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Organized Play Member. 53 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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This system is great for different reasons than 3.5/PF is great. I have made several cool mini-games up off the top of my head and run them with my group:

1. Funky Town: An alternate dimension where your "soul" is just a symbiot that prefers to live in a human but will take what it can get. You play characters whose symbiots didnt make it to another human after death. Some of the PCs where an animate gumball machine, basketball, bobble-head doll of Einstein, and chalk outline. It was sweet and easy to do with Savage Worlds.

2. A modern military campaign where the PCs had to stop an insidious plot in the middle east to bring about a second coming of the great biblical flood to restart humanity.

This game is great for messing around. I have to admit Pathfinder is still my favorite though. I just finished running a conversion of Nick Logue's "Hell's Heart" 10th level game.

What has anyone else been up to with Savage Worlds?

Goo


We had a question come up in our game tonight. Our characters were on a slick surface. The module said that if a character moved more than ½ his speed on his turn he had to make an acrobatics check. Some people argued this meant that if your move is 30’ then you could only move a total of 15’ for the round and take no other move actions or provoke the check. Others believed this meant that you could conceivably move 30’ in the round by making 2 move actions in lieu of a standard action.

Any thoughts?

Goo


+1 to the variant idea.

The more options the better but I like the options being contained in a smaller number of base classes.

For example, if you want to play a cleric that starts with no weapon pro's how could you "reward" that character to balance him back out again.

I know that is not eactly what Turin meant but I thought I would ramble a bit on a related note.

Goo


Feats that would allow clerics to apply a use (or more)of channel energy in alternate ways.


I am currently playing a cargo-cult cleric of the Eye of Abendego. He is a shipwreck survivor who was helped through his early life by things that washed up on sure (in his mind, gifted to him by Abendego).

His name is Ca-Caw as he thought all the crows in the area were calling to him. As you have likely guessed he is a bit clueless and more than a bit crazy. He travels with a party who are members of the Pathfinder guild. We get from place to place by having them take me to other Pathfinder HQs to question me about the Soddenlands. I think of myself as a "scholar" of Abendego. Sort of built-in adventure hooks.

This may be the most fun I have had with a character concept. WARNING: not for power gamers or munchikins as it is all roleplay. (I have nothing against either, by the way, as I like both styles of play, but this dude is sweet!)

Goo


In...


My submission...

Fiend Slayers’ Tome

Aura moderate transmutation; CL 9th
Slot ---; Price 97,200 gp; Weight 1 lb.

Description

This magical book of copper-bound darkwood contains 2-5 usable pages. To activate the book the user must spend 1 hour studying a creature he helped defeat in combat and enter the findings in the book. Each entry requires a knowledge skill check (DC 10 + creature’s CR) relevant to the type of creature being studied (i.e. dungeoneering for aberrations). A failed check results in the destruction of the page. Once successful, the user can mimic one of the creature’s Special Qualities, provided the user’s character level is equal to the creature’s CR + 1. Only one quality may be mimicked in any 24 hour period.

Continuous special qualities (i.e. darkvision) can be used a number of minutes per day equal to the character level of the user. Minutes need not be consecutive but each activation uses a minimum of 1 minute. Qualities that are activated or have limited uses, may be used a number of times per day equal to character level divided by 4 rounded down (minimum 1).

Construction

Requirements Craft Wondrous Item, polymorph; Cost 48,600 gp


Fraust wrote:

As much as it shows off the fact that I am a complete idiot, I'm going to chime in on this one.

First off, while trying not to sound too much like an @$$hat, to the poster who said downloading illegal PDFs is evil, grow up. Evil? No, sorry, raping someone is evil, kicking babies is evil (unless their crying before you kick them) voting republican is evil, theft, nuh uh. If you think theft is evil (especialy this kind of theft, as in Monte Cook isn't exactly out panhandling, nor is wizards going bankrupt) then you realy need to get out more. I really do meen to not come off as a jerk with this, but I just can't let that comment slide.

I am of the beilief that you should take care of your own house. In a general sense though, taking something that doesn't belong to you is wrong. If you choose to do something wrong and not correct it, that cannot be a good thing. I agree you are not evil but but that does not mean you are right or less-bad.

