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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="The_Gneech" data-source="post: 4501958" data-attributes="member: 6779"><p>I've run lots of different types over the years, ranging from <em>Twin Peaks</em>-esque psychodrama to cornball <em>Munchkin</em>-style silly games. In fantasy, my general preference is for low-level style sword and sorcery adventure and that's what I usually run, although right now I'm finishing off <em>Red Hand of Doom</em>, which is a bit more "Tolkienish epic fantasy".</p><p></p><p>Outside of fantasy, I've done hard SF, wild space opera (currently running a <em>SWSE</em> game), superheroes, <em>Paranoia</em>, you name it.</p><p></p><p></p><p></p><p>The overarching goal of any RPG that I run is have fun with a group of friends 'round the table by participating in a shared narrative. Different games have different sub-goals ... <em>Uncanny Midnight Tales</em> is designed to present the players with spooky mysteries to unravel. <em>SWSE</em> is designed to recreate the feel of <em>Star Wars</em> with the player characters as the heroes. I generally use <em>Dungeons and Dragons</em> as a vehicle for engaging the players in shared stories of fantasy adventure.</p><p></p><p></p><p></p><p>Honestly, it depends on how "out there" the goals are, but usually it's by giving the players some guidelines up front about what the campaign will be like, and then in my choice of scenarios. For my <em>3E</em> games, I generally picked a setting, told the players the initial scenario setup, and then let them do as they would. I then pulled modules and/or copies of <em>Dungeon</em> magazine off my shelf and began to weave scenarios together, adding my own where needed or where I had a cool idea, until something like a cohesive whole existed.</p><p></p><p>Once I finish <em>RHoD</em>, I probably won't use 3E off the shelf any more, but instead use my various <em>SWSE</em> kitbash games. How the campaign will actually be built, I'm not sure, as I'm running out of untapped 3E material and I don't care for 4E in style or presentation. I'm sure that eventually something will step in to fill the gap. I tried the first Pathfinder AP from Paizo, but for various reasons I'm not real excited by that either. (I was already tiring of the "adventure path" concept before <em>Dungeon</em> was killed; I want to be given smaller blocks and put them together myself.)</p><p></p><p>One good thing about the new edition of <em>D&D</em>, is that it's rekindled my interest in non-<em>D&D</em> games -- I'm getting real into <em>Call of Cthulhu</em> these days, for instance.</p><p></p><p>-The Gneech <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 4501958, member: 6779"] I've run lots of different types over the years, ranging from [i]Twin Peaks[/i]-esque psychodrama to cornball [i]Munchkin[/i]-style silly games. In fantasy, my general preference is for low-level style sword and sorcery adventure and that's what I usually run, although right now I'm finishing off [i]Red Hand of Doom[/i], which is a bit more "Tolkienish epic fantasy". Outside of fantasy, I've done hard SF, wild space opera (currently running a [i]SWSE[/i] game), superheroes, [i]Paranoia[/i], you name it. The overarching goal of any RPG that I run is have fun with a group of friends 'round the table by participating in a shared narrative. Different games have different sub-goals ... [i]Uncanny Midnight Tales[/i] is designed to present the players with spooky mysteries to unravel. [i]SWSE[/i] is designed to recreate the feel of [i]Star Wars[/i] with the player characters as the heroes. I generally use [i]Dungeons and Dragons[/i] as a vehicle for engaging the players in shared stories of fantasy adventure. Honestly, it depends on how "out there" the goals are, but usually it's by giving the players some guidelines up front about what the campaign will be like, and then in my choice of scenarios. For my [i]3E[/i] games, I generally picked a setting, told the players the initial scenario setup, and then let them do as they would. I then pulled modules and/or copies of [i]Dungeon[/i] magazine off my shelf and began to weave scenarios together, adding my own where needed or where I had a cool idea, until something like a cohesive whole existed. Once I finish [i]RHoD[/i], I probably won't use 3E off the shelf any more, but instead use my various [i]SWSE[/i] kitbash games. How the campaign will actually be built, I'm not sure, as I'm running out of untapped 3E material and I don't care for 4E in style or presentation. I'm sure that eventually something will step in to fill the gap. I tried the first Pathfinder AP from Paizo, but for various reasons I'm not real excited by that either. (I was already tiring of the "adventure path" concept before [i]Dungeon[/i] was killed; I want to be given smaller blocks and put them together myself.) One good thing about the new edition of [i]D&D[/i], is that it's rekindled my interest in non-[i]D&D[/i] games -- I'm getting real into [i]Call of Cthulhu[/i] these days, for instance. -The Gneech :cool: [/QUOTE]
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