Matt Snyder
First Post
Hi,
I recently created an alterative experience system for D&D/d20.
The system is goal-oriented, allowing players to select their character's goals, earn generous modifiers toward their completion, and reap XP rewards upon completion. The effect is a speedier progression, more effective characters, and a little less overall control on the game world by the GM.
You can read the run-down on my wiki:
Wyrd - An alternate experience system
This is a pretty big departure from standard D&D, so it won't be everyone's cup of tea. But, it does offer players a greater opportunity to shape their game environment, even telling the GM how to do his job! (In a good way.).
I've been tinkering with some additional ideas for "Doom," which is the GM's goal system for NPCs. One suggestion on another forum was to increase the amount of Doom the GM receives (1d6 or 1d8 instead of just 1, for example).
FYI, the system is very loosely based on my independently published game, Nine Worlds. Nine Worlds definitely is a dramatically different kind of role-playing game than D&D! I consider this a good thing, because the game has something unique to offer.
Nine Worlds involves a lot of story-oriented techniques and other unusual elements (playing card mechanics, for example). It's a modern fantasy in the vein of Mage, Nobilis, and Amber, for example.
Think of it as a modern re-telling of Greek myth. You play mortals who literally decide the fate of the universe.
I recently created an alterative experience system for D&D/d20.
The system is goal-oriented, allowing players to select their character's goals, earn generous modifiers toward their completion, and reap XP rewards upon completion. The effect is a speedier progression, more effective characters, and a little less overall control on the game world by the GM.
You can read the run-down on my wiki:
Wyrd - An alternate experience system
This is a pretty big departure from standard D&D, so it won't be everyone's cup of tea. But, it does offer players a greater opportunity to shape their game environment, even telling the GM how to do his job! (In a good way.).
I've been tinkering with some additional ideas for "Doom," which is the GM's goal system for NPCs. One suggestion on another forum was to increase the amount of Doom the GM receives (1d6 or 1d8 instead of just 1, for example).
FYI, the system is very loosely based on my independently published game, Nine Worlds. Nine Worlds definitely is a dramatically different kind of role-playing game than D&D! I consider this a good thing, because the game has something unique to offer.
Nine Worlds involves a lot of story-oriented techniques and other unusual elements (playing card mechanics, for example). It's a modern fantasy in the vein of Mage, Nobilis, and Amber, for example.
Think of it as a modern re-telling of Greek myth. You play mortals who literally decide the fate of the universe.