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long long post about my system of choice problem...
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<blockquote data-quote="scourger" data-source="post: 2606641" data-attributes="member: 12328"><p>The first option I would recommend is #1--keep D&D 3.x d20 and modify to suit your tastes. I am currently playing a 3.5 "old school" core game. The DM is using a classic-style module from Goodman Games (<a href="http://www.goodmangames.com/DCCpreview.php)" target="_blank">http://www.goodmangames.com/DCCpreview.php)</a>. Personally, I'm partial to Dungeon Magazine (<a href="http://paizo.com/dungeon)" target="_blank">http://paizo.com/dungeon)</a>. I've had a subscription for years and have kept all the d20 stuff even after culling all the prior edition material I owned. Also, I find a core game is the most fun to run & play, especially when kept at relatively low levels. The PCs really have any option they need from the PHB (I don't even use the PrCs in the DMG for PCs). There is more than enough material to master for a DM in the PHB, DMG & MM. Initiative cards, the free ones and the pre-filled ones, are awesome (<a href="http://www.thegamemechanics.com/index.as)" target="_blank">http://www.thegamemechanics.com/index.as)</a>. The prior posters who comment about finding d20 D&D players more easily are on-target. Save yourself the work. Run a core D&D d20 game using a module with classic flavor. </p><p></p><p>My second recommendation is #4--use Savage Worlds (<a href="http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm" target="_blank">http://www.peginc.com/Games/Savage Worlds/Savage Worlds.htm</a>). It changed the way I approach gaming. I think it may even help (save) my d20 DMing. I think it can do the same for you. It really keeps the game fast, furious & fun. The core book is concise. It's simple enough to make it a joy to run but complex enough to keep it fun to play. You can get the free test drive rules and give it a try. It is multi-genre, too; so it can incorporate all the elements you want in your game. There's a ton of fan support, too (<a href="http://www.savageheroes.com/default.htm" target="_blank">http://www.savageheroes.com/default.htm</a> & <a href="http://www.sharkbytes.info/index.html)" target="_blank">http://www.sharkbytes.info/index.html)</a>. I find it truly a joy to run it, although D&D has so much support among my gaming friends and I have so much knowledge of d20 that it would be difficult to switch to Savage Worlds for genres in which we already play d20. I will incorporate concepts from SW in d20, and I think you would benefit from the same. </p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="scourger, post: 2606641, member: 12328"] The first option I would recommend is #1--keep D&D 3.x d20 and modify to suit your tastes. I am currently playing a 3.5 "old school" core game. The DM is using a classic-style module from Goodman Games ([url]http://www.goodmangames.com/DCCpreview.php)[/url]. Personally, I'm partial to Dungeon Magazine ([url]http://paizo.com/dungeon)[/url]. I've had a subscription for years and have kept all the d20 stuff even after culling all the prior edition material I owned. Also, I find a core game is the most fun to run & play, especially when kept at relatively low levels. The PCs really have any option they need from the PHB (I don't even use the PrCs in the DMG for PCs). There is more than enough material to master for a DM in the PHB, DMG & MM. Initiative cards, the free ones and the pre-filled ones, are awesome ([url]http://www.thegamemechanics.com/index.as)[/url]. The prior posters who comment about finding d20 D&D players more easily are on-target. Save yourself the work. Run a core D&D d20 game using a module with classic flavor. My second recommendation is #4--use Savage Worlds ([url]http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm[/url]). It changed the way I approach gaming. I think it may even help (save) my d20 DMing. I think it can do the same for you. It really keeps the game fast, furious & fun. The core book is concise. It's simple enough to make it a joy to run but complex enough to keep it fun to play. You can get the free test drive rules and give it a try. It is multi-genre, too; so it can incorporate all the elements you want in your game. There's a ton of fan support, too ([url]http://www.savageheroes.com/default.htm[/url] & [url]http://www.sharkbytes.info/index.html)[/url]. I find it truly a joy to run it, although D&D has so much support among my gaming friends and I have so much knowledge of d20 that it would be difficult to switch to Savage Worlds for genres in which we already play d20. I will incorporate concepts from SW in d20, and I think you would benefit from the same. Good luck. [/QUOTE]
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