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![]() The component of gaming that seems to be the biggest draw for me as a player and dm is player "gimmes". The harrow deck for example is an awesome piece because the players can touch it and watch it in action. Handouts of written materials have always been a great addition as well (this was one of my favorite things about Warhammer Fantasy Role Play and their first campaign). ![]()
![]() I started in the Summer of '80. A friend of the family had the blue book and I came home from the visit and started a d6 game because those were the only dice I had. Christmas of that year I got the red boxed set and have been hooked ever since. AD&D came a year later and I still remember first level fighter saves:
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![]() I think they are trying to simplify the Wizard class down to something they can program for their online game. Therefore the spells from the core game will have to have very easily defined effects. And be very repetitive so that the first level wizard doesn't have to watch his first level warrior buddy have all the fun. An implement in an inventory space altering the spell seems easy to program and might give it a small coolness factor as well as differentiate the new magic system from previous ones(thereby selling more books). Schools of magic or no schools of magic doesn't seem to matter. ![]()
![]() For those interested, ASL is now liscensed by Multiman Publishing. It is financed by Curt Schilling who is an avid ASL player. They also bought out The Gamers game company a few years ago and publish their titles as well. Anyway, Multiman Publishing has a decent web presence and should be checked out. ![]()
![]() Excellent set of threads. I really appreciate these. Except I am going to call the paper "The Truth" with respects paid to Terry Pratchett. Also in my campaign the Merchant District beat writer is Phimblina Furrypants (Gnome Fem Ex 1) who will try to interview the PCs when they get to shore after the Blue Nixie catches fire. Apologies if you feel I've trivialized your offerings but the comedy aspect works better in my group. ![]()
![]() My opinion is...Yeah you got hosed if you had to spend 2 feats to get a DM PC. Talk to the DM and see if you can get one or both back. I don't think the trapfinder is the best role for a DM PC but if that is his opening to play one and he just wants to be involved then, ok, the DM should enjoy the game along with the players. However, using your feats to do it is not the most equitable way to go about it. ![]()
![]() I've wanted to run a time travel campaign on an alternate earth setting. Allowing the characters to interact with historical events seems like a cool way to learn about them. I have this vision in my head of fantasy characters in a trench warfare scene with Fireballs and Cloudkills going off and swarms of crossbow bolts erupting from a machine gun nest. The challenge for me seems to be finding a continuity thread to link the time frames and paring down to just a few to show to the players. My current idea is like the old TV show "Voyagers" with characters falling into a time frame to "fix" something (different mechanics than "Quantum Leap" but similar to that too). WWI at Verdun, Mecca just as Islam is starting, the voyage of Christopher Columbus, and the coronation of Charlemagne are the major scenes. I'm still debating these and looking for more dramatic choices. Anyway thats my two cents on a time travel campaign Stoner ![]()
![]() Mrannah wrote:
The Mud Sorcerer's Tomb was in Dungeon #37. I'm gonna give my players some torturing in a few levels. |