Goo


I am likely changing my house rule to make a natural 20 a auto crit but other threats (15-19) need to be confirmed.

In our game a natural 1 is an auto miss but you have to confirm a critical failure (using charts a friend made) by rolling a second d20 and getting 10 or less. I like the reflex save idea though, hmmm...

Goo


If my players die they die. I guess I am not that deadly of a DM but my players know to be careful or bad things will happen. Raising of the dead is rare and difficult to do.

We actually talk about this fairly regularly because we want death to be an important (read "scary") part of the game but if you play the same character for a year and then he dies but everyone else survives it inevitably causes issues.

Goo


This is only indirectly related....

I am in the process of making up my first homebrew world where the characters are going to start as joe-average citizens in a small isolated island village. The deities for this world are going to be the ascended versions of the players old characters which we are about to retire due to level.

Not nearly the same interaction you are talking about but, hey, it is loosely linked.

Goo


Just thought it was a funny mental image.

Goo


Selfishly, it has given me a chance to steal a lot of cool ideas for my game.

Many of these ideas are great on their own or fit into my game with a little modification.

There was a director of the patent office about 100 years ago that was quoted as saying, "That's it, their is nothing left to invent." (not an exact quote I guess) This contest has reminded me again that there are plenty of cool ways to tweak my game.

Goo


Great idea and I really like the "eating martyrs" idea (name and concept).

I am pretty much in line with the majority with the suicide bombing idea. I actually sat back in my chair and tried to think of a good reason to like it and I could not. That made me sad. I want to vote for this but right now it is in my wait and see pile (I have more to read).

I like the combinations of classes/feats/magic that can make this villain versatile enough to challenge the parties I DM for.

Still thinking....
Goo


PC: Synge (Warforged Paladin)
Adventure: Sea Wyvern's Wake
Catalyst: Heroic actions saving another PC

Vigros ended up at the bottom of the pit of the Mother of All and got squished by her formidable attacks. Synge jumped down the pit (I had changed the adventure a bit so he could land more or less safely) and laid hands on Vigros. Synge then tried to engage MoA to allow Vigros to escape. Vigros survived but the mighty paladin succumbed to his wounds. R.I.P. Synge.

Goo


Great job on Bereket and I am one of the dudes whose questions you just answered with this post (thanks by the way).

My biggest problem is with the bards but that was an easy enough reason. I guess I just have in my head this whole goofey-minstrel-bard thing and not a secret-police bard thing. I can see this being fleshed out in a setting somewhere where the bards are bad@$$. I like that.

I liked your entry, in fact I voted for it. My earlier post on your entry were just things going through my head as I read.

Good luck,
Goo


For me...

Freeholds of Karistyna
Stained Peaks
Bereket
Cumavea
Yithnai

Bring on round 3,
Goo


The intro sounds cool but when I try to understand it it makes my brain hurt.

Seleucid? Isn’t that a post-Alexander the Great thing? (I knew all that history in college would come in handy somewhere!) Not a bad name but not yours either. The Sundered Prince has great potential though.

The government is really cool. Kleptocracy sounds made up by someone who felt left out of the vocabulary race but the description is super. My players would love being here and we always play good characters. Lot’s of potential conflict.

Heated bogs? Sounds too much like they are made that way on purpose for some reason.

The land itself is starting to sound a bit too alien for my tastes. I wouldn’t mind if it were brought back to “earth” a bit. Resembles something from Traveler.

This is really well written. I was getting into it like the intro to a book…and then it ended *sob*.

I am not thrilled with lands the revile outsiders because then my PCs won’t want to go there. However I still say as a place maybe to simply adventure it is still rockin’.

This is almost more than a country, it is approaching mini-setting status.

Forged Goo Adventure Scale: Sweet+
This place is awesome. The king, the twin gods, the geography, the loggerheads (dopey name though), feral barbarians. You could bring PCs here of any alignment and with a multitude of motivations.

After reading 7 countries this is easily my favorite right now.

Ok, I will stop now before I claim that Yithnai can walk on water.

Goo


The Broken Kingdom? Conjures a lot of thoughts but none of them are very good.

Writing is not well crafted. Not sure how much re-writing was done here to perfect the entry.

