What are you running?


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What it says up there. Published or homebrew I would like to hear about it.

Dark Archive

Pathfinder Roleplaying Game Superscriber

When I start running again soonish, it will be Golarion with a few personal tweaks and twists.

Dark Archive

Dark_Mistress wrote:
When I start running again soonish, it will be Golarion with a few personal tweaks and twists.

Ditto.


Our main game is Rise of the Runelords with a side of Red Hand of Doom, both converted to PFRPG. In a couple of weeks I'm going to be playtesting my Curse of the Emperor's Stone adventure with my group and then revising before opening it up to wider playtest - should be a four-week excursion and then back to RHoD.
M

Dark Archive

I'm currently running 2 games online using D20pro, same campaign. They use old Necromancer Games materials. Wizards Amulet, Crucible of Freya, Tomb of Absythor and will finish with Rappan Athuk reloaded.

Good times.


Homebrew crapsack world with core + bestiary. Next run, APG and B2 will be added.

Grand Lodge

Scott Carter wrote:
What it says up there. Published or homebrew I would like to hear about it.

Currently two "published" campaigns lightly sprinkled with homebrew (in the form of some minor house rules).

The first campaign is my regular group's first playthrough of Second Darkness. I've already sent them through Rise of the Rune Lords and Curse of the Crimson Throne, so this is the third in what we affectionately refer to as the "Varisia Trilogy". I'm super excited, since

Spoiler:
I've hammered home the fact that "drow" don't exist in the world in the traditional sense. Elven PCs in the first two campaigns have established that "drow" is the word for elves who murder other elves(the gravest of sins) and I've introduced the Shin'Rakorath as a sort of "elven Texas Rangers / Fugitive Task Force".
Next week should be the big reveal moment. I can't wait.

For my second campaign, I'm running a new group of players (new as in "never played D&D before") through Curse of the Crimson Throne.

On the homebrew end of things, I only have two house rules

Spoiler:

1. I take jump away from Acrobatics, add it to Climb, and call the new skill "Athletics". Makes more sense to me that way. Climbing & jumping is an athletics check, while tumbling and balancing is an acrobatics check.

2. Instead of Martial Weapon Proficiency giving you proficiency in a single martial weapon, it gives you proficiency in all the weapons in a specific weapon group (as described by the fighter's "Weapon Training" class ability). For weapons like the bastard sword, you get the "use two handed as a martial weapon" level of proficiency. Not the exotic "use one handed" ability. I've expanded the weapon groups to include new weapons, and created entirely new groups.

Not a full house rule, but I've also tweaked the exotic weapon proficiency feat a bit so that it only covers weapons that are somewhat superior. Most of the previously exotic weapons are covered by martial weapon proficiency. Only the ones that require special training (like using a bastard sword or dwarven waraxe one handed) are covered by a feat.

Grand Lodge

I'm currently running a RotRL campaign usimg 3.5 set in Golarion...

I've posted a few times in THIS thread concerning it...

-That One Digialelf Fellow-

Scarab Sages

Too much;)
In ever changing schedule:
1: Heavily modified SCAP, 3.5 Rules

2: Buffy The Vampire Slayer Campaign, homebrew with some Witchcraft/Kult Adventures as inspirational material, soon to wrap up the first season inserting (5) as an intermission (different group of players)

3: Falcons Hollow adventures, wrapping up pretty soon, after that starting a homebrew Babylon 5 Campaign with Alternity Rules

4: Serenity, some homebrew adventures, some published material, soon wrapping up and starting Rise of the Runelords

5 (irregular play)Published Delta Green mini-campaign converted to alternity rules, plus Killing Jar (Alternity Dark Matter)


Since we're talking non-fantasy too:
* A Legacy-era Star Wars game with two Jedi Knights, set prior to most of the events of the comics. They're fighting against Darth Necris, who captured their Master early in the game, and the machinations of the Imperial Knights, who actually want Necris to succeed in her plans (she wants to bring down Krayt and the rest of the One Sith).
* A Call of Cthulhu game set in modern-day Portland. Cultists devoted to Hastur are sacrificing victims and popularizing the King in Yellow in preparation for an eventual effort to transmit the entire city to the One Who Must Not Be Named's realm.
* A few upcoming side games that break us from the monotony of fantasy: space zombies, a First 48 knock-off, yadda, yadda...


Currently running Legacy of Fire: almost done with Howl of the Carrion King.

