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Darkness & Dread
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<blockquote data-quote="spider_minion" data-source="post: 1925684" data-attributes="member: 16096"><p>I got <em>Darkness and Dread</em> recently after it was released, and had run a few sessions with it. I liked the classes in the book, but overall I though they we're just too weak for what I wanted to do. Being the homebrewer that I am, I made my own classes and feats. The classes are like weaker versions of the core, but without all the whiz-bang powers that would make the game too magical. I can post them if you're interested.</p><p></p><p>My players simply LOVED the insanity rules. They were essentially in a race to see who could rack up the most insanity points as possible. Some were disappointed when their mental maladies were really dabilitating . . . I had to remind them that they shouldn't want to go insane. The players very much enjoyed the campaign, but it never really became horror. It was still quite fun.</p><p></p><p>Some of the chapters arn't as developed as they could be. I'm thinking of the books and tomes, dark magic, and monsters. The author, Mike Mearls, was actually disappointed with the end product for this reason. Still love the book though.</p><p></p><p><em>Relics & Rituals II</em> and <em>Creature Collection II</em> have lots of stuff ideal for a dark fantasy campaign. Green Ronin's <em>The Psychic's Handbook</em> has a neat low-powered psionic system that fit perfectly into my campaign as well. The first two books (expecially CCII) aided me a good deal.</p></blockquote><p></p>
[QUOTE="spider_minion, post: 1925684, member: 16096"] I got [i]Darkness and Dread[/i] recently after it was released, and had run a few sessions with it. I liked the classes in the book, but overall I though they we're just too weak for what I wanted to do. Being the homebrewer that I am, I made my own classes and feats. The classes are like weaker versions of the core, but without all the whiz-bang powers that would make the game too magical. I can post them if you're interested. My players simply LOVED the insanity rules. They were essentially in a race to see who could rack up the most insanity points as possible. Some were disappointed when their mental maladies were really dabilitating . . . I had to remind them that they shouldn't want to go insane. The players very much enjoyed the campaign, but it never really became horror. It was still quite fun. Some of the chapters arn't as developed as they could be. I'm thinking of the books and tomes, dark magic, and monsters. The author, Mike Mearls, was actually disappointed with the end product for this reason. Still love the book though. [i]Relics & Rituals II[/i] and [i]Creature Collection II[/i] have lots of stuff ideal for a dark fantasy campaign. Green Ronin's [i]The Psychic's Handbook[/i] has a neat low-powered psionic system that fit perfectly into my campaign as well. The first two books (expecially CCII) aided me a good deal. [/QUOTE]
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