Stop the presses. The Broken Kingdom is back to being a cool idea as I read on (however the concept is still presented poorly through the actual writing. To bad too because the city spanning the chasm is way cool)

Cool ideas all around but they just are not presented well. I think we a lot of rewriting, or in the hands of a skilled author this could be really exciting.

Wizard guides that take people on tours, caravans, brigands, hang gliders (I can picture Halflings with goggles and headgear screaming in the wind) man this place has TONS of potential but is just to darn ….darn….painful to read.

I am confused, what is in the Boiling City to conquer? Why would the firewalkers want it. I was under the impression the city was basically just a bridge now?

Forged Goo Adventure Scale: Great
This is large part of how I am making my voting decisions and this one is the most evocative I have read yet. The hang gliders, bridge-city, the caravans, the wizard-guides I could have a field day creating adventures from this “country”. I cannot overlook the fact that the presentation is lacking some panache (to put it kindly). Maybe I should not worry about it because I don’t have to do the editing……

Good luck you have some great original ideas here,
Goo


The names are fairly well thought out and imaginative. I especially like Rohm Keep and Mazarzhon.

The military council idea is a good idea but could use some more fleshing out for me to really buy into it.

Surrounded to the north, east and west by vast, lush rainforest, Nelvia’s main source of wealth is overseas trade. What does one have to do with the other? I guess the next sentence is meant to elaborate a bit but it just seems clunky to me.

Frostmagier is one of the better elements of the entry. The name is evocative and the mystery surrounding it can really allow a DM to roam with adventure ideas. I like things that never get explained but you can still have fun with.

The elf thing is a bit weak and cliché for my taste. I just can’t help but think there was a more original group(s) that could have been in this conflict. Also the motivation for the elves to be angry is overdone.

Too much history. Could you have used some of your precious word count to flesh out the contemporary Nelvia so we as DMs had more to work with? More fluff/crunch that we can inject directly into the game.

In DMs secret section the druid thing seems more of an observation than a secret. It is more of an extension of the description and if I am missing something and there is more to it than that, well than it is even a secret from the DM! Ditto with Jaon.

Mauron, now I have something to sink my teeth into. This may be tied with the Frostmagier for coolest element of the entry.

Some traders wanting to harpoon some whales are the primary force behind the resistance to Frostmagier? I don’t see it. I might not be reading this well enough or then again maybe it is not presented well enough. This is the second time in this entry this happened to me while reading this.

Forged Goo Adventure Scale: Good-
The only thing I came up with adventure-wise as I read were things dealing with Frostmagier really. Although I must say I want to party with Mauron. My scale won’t be the only reason I vote for a particular entry but it will tend to put countries in the fore. This one was just not that rip roarin’ evocative for me. Darn it. I want to like it too.

Good luck,
Goo


“The Dark Heart of the Desert” at first was cool to me and I started envisioning a pretty rich desert world. The I thought hey that would make a good song title. Then I thought it was cool again.

The ruler is section is well done and the names are creative and original. (I like names in case you have not read my other critiques) I like the 18th levelness of the druid (although I don’t really like druids in general) because I think leaders should be powerful. With that said the 16th level “servant” is now pushing the envelope for my tastes.

They import slaves? I get it and it fits well with the world, thumbs up. They import clothes and silk? I don’t get the need for this to be in the entry. I don’t see the relevance.

I dig the obelisk as it gives the country a built in wekness(es) and multiple built in adventure hooks.

Holy adjectives!

Oninku (not a great name) are cool and really ad to the flavor in my opinion. Thank goodness we have something other than knights in shining armor protecting the land, but bards? What is the connection with bards? Seems to be a square-peg-round-hole deal.

Genies! Awesome, you can never have too many genies (unless they are pirate genies, then boo)

I did not see opposing forces, which help with the overall playability of a country, until the DM secrets but I am undecided on how well they have been outlined.

The 2nd paragraph of DMs secrets was maybe the best part of the whole entry in my eyes. It offered the most in terms of roleplay and adventure ideas.

I like how the druids sort of act like vampires hunting people down at their leisure foe sport. Cool!