Liberty's Edge

I am currently running one of the slowest moving Age of Worms campaigns ever. It's been 4 years now, and we are currently in Kings of the Rift.

I don't really blame anyone for the slowness. Everyone in my group is in their 30's and older, have families, jobs and all the things that go with them. I've had to cancel plenty of times because of sick kids, family vacations and the like.

We are playing using 3.5 rules with a heavy dose of the Heroes of Horror supplement. Rather than the more mainstream campaign worlds, I have set the adventure path in Kindgoms of Kalamar.

I think the group is getting a little road weary, due to the length of time it's taken, but we also have an "almost there" attitude that has been pushing us to get it done.


Still running the Savage Tide in my own campaign world, with a heavily edited background story.

I am also running another campaign in Victorian gothic style, in the same campaign world about 300 years later. It consists of separate modules which I adapt to my campaign world, since this group is not playing often enough for an adventure path.


Age of Worms in the World of Greyhawk, using 3.5 rules.

Grand Lodge

Getting ready to start playing in a GH campaign in the Crystalmists, Jotens and Sterich March, maybe up to Geoff and the Valley of the Mage.

Home-written.

Starting at level 1.

Pathfinder.

I'm gonna be playing a Half Elf Rogue-like PC (1 level of Duskblade before moving to Rogue) who uses a Reach weapon and is more a Fighter/Rogue concept -- awesomeness Knowledge skills and Diplomacy.

. . . . My DMing, meanwhile, is getting real uncertain as schedules are starting to scream for more real-life room.


System: Mutants & Masterminds 2e
Power Level: Standard, PL10/150
Setting: Austin, Texas with Supers, focus on Texas history and mystical threats

At PL10, this was supposed to be a four color game. The characters turned out more street-level. I have one robot detective from the future and an eight year old psychic. Thus far they have sent a restless Comanche spirit to the Happy Hunting Grounds, thwarted the plans of an angry Hoodoo/Blues spirit and uncovered a nest of vampires.

Dark Archive

I'm currently running an indie RPG called The Mountain Witch, a "blood opera" game about a group of ronin hired to kill a powerful demon, each of whom also has a personal secret putting them at odds with the mission somehow. The game is designed to be run over the course of a few sessions, letting the intra-party tension build until all of the secrets are revealed and the characters have to start choosing between the mission and their personal goals. Our final session is tomorrow.

Once this is over, I'll probably go back to playing a friend's Red Hand of Doom campaign until that wraps up, then I'm planning on running another indie game called My Life With Master and a longer campaign using either Last Unicorn's Star Trek or something in the Old World of Darkness.


Age of Worms converted to 4E for a bunch of newbs. Its moving faster then expected as I had forgotten how new players can be like crack addicts desperate for a fix.


A "sandbox" setting based on STAP-stuff and other things (like, say, Drums on Fire Mountain!) I had one group trying to prevent the Savage Tide itself (/loosely/ following the AP), but I've since moved away from the Players. Now I'm in CO, and given the transient nature of the games (and gamers) I've been able to find, I've adopted a much looser structure.


A home made Golarion Pathfinder campaign ; it is my first try at GMing pbp, but i'm proud that is, at least as far as i saw, the first Italian pbp on this forums. The work, Holy Iomedae, how much work. Hope it no problem running a non English pbp here. We won't violate any policies.

Liberty's Edge

Jeremy Mac Donald wrote:
Age of Worms converted to 4E for a bunch of newbs. Its moving faster then expected as I had forgotten how new players can be like crack addicts desperate for a fix.

So true. I think that's why I've started trying to find "virgins" to introduce to tabletop gaming.

I love my long-standing group, but we've been together so long, that sometimes it seems that we've done it all. As soon as you drop even one newbie gamer into the mix (assuming he/she doesn't turn-out to be a jerk or idiot), the energy level and creativity jump by a factor of 10.

Liberty's Edge

On here:

Curse of the Crimson Throne - 'inherited' when their DM just vanished.

Second Darkness, Legacy of Fire and Council of Thieves for groups set up for the purpose.

Elsewhere:

The Forbidden Hills, a one-on-one adventure from Expeditious Retreat Press (in the 'Pathfinderised' version from their One-on-One Compendium only with TWO players.

About to start some Pathfinder Society scenarios.

Seems to be a lot of Pathfinder!

