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tell me about your non-D&D campaign (a semi-poll)
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<blockquote data-quote="Galethorn" data-source="post: 1739447" data-attributes="member: 7888"><p>I run a campaign in a homebrewed setting with Grim Tales, which used to be a heavily UA-modified and house-ruled D&D game, which had about 20 pages of houserules. Now, with GT, I have, oh, about four pages of setting-specific races, and a few notable changes that don't even need paper to be maintained (VP/WP instead of HP and a massive damage threshold, to name one).</p><p></p><p>So far, I've noticed a few things...</p><p></p><p>1. Only one player made a magic-user right off the bat, and he's not in the 'always there' group of players. One other person wants to eventually learn magic, but isn't actively seeking tutelage out at the moment.</p><p></p><p>2. The characters are a little more powerful, relatively speaking, but their power is more in line with each other's, and I started them out about a level higher than they would have been in D&D.</p><p></p><p>3. It's pretty easy putting together NPC mooks in short order, especially if you have a fairly standard form for each 'type' (like one for archers, one for generic spear-wielding warriors, and one for bigger, beefier warriors). I think this is specifically because 'ordinaries' don't get the talents, making the creation process a lot less complex.</p><p></p><p>4. The players don't moan and groan about each other's characters, or about how they want to be more powerful*.</p><p></p><p>(*that could be because most of them playing in this campaign are relative gaming novices, compared to my players in the last campaign I ran)</p><p></p><p>Anyway, I'll try to put together a blurb now...</p><p></p><p></p><p><strong><em>On the world of Yril, in the lands of Thoria, the people live in fear of a vague and distant threat. Some say it's the decline of the once great nation of Arnadun, and others say it's the rise of a warlord-tyrant in the deep and distant south, but few can say for certain.</em></strong></p><p><strong><em></em></strong></p><p><strong><em>Brought together by luck, old friendships, and duty, Delethorn and his companions have made their first move to become part of the terrible events that the future holds, and cannot know how closely their fate will be tied to that of the very world.</em> Join us next week for the thrilling conclusion of the perilous journey down the River Elond!</strong></p><p></p><p>That's the best I can do...I'll be able to give some more specifics in the blurb once the group gets out of the boonies and to the port-city of Fort Tirad.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 1739447, member: 7888"] I run a campaign in a homebrewed setting with Grim Tales, which used to be a heavily UA-modified and house-ruled D&D game, which had about 20 pages of houserules. Now, with GT, I have, oh, about four pages of setting-specific races, and a few notable changes that don't even need paper to be maintained (VP/WP instead of HP and a massive damage threshold, to name one). So far, I've noticed a few things... 1. Only one player made a magic-user right off the bat, and he's not in the 'always there' group of players. One other person wants to eventually learn magic, but isn't actively seeking tutelage out at the moment. 2. The characters are a little more powerful, relatively speaking, but their power is more in line with each other's, and I started them out about a level higher than they would have been in D&D. 3. It's pretty easy putting together NPC mooks in short order, especially if you have a fairly standard form for each 'type' (like one for archers, one for generic spear-wielding warriors, and one for bigger, beefier warriors). I think this is specifically because 'ordinaries' don't get the talents, making the creation process a lot less complex. 4. The players don't moan and groan about each other's characters, or about how they want to be more powerful*. (*that could be because most of them playing in this campaign are relative gaming novices, compared to my players in the last campaign I ran) Anyway, I'll try to put together a blurb now... [b][i]On the world of Yril, in the lands of Thoria, the people live in fear of a vague and distant threat. Some say it's the decline of the once great nation of Arnadun, and others say it's the rise of a warlord-tyrant in the deep and distant south, but few can say for certain. Brought together by luck, old friendships, and duty, Delethorn and his companions have made their first move to become part of the terrible events that the future holds, and cannot know how closely their fate will be tied to that of the very world.[/i] Join us next week for the thrilling conclusion of the perilous journey down the River Elond![/b] That's the best I can do...I'll be able to give some more specifics in the blurb once the group gets out of the boonies and to the port-city of Fort Tirad. [/QUOTE]
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