CAIRN!! This is fantastic! I'm so glad to see that you gave this game a go. (Couple of my favorite TTRPG youtubers in one video and playing my favorite game is rad!) Of all the games out there right now, I feel like this one is the one. The best analogy I can make is how plain old Arch Linux or Ubuntu aren't terribly exciting on their own, but some of their forks like Manjaro or Mint are way bigger despite shared DNA. I think that's what happened with Cairn. There's so much room to hack this game and it's super easy to homebrew or convert content for.
@@yochaigal Right?! It was seriously the best analogy I could come up with, but I stand by it. Arch is no joke. It's also a beautiful thing. Their forums used to be savage back in the day.
Hi, please correct me if I'm wrong. Cairn has save throw checks. That means you roll on dangers, not on skills. So you don't need to roll on Will to see if you identify or notice something in the room. You find something if you look in the right place or ask the right question. Isn't it this OSR principle?
It's one of the oldest OSR principles that the GM can make a call or ask for a roll if they want to. For more clarity, a save and a check are essentially the same thing in the Cairn system, though I personally would use a save/check for a situation in which there is a clear negative outcome. In the situation these PCs were in, I would more likely use the coin flip d6 roll described on pg.2 as a "Die of Fate". But hey, I'm not running this game, and the game runner should and can decide to handle it however they think is best. I like the ruling they used, using the will stat for a save/check helps to make the character feel like their stats are meaningful early on and also speaks to the possibility that knowledge of magic may have helped them know what to look for when searching.
Yeah in older versions of D&D a round was 6 seconds, but the term "Turn" was defined as 10 minutes. So if you went searching a room for secrets you'd take a "turn". That was a clue for the DM to roll for events or wandering monsters.
I would love you to see a dying earth campaign
Great GM, great roleplayers, great game. This deserve way more attention.
CAIRN!! This is fantastic! I'm so glad to see that you gave this game a go. (Couple of my favorite TTRPG youtubers in one video and playing my favorite game is rad!) Of all the games out there right now, I feel like this one is the one. The best analogy I can make is how plain old Arch Linux or Ubuntu aren't terribly exciting on their own, but some of their forks like Manjaro or Mint are way bigger despite shared DNA. I think that's what happened with Cairn. There's so much room to hack this game and it's super easy to homebrew or convert content for.
haha using a linux distro analogy to explain OSR derivatives, I love it.
I use Arch btw.
@@yochaigal Right?! It was seriously the best analogy I could come up with, but I stand by it.
Arch is no joke. It's also a beautiful thing. Their forums used to be savage back in the day.
@@simontemplar3359 I remember....
nice, please more of these !
Hi, please correct me if I'm wrong. Cairn has save throw checks. That means you roll on dangers, not on skills. So you don't need to roll on Will to see if you identify or notice something in the room. You find something if you look in the right place or ask the right question. Isn't it this OSR principle?
It's one of the oldest OSR principles that the GM can make a call or ask for a roll if they want to.
For more clarity, a save and a check are essentially the same thing in the Cairn system, though I personally would use a save/check for a situation in which there is a clear negative outcome. In the situation these PCs were in, I would more likely use the coin flip d6 roll described on pg.2 as a "Die of Fate". But hey, I'm not running this game, and the game runner should and can decide to handle it however they think is best. I like the ruling they used, using the will stat for a save/check helps to make the character feel like their stats are meaningful early on and also speaks to the possibility that knowledge of magic may have helped them know what to look for when searching.
yes you are correct i noticed this right away too. it seems like cairn is being played kind of like d&d here
Fun Play through.
Such a fun game!
5e is dead. CAIRN IS BORN
Dog named arrow
Mail? Publishers Clearinghouse?!? Nope. No thanks.
11:10 A turn is a 10min interval? What are you talking about? Rounds are about 10sec, so wouldnt a turn be...10 sec?
Yeah in older versions of D&D a round was 6 seconds, but the term "Turn" was defined as 10 minutes. So if you went searching a room for secrets you'd take a "turn". That was a clue for the DM to roll for events or wandering monsters.