I have an incredibly complex New World of Darkness urban fantasy-cum-police procedural running through my head but haven't done anything with it since I had a stroke and the local face-to-face group fell apart. And I have another contemporary game I want to run which is 'cod-archaeology' probably using the Spycraft ruleset.


I am running a Savage Worlds Deadlands Reloaded game. It is amazing how fast a party learns when to not fight, when they see what a Mojave Rattler can do to a random party.

Liberty's Edge

I GM a weekly CotCT game at Chester Games Club using the D&D v.3.5 rules, for five regular players. They're just getting stuck in to 'Crown of Fangs':

Crown of Fangs spoilers:
They've defeated 'Trifaccia' and the black dragon, decided to ally with Sabina, and will make an assault on Castle Korvosa next week.

After doing a whole AP I'll probably take a break from GMing for a bit, or just run a couple of PFS scenarios or a PF module to get used to the Pathfinder RPG.

Sovereign Court

I running a home brew PF campaign at the moment. It's designed to take my players from level 1 to level 10. It's about a lich who's trying to ressurect himself (of course).

I got 'em running through all kinds of scenarios trying to get the ever elusive phylactery before the lich can ressurect. Which of course, they will fail at and have to fight the CR12 lich at lvl 10. I am thinking about making the lich CR6 or 7 and adding an adult black dragon CR11 to the mix.

Of course, Since they'll be a party of 3 level 10ers I gotta give 'em the right magic equipment or they're done. This is the area I'm currently struggeling with but they're only level 2 right now so I don't have to figure that out for another 8 levels. Of course, I'll be using the WBL table to make sure thier magic items aren't *too* powerful but I don't wanna stick 'em with a bunch of junk in a high level BBEG battle either.

I don't use any house rules at the moment. I (believe it or not) like all the book rules.


Mutants and Masterminds 2nd Edition, 10th level Characters, in Freedom City NJ, playing through Time of Vengeance, though the story just started.

The characters include an Aztec god of vengeance/multimillionaire, an immortal psychic dog, a young adult super with Green Lantern esq powers, and a rock star cursed with the ability to super-sonic screams, though he can no longer sing.


Scott Carter wrote:
What it says up there. Published or homebrew I would like to hear about it.

Just last night I finished running a Pathfinder (starting in Beta and continuing through the full release, but without APG material added in near the end) game set in Eberron. It was a labor of love and the first time I have managed to start a game and run it to its full completion. A lot of the adventures were published, with the overall story following the Eyes of the Lich Queen with a few home-made adventures and some others sprinkled in alongside it.

Real life got in the way sometimes but everyone enjoyed it and the final battle of the adventure was memorable.

Now I begin planning for my next two projects, an Eberron conversion of Savage Tide and a Savage Worlds write-up of the Breath of Fire game series.


I'm DMing a strange experiment set in no particular setting; all my players have characters from a certain anime series: Axis Powers Hetalia. My "PC" is Roderich; the actual PCs are Ludwig, Wang Wao, and Francis. The person who plays Francis is doing a great job at pervy roleplaying....
The PCs will probably try to return to their own dimension once they stop arguing. They'll find out that the spell Arthur Kirkland needs to send them all back has been stolen; they'll either be told this by Iggy in person (he'll then get in a fight with Francis), or he'll have been kidnapped and they'll be told by someone else (maybe Alfred Jones). Suspicion will originally be cast on Ivan as the culprit, but it'll really be his creepy sister. Then they'll all have to do something heroic, again provided they manage to stop arguing. I'll have a great time roleplaying a certain valley-girl ex-knight.

In my unpredictable Rifts campaign (which, actually, I'm not running), I'm running a badass bio-borg, and a dragon. They find themselves in random nameless villages and rescue the villagers from unlikely evil things.

Dark Archive RPG Superstar 2013 Top 32

Just finishing up a Changeling: The Lost chronicle and about to fire up Rogue Trader in a couple weeks!


Running two Kingmaker campaigns in Golarion with some house rules and changes to the setting as seen fit.
One of the groups have been through the Crypt/Mask/City trilogy and might also go through the Demon Within in-between part 3 and 4.

Will attempt a homebrew/published adventure and possibly campaign with Rogue Trader for one of my groups after they finish Kingmaker.

Though it's all on hiatus due to thesis writing atm. :/


Just started up a Call of Cthulhu game after turning everyone to stone in our PFRPG Council of Thieves AP campaign. I'm liking the change of pace and I think my players are having a good time, though it seems like I have to wing it more often since the published games tend to be pretty loose in comparison to what I'm used to. That's part of the fun, though, really. And I think my players are enjoying RPing in the '30s and the random character generation has been really helpful in making interesting investigators. Going to start the Shadows of Yog-Sothoth campaign now that they've done two simple haunted house scenarios.