Forged Goo Adventure Scale: Good+
The more I thought about this entry the more I liked the opportunities for my PCs to play their. I did not get that feel as I was reading it, and that was how this section was supposed to work, but now I like (hate?) those darn druids and their evil ways. I want to play a character that allies with the genies. How can my characters use or get involved with the big part-nature, part-man made obelisk (which is cool in itself).

Well done overall,

Goo


I have been a "wait and see" guy for this whole time but over the last couple of weeks of hanging out here and over at the Wizards' boards I am slowly being drawn to the 3.5 side. I have been pretty disappointed by what they have done with Dungeon and Dragon. You would think they would want to blow us away during the first few months. Not so.

Goo


The undersea element does not lend itself well to most players I would guess. I realize this was meant to be a contest in creativity but just being undersea doth not creative make.

This is a bit too Disney-esque for my tastes. “Undersea Enchantment”, “forests of seaweed”. Just not evoking high-adventure in a fantasy setting for me, especially compared to the other water-borne entry which I prefer over this one.

The thought of there being unique geometry was trying to be evocative but the example was a “door in the ceiling”, darn I was really anticipating something cool here. I don’t know what it could have been myself but it is not my entry. Entertain me darn it.

The crests are a really cool touch and I like many of them. Do they have any significance beyond the obvious connection to the sea though? I think that could have helped set this entry apart from others.

The Lawless Island is a cool idea but how is it unique from other cool lawless settings or countries designed by others in the past? (Boo to pirates!)

Scythis is a way cool name. The writing describing the place leaves me longing for something else though. (Efalfa is not so cool however. Too much like my home states major crop and an old TV character)

Alignment section says the people live a carefree nature like the changes of the sea but I don’t see that theme carried over the rest of the entry.

I was not blown away by this and I don’t see myself voting for 2 entries that have a water theme.

Forged Goo Adventure Scale: Not Good
As I read entries I try to think of what I would create as adventures for my characters. This entry did not get my juices going very much. There are some possibilities for social role-playing over combat oriented stuff but then why add the extra difficulty of doing it undersea?

Thanks for the effort these are fun to read and think about.

Goo


I like the fact that aside from name of the country itself, which I don’t really care for, the others names are flavorful and fun.

The diverse population, especially the inclusion of water cultures is pretty creative and allows for all sorts of game play potential. “Geased servants” on the arcane island though doesn’t really mean a whole lot and seems a bit contrived.

The “Sheltering Ring” is lost on me. (but I am not that bright)

I had an issue with the “food” for income thing also but only because it seems as though there would need to be LOTS of shipping to earn enough money/goods to keep a population of 27,000+ people in good stead. I know some of them are poor and would get the bottom of the barrel, etc. but something just doesn’t jive for me here.

The whole meteor blight thing is too much like Savage Tides for me.

Rongelan seems like a last minute addition and there is little in the way of flavor with the addition of that “traditionalist”.

I love pirates but I don’t even use them myself because I just see them everywhere.

With all that said I still like it. The first one out of three. It is creative and the names are cool. The writing is well done and it was fun to read. Mostly I think it would be fun to play a character in Eulearon (still don’t like the name though).

Well written the more I read it.

Forged Goo adventure scale: Good
I thought of a few adventures that could take place here even before I got to the DM’s secrets and after I read that I felt as though I could almost build a small campaign around the secrets. How can you infiltrate the arcane island pretending to be geased? Are the Seers secretly trying to wrest power from the arcanists and have gone in-league with the sahaugin as a result? Are the sahaugin somehow causing the meteors to fall closer and closer to the islands?

Good Job,
Goo


This is only the second entry I read (I am reading them in order) but it is already the first I almost lost interest in reading. There were a handful of obvious mechanical mistakes and the style itself was too antiseptic for my taste.

No crunch? That is a bit disappointing.

It has one of the cooler names (which I was hoping equated to game play potential) but then only scratched the surface of the "Nexus of Magic". The Plague, the Nexus, and the dwarven conflict seem to be the basis of this country but the plague doesn't go anywhere fast and the nexus is underplayed.

