further loss, like a critical failure.