From here, I want to try out 4th edition to see if my players like it. Picked up the core books plus one for a song on ebay so I figured that's a good sign that it's time to give it a shot.

Liberty's Edge

DMing a rather sporadic and very long running 3.5 Greyhawk Shackled City game with some members of my old group. Getting on six years I guess, we just finished The Demonskar Legacy – off to the Abyss next.

I am the usual ‘go-to’ guy to fill in if our regular GM and/or several players can’t make it to our fortnightly PF Golarion Curse of the Crimson Throne game; depending on the situation I might continue the CotCT game or run a PFS scenario.

Online here at Paizo I’m running a 3.5 Greyhawk Age of Worms game, we are close to finishing the Whispering Cairn, and a PF homebrew game using a lot of my own stuff and a lot of old Dungeon magazine adventures. Characters are 4th and 5th level for that one.


Scott Carter wrote:
What it says up there. Published or homebrew I would like to hear about it.

We're currently running Kingmaker (chapter 2, getting ready to transition to 3.)

This time around we ceased with Round-Robin DMing, so one guy is doing all the work. He's done a fantastic job, we have a huge hex-map showing where we've been and what we've established. It's been great fun.

We play twice a month, or as schedules permit.

Party
Landon - hu-mon Ranger 1/Cleric 4
Niko - hu-mon Cavalier 5
Turin - Elven Ranger 5
Valhalrik - hu-mon Rogue 3/Fighter 2

Yep, no arcane casters (we are so gonna die...)


Currently I'm DMing Rise of the Runelords + homebrew add-ons (just finshed the 5th book of the series, Curse of the Crimson Throne (one big session left now, the PCs are 2 levels down on the series recomendation and have the Queen to kill!) and playing a rogue/assassin variant in the Legacy of Fire campaign.

If Paizo keep up the adventure paths I still don't think e'll ever finish them...


Running two home-brew worlds - one I've been developing for 20 years, the other for about 4. Converted both to Pathfinder in the last year.

Otherwise, I'm running a Runequest RPG campaign for a friend of mine, set in 2nd Age Glorantha.

The Exchange RPG Superstar 2010 Top 16

System: Mutants & Masterminds 2e / Warriors & Warlocks, although I'll likely be updating the game to incorporate appropriate aspects of M&M 3rd Edition
Power Level: Began at PL6, now PL7
Setting: Post-apocalypse, the Okeefenokee

I was entertained to find out that the current iteration of Gamma World suggests that the Large Hadron Super-collider caused their inter-dimensional rift apocalypse, since that was the background of my campaign.

I've adapted Monte Cook's "Chaositech" supplement to provide the kind of special effects of the setting. I'm trying for something of the vibe of "Thundarr the Barbarian". Pulpy, but more serious than and of the versions of Gamma World.

The PCs include a warrior princess, her half-frog bodyguard, a 10-year-old girl who carries the psychic imprint of her mad-scientist father's personality in her brain, and a pre-apocalypse FBI agent who was on bodyguard assignment at the LHS but doesn't remember what happened or how he ended up in the swamp.


I'm running a homebrew campaign and world, using a blend of Pathfinder and 3.5. Building on the adage that any sufficiently advanced technology would appear to be magic, it is a post apocalyptic tale with echoes of Earth history, taking as a premise the appearance of Cthulu in WWII, the downfall of humanity and the eventual departure of the Elder Gods for new worlds.

The campaign itself has a complex, wheeling backstory that I was using only to justify the existence of wild little mercenary jobs. But it has evolved into a game about consequences. One of the early jobs was a little too close to the backstory and the PCs handled it with such overkill that it changed the balance of power in a secret war, destabilized their base of operations and put them on the radar of several major players. Every since they've been finding their path by picking the best among invariably terrible options and dealing with the repercussions to society while pursuing the destruction of a time travelling relic (Yes, that old trope).

It's really quite rewarding for all involved, as they like cinematic flair and I thrive with exotic encounters. We've seen Were-Crocodile Sorcerors, a continually reincarnating Rakshasa, battles on crumbling cliffs beneath an expanding planar breach, and causing an insurrection against the very noble house they support to blunt the impact of a demonic invasion. Right now the players are debating just how much they need the relic spear lodged deep in the breast of a dragon... which is keeping the beast, an ancient sandstorm and even the surrounding palace locked in temporal stasis, floating above a thriving necropolis. Fun times.