I must admit that the conflict with the dwarves got me thinking about possible adventures as I was reading though: the dwarves find evidence of the true nature of the Plague and instead of using it to weaken King Farakin they are planning on seeking retribution. Now which side will the characters pick? Protect the weasely Farakin or stop the vengeful dwarves' collateral damage?

Still falls a bit short for me but the more evocative of the first two entries I read.

Goo


While I was reading this country I wanted it to work but I kept thinking "plains indians" from elementary school. Not horribly exciting (then or now).

I think the slave aspect was underplayed and could have made the entry better if it had been focused on (although that is where the word limit comes back to bite you in the butt I guess).

Overall the writing isn't bad and as a teacher "semi-nomadic" means that a people aren't constantly moving but still need to follow their food/resources and as a result they have developed a mobile culture with only semi-permanent (heh) shelter, so I don't have a problem with it

The entry overall is not bad (B- maybe) but is not overly inspiring. I was trying to think of an adventure I would set in this setting while reading it (in fact something I have decided is going to be my rule while reading the others)and could not really come up with anything. Not too evocative then in my book.

Goo


Yasha0006 - great idea to introduce a new race (or 2) during some sort of raid. If it is a major race in the game world it could be a good stepping stone and perhaps provide the motivation to leave the island.

I have been struggling with the idea of how many settlements to have on the island. If I have more than one (which I am leaning toward) they will have a good relationship. I don't want the early conflict to be too internal or built in.

varianor - great post as usual and thanks for the help. I really like the idea of having the first adventure or two being when the PCs are kids. This could be a great way to pre-introduce (if that makes any sense to any one but me)their heroic qualities and start to tie the PCs together as a party.

Thanks!
Goo


Holy advice Batman! Thanks for all that info. I believe I even have most of those Dragon mags to refer to.

As for being specific, I guess I was thinking of the whole thing from a different angle. I had 3 main goals in mind. 1) I wanted to run a campaign where the players started as common folk and literally worked their way to becoming heroes. 2) I wanted to try and avoid metagaming by avoiding the possibility of metagaming. "Hey look at the werecreature, quick get the silver!" If the players don't know much about the gaming world than the characters can't. 3) I want to make my own world just because I never have.

The start of this came from a game of Warhammer Quest I was playing and thought, "What if I made a D&D world where the Quest guys we have been playing turned out to be heroes/deities?" I don't know if it will end up being that but that was the seed of inspiration.

As for playing style and rules books and the like, the players are all older experienced players who like a mix of roleplaying and combat but it ultimately comes down to them wanting to have fun and socializing with their friends. That is why I believe the early NPC levels will be fine because they will probably get a kick out of being the local sawbones or the like.

We have almost all of the supplemental books that are not Forgotten Realms (we have nothing against it but never really played it as we were Greyhawkers and have only so much money you know). We allow use of any oddball rule pretty much and the decision is made by consensus. If you bring up a rule and are mercilessly made fun of you pretty much get the point and drop the request.

As a group we getting along exceptionally well and have been friends for years so rules issues are normally not issues. I have been developing some house rules that we may formalize for the campaign also. So if you have any that you think are well done let me know. When this is all said and done it may not look anything like D&D anymore but what the heck.

Wow, I never write this much.

Thanks for all your help,
Goo


I like our new word though...hurry up and copywrite it!

We just need a defiinition.

I smell a whole new game world based on renaissance + science.

Goo


Sounds intriguing but I will have to admit that I don't know what "renescience" is. Is it some hybrid Renaissance world with more science than typical fantasy settings?

Goo


I am starting a new campaign and I was hoping for some ideas on how you might approach the same idea.

The characters will start on a small island amongst a group of islands and will know little else geographically.

The characters will start as first level NPC classes (blacksmith, copper, huntsman, temple acolyte) with a history tied to the one small town on the island knowing little else other than their simple skills.

There will be very few "fantasy" threats on the island or in the surrounding sea and what the characters know of those will be in a "textbook" I am creating from their childhood schooling.

Something horrible will happen to introduce the characters on their road to becoming heroes.

They will have to roleplay becoming a PC class. I am going to use a homebrew world (which this will by my first attempt) and either creatures I design or obscure later edition Monster Manual creatures so they won't be able to metagame because they really wont know what things are or what the world is like.