By comparison, I'm playing in a Star Trek: TNG game. I'm not sure why. The game master seems to be at his best when he's running humorous, character development oriented sidequests, but he really wants to focus on combat... in a system designed such that any PC or ship can be killed in a single action by scrubs.


I've been letting some of my players try their hand at GMing thier own homebrew ideas for awhile, but I'm about to start DMing again (Thankfully). We'll be using my new homebrew setting for Pathfinder, using all the current Pathfinder hardcovers.
The setting is an island called the West Province, which is a trio of forested rugged baronies off of the rainy northwest coast of the Kingdom of Kastmoor (Another homebrew setting). The world has its own lore and gods. We'll be making good use of Gamemastery flipmats, item cards, plot twist cards, and npc cards. It looks to be a good time.


Hi nrtrandahl! waves Still at Bliss?

Right now I am just running one singe PbP, my Pathfinderized Planescape Pre-Faction War mess, The Chronicles of the Silver Rose Company. The players are currently playing through a heavily-modified Dead Gods module written by Monte Cook back in the 2e days.


Patrick Curtin wrote:

Hi nrtrandahl! waves Still at Bliss?

Hey, Curtin!! I told Fortune you said Hi a looooong time ago! Then I kind of dropped out of the rpg scene when I was deployed ot the Middle East. I'm back home now in Wyoming and officially a veteran. It's good to be outta the Army and outta the Sandbox.


Pathfinder system sequel campaign to Red Hand of Doom, titled "Revenge of the Giants" -- before the 4E one came out, thank you! I started with some of the between-the-lines backstory about the old Kingdom of Rhest as my launching point ... the campaign began with Old Warklegnaw waltzing into the town square of Drellin's Ferry during an unusually-severe winter and demanding to see the "Heroes of Brindol."

All that said, I did pick up the 4E Revenge of the Giants and incorporated some elements from it, particularly

Spoiler:
the giants' attempts to free the imprisoned titans who built the world
for the long-term story arc, but that's about the only overlap.

Speaking of 4E influences, tho, I also am considering sneaking in some of the better parts of Tomb of Horrors while I'm at it. That's actually a pretty nifty adventure!

-The Gneech


CoC proved counter to about half of the group's preferences and we added a new player, so I'm running a Pathfinder converted Age of Worms for six players and preparing a CoC pbp game for the boards.


nrtrandahl wrote:
Patrick Curtin wrote:

Hi nrtrandahl! waves Still at Bliss?

Hey, Curtin!! I told Fortune you said Hi a looooong time ago! Then I kind of dropped out of the rpg scene when I was deployed ot the Middle East. I'm back home now in Wyoming and officially a veteran. It's good to be outta the Army and outta the Sandbox.

Good to hear you got thru OK. Hard to believe it's been 10 years for me since I wore BDUs (and not those fuzzy TV screen thingies either, LOL).


Currently finishing up Legacy of Fire (just started Chapter 6).

Then, I run Kingmaker and one of my players runs Serpent's Skull. We will do it alternate sessions, ie. every other Monday.

-- david
Papa.DRB

RPG Superstar 2011 Top 16

Currently running Serpent's Skull. Currently playing in Kingmaker. Really want to try the new L5R.


I'm currently running Kingmaker, Stolen Land. PCs are nearing 3rd level. We're all enjoying it immensely! We play one session per week.

Silver Crusade

Pathfinder Adventure Path Subscriber

Currently running Kingmaker, just finished Stolen Land (we started in like April). We play about twice a month. I'm running an interlude game to give them the second charter.


Currently playtesting a Legion of Super-Heroes RPG I've been designing over the last couple of years. Also running a PBP here on Paizo for it as well. Always looking for new faces to join.


I am running a combined version of Kingmaker and AoW. We try to run a game every weekend.


Prepping Curse of the Crimson Throne under PFRPG, but with the intent that the endgame of Chapter 6 will not go in the characters' favor... the way my games play, though, that's probably two years' worth of play before we get there, and when Carrion Crown comes out, it will be very hard for me to resist trekking the group off to scenic Ustalav (as Ravenloft and I still have a burning affair going on off-camera). Anyone ever tried running two AP's intertwined?

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