Any thoughts?
Goo


I just like change so I am excited about running the new addition. With that said I am firmly in the camp of willing-to-houserule any rule that just doesn't seem to fit in my game. We (my group) have even discussed the possibilty of returning to 3.5 altogether if 4th is lame enough.

We will see....

Goo


I guess my biggest problem with the whole thing is what seems like insincerity in how they are portraying 3rd edition. They are talking down 3rd edition simply to sell 4th. It just seems so..so..political. Grrr. I am going to give 4th edition a shot but I do not have good feelings about it. There are so many resources for 3.5 right now that as an older gamer I may be dead before I run out of crunch to use. As for Paizo, I can still use their fluff not matter what edition they end up supporting.

Goo


I like to start my characters not knowing anything about the others and in an action scene. For example...

There is an underground pit fight taking place. One PC is a fighter in the pit, one is a spectator betting on the fight, one is a bodyguard of the guys running the fight (who happens to be the leader of the local church, heh), one PC is a hired "deputy" who is about to raid the illegal pit fight. Then once the raid takes place I divulge some other element into the scenerio that allows the PCs to act together without it being too contrived, since they started as unrelated individuals.

Goo


I am willing to give this a try and thanks for the herculean effort...

Wheels of the Vagabond: This set of wheels consists of four iron-rimmed wooden disks, each about the size of a standard buckler. When the command word is spoken and the wheels placed on opposite sides of an unattended inanimate object no larger than a typical wagon (250 cubic feet; 400 lbs.) the wheels enlarge to 5’ diameter, lifting the object from the ground, to create a magical transport. The new “wagon” functions as if being pulled by two heavy horses but requires only the concentration of the user. The user need not ride on the “wagon” but must maintain line of sight. A second command causes the wheels to reduce to their normal size and be easily removed.
Moderate Transmutation; CL 11th; Craft Wondrous Item; mending, animate objects; Price 20,000 gp; Weight 5 lbs (per wheel).


I was thinking about the evaluation of my item and couldn't quite figure out what might be wrong. But thanks to this thread I may have discovered it. Do to lack of comments on my item (posted way at the start of the thread) maybe it was just too...too...blah. There i said it.

In case you missed it...

Wheels of the Vagabond: This set of wheels consists of four iron-rimmed wooden disks, each about the size of a standard buckler. When the command word is spoken and the wheels placed on opposite sides of an unattended inanimate object no larger than a typical wagon (250 cubic feet; 400 lbs.) the wheels enlarge to 5’ diameter, lifting the object from the ground, to create a magical transport. The new “wagon” functions as if being pulled by two heavy horses but requires only the concentration of the user. The user need not ride on the “wagon” but must maintain line of sight. A second command causes the wheels to reduce to their normal size and be easily removed.

Moderate Transmutation; CL 11th; Craft Wondrous Item; mending, animate objects; Price 20,000 gp; Weight 5 lbs (per wheel).


Although I am not thrilled with the names of either I like...

1. Greaves of the Monkey (feet for hands - awsome!)
2. Arcane Anvil (while I typically like things a bit more mundane this could help solve some issues in campagins that are a bit too contirved)

*Paper-Folding Instructions of Mo are a cool idea but i don't like the fact that the folded animals are just spells. If they did something more creative (an I don't know what off the top of my head) I would like it more.

Goo


I guess my item could have fallen in the "Travel Item" category...

Wheels of the Vagabond

...but that was not the spirit of the item. It was meant to be an item that evoked creative uses by the players while not being horribly powerful.

Regardless this was a fun excercise and I am looking forward to participating in more contests and even open calls in the future.

Goo


Here was my attempt. Criticism?

Wheels of the Vagabond: This set of wheels consists of four iron-rimmed wooden disks, each about the size of a standard buckler. When the command word is spoken and the wheels placed on opposite sides of an unattended inanimate object no larger than a typical wagon (250 cubic feet; 400 lbs.) the wheels enlarge to 5’ diameter, lifting the object from the ground, to create a magical transport. The new “wagon” functions as if being pulled by two heavy horses but requires only the concentration of the user. The user need not ride on the “wagon” but must maintain line of sight. A second command causes the wheels to reduce to their normal size and be easily removed.

Moderate Transmutation; CL 11th; Craft Wondrous Item; mending, animate objects; Price 20,000 gp; Weight 5 lbs (per wheel).

My pricing was based mostly on other items in the SRD and maybe it is a bit overpriced but otherwise my group liked it for its potential in-game. They like items they can use in ways that were not originally intended.

Goo


As lame as this is going to sound, as I am not a touchy feely guy, D&D for me is hanging out with my friends and laughing, a lot. It is more of an overall social experience than a game I think.

We changed from 1st to 2nd edition only begrudgingly. We were angered by the mere thought of this bastardly creation, 3rd edition. When we were at GenCon this year and heard the official 4th edition announcement I thought we were going to start a sit-in or worse. Alas on the long drive home Sunday afternoon we realized, "Hey, have we not learned our lesson?"

Then the epiphany. D&D is whatever we make of it. We sleep better at night now.

I still love all the jokes, memories, and reminiscences of the old games. we always just played the way we wanted regardless of the "actual rules". Maybe this is just a new chance for more memories and jokes.

Goo


Assuming I am good enough to make the top 32 I would be doomed as far as campaigning for a victory goes since I am a miserable old hermit and not all that personable. However, if I were to offer each of my students bonus points to vote for me....I smell class project!

Just kidding. I think the best submissions will ultimately be the Superstar because that is why people support Paizo and frequent these boards anyhow.

Good luck to the what I hope are the other 31...

Goo


I have a great deal of money in 3rd edition stuff also (including a lot of Paizo stuff) and I have had a great deal of fun with it all. That's exactly why 4th edition could be so great. 3rd edition reenergized me and roleplaying has become fun again. With that in mind I am excited for the new edition because it potentially can have the same effect on me all over again. That is very exciting.

To make a long story better then, while excited about the future, I will have to see after I have the core books in my anxious hands.

Goo


Have you downloaded any of the one page adventures from the PEG site? They are what we used to just get a feel for the game. The boards at that site could also be helpful.

Goo


Heh. Just noticed this thread. I posted one not 5 minutes ago about Deadlands: Reloaded. It is the only Savage Worlds I play and have very little experience with it right now. Were you looking for something specific about Savage World's?

The rules seem less restrcitive, which scared me at first since I only have played D&D, and I want to see how that works out with my current game group.

Goo


Does anyone play Deadlands Reloaded?

I have been playing RPGs for a long (long) time but it has been 97% (yes I have calculated it to the minute) D&D. Recently we have started a game of Deadlands using the Savage World rules. The flavor of the game is awesome but the rules a re more loosey-goosey than 3.5. Not that that is a bad thing but it is.

Does anyone play? Does anyone have some suggestions on Savage Worlds in general or Deadlands in particular.

Goo


It seems likely we will switch to 4th edition but I am in the wait and see camp right now since there are so few details short of teasers. I have played D&D for 30 years and many of my current group are not far behind. Many of them have been talking about changing to other games entirely but ultimately we will wait and see the new rules. I do think though that if the new rules are not to our liking my group may agitate to switch games altogether.

Goo


When I first heard of the change officially at GenCon I almost freaked. However after giving it some thought I figured the change from 2 to 3 was awesome in my estimation so I plan on delaying judgement until it is released. I am going to get the 3 core books and make my judgement then. So, to answer the original question, no the setting would not matter really because it will be the rules that count. I have incorporated settings from a lot of different designers and companies into my existing games and i will do the same thing for 4th edition.

Goo


Mine was about 20,000. Without an item to easily compare it too it was a bit of detective work to price it though.

Goo


I was just over on another thread and it got me thinking, a modified version of this "RPG Superstar" could be a really cool convention event. I participated in Iron DM at GenCon(got my butt sumarily kicked by Dreads and Ancient Sensai) and had a blast. This could work by having a certain amount of time for each design and run it as sort of a design decathalon with points for where you place in each design concept. Not sure how judging would work but hey I just came up with the idea 5 minutes ago.

Goo


While this has been nerve-racking since submitting, it has inspired me to take some time out of my evenings to work on my campaign again. I had been rather blah recently so thanks Paizo and thanks all on the boards for the kick in the butt.

Goo

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