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So You're Just Not "Feeling It" for 5e - What ARE you excited about?

dracomilan

Explorer
I'm currenly quite satisfied with 4e essentials, so even if I ordered the PH I do not plan to move - not until an aitalian translation is provided (for my players). If I end my 4e campaign before that, I guess I will try the old Alternity ruleset
 

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SteveC

Doing the best imitation of myself
Good thread idea!

As someone not particularly excited about 5E, it might surprise some that I'm very interested in the digital offerings for the new edition since I think it will move RPGs as a whole forward as a result. It looks pretty cool... I wish it were for a game I liked more.

Outside of that oddity, I'm excited about playing more 13th Age. We have the Bestiary coming soon, and 13 True Ways after that... lots of fun there.

Outside of that, I'm putting together a HERO game based around Warehouse 13, looking to do a couple of quick Fate Core games, and working on my super-secret homebrew system that will hopefully see the light of day in 2014.

Lots of good gaming to be had.

Just wanted to add: just picked up Atomic Robo, and this is one of the most fun reads I've had in a long time. Hope to get my group to actually play it.
 
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Tequila Sunrise

Adventurer
Totally nonplussed about 5e and still lovin' 4e, so I likely won't have any dramatic gametime shifts anytime soon. I would like to give 13A a shot sometime though.

But I'm also excited for 'The One Ring'! It's my current campaign and we'll probably be running it for a while.
At least DMin'g it, as we will finish my buddy's DMing of Pathfinder and then I'm ready to move to Savage Worlds and The One Ring.
Add me to the people happy to see more for The One Ring, although I'm more interested in the new rulebook than Rivendell - my older ones are getting rather tatty, unfortunately.
A lot of people are mentioning Savage Worlds and The One Ring. A couple fans have already been kind enough to talk a bit about SW, but what's the draw to TOR? Presumably it's set in Middle Earth, but I know nothing about it!
 

scourger

Explorer
I am not too excited about 5e. I got off the D&D wagon after 3.5 - never got into 4e (although the latest Gamma World was quite good) or Pathfinder. I tried to get my group interested in the 1st 5e playtest dungeon, the remake of Keep on the Borderlands, but they weren't into it. I'll get 5e Basic to check it out, but I doubt we will play it.

I am excited about my planned all-drow 3.5 game. I recently got the Menzoberranzan book which is full of good ideas. I plan to use elements from a Conan game I have wanted to run for a while with the story from Slaine The Horned God as the framework. I hope to mine all my old modules for a series of good dungeon crawls, even parts from Against the Slave Lords that I just bought. That Jeff Dee illustration of the 6 slave lords is begging for a conversion of those foes. I have a bag full of D&D minis to use for friends & foes, and I plan to use a form of the 0-level character death funnel from Dungeon Crawl Classics to start it. I hope the PCs become naughty drow demigods.

I would also love to play or run some Savage Worlds (SW). I even thought about running the all-drow game as a SW conversion, but my players are too mired in D&D (1 especially who won't play anything else). SW is so much easier to prep & run than d20, but I have some good shortcuts planned so it should not be too much processor load on my mind. I am going to use the card-based initiative from SW in that game, so it will have some elements. Maybe a type of SW benny or 4e action point system, too.
 

Mark CMG

Creative Mountain Games
My excitement waned when I realized WotC isn't going to go back to using the OGL any time soon, if at all.

As an alternative, I'm running a regular 1E game. Last weekend, at the EN World Chicago Gameday, I played in The One Ring (with Buzz from EN World) and Myth and Magic (2E retroclone with Bruce Grab). This weekend, at the Nexus Game Fair, I'll play some (O)D&D (with Dave Bedell from EN World as he runs Castle Zagyg: The Upper Works), Basic Expert Companion D&D (x2 with Colin Higgins of the Dead Games Society), 1E (with Stefan of Dwarven Forge, and also with Ken Haylock), and 3.XE with Skip Williams.

In Southern Wisconsin, there are three good sized, four-day, RPG-mostly conventions within an hour's drive (one is seven minutes) every year, two boardgaming three-day mini conventions within a half hour's drive every year, two or three boardgaming gamedays each month within fifteen minutes drive, and tons of weekly events besides.

I don't think I will or would miss 5E much if I don't play it.

However, my regular group has decided, at my suggestion, to get the Starter Box and I'll run a couple of weeks of that as a side/mini campaign. Should be fun and that will make it easier to discuss things about 5E when it comes up.
 

A lot of people are mentioning Savage Worlds and The One Ring. A couple fans have already been kind enough to talk a bit about SW, but what's the draw to TOR? Presumably it's set in Middle Earth, but I know nothing about it!

Middle Earth, yes, specifically set in the period between The Hobbit and Lord of the Rings. The initial rules set and expansions covered the Wilderlands, the area around Mirkwood, although the next expansion is supposed to be Rivendell and it's environs.

As for the system, it's simple in principle, 1d12+xd6 vs TN, where the xD6 is based on your relevant skill. There's a few ways to get auto-successes, my character in a PbP I'm in didn't have to make travel rolls when we were travelling along the river because he's got a speciality in Boating, and another keeps us happier (can restore Hope) because he has one in Cooking. Combat is basically TotNM, exact positioning doesn't matter though your approach does - Stances determine how easy it is for a character to hit and to be hit, so aggressively pursuing chances to attack means you'll get them, but you'll also be hit more often. The skill system puts as much emphasis on journeys and meeting people as it does on combat, and they're probably a larger part of the game. There's a very nice character builder online, which also includes explanations of what things mean, which might help you get some idea of the game.

As for what I like about it, it's Middle Earth done in a way that makes it feel like Middle Earth. I could imagine telling the stories of our party on a site of Tolkein fiction and it not feeling out of place, which was not the case with previous Middle Earth games. I could also see using it for other settings, with some work in creating cultures.
 

Scrivener of Doom

Adventurer
I'm still really excited about my long-running but often-delayed 4E game set in Neverwinter and am even more excited because, as of yesterday, it would appear I have a new "live" gaming group where I live rather than having to rely on online play.

I'm also very excited about getting into 13th Age soon. I haven't really gone too far with it because I want the extra options from the Bestiary and 13 True Ways but, as soon as those are in my hot little hands, I suspect it will be getting some play.

Even though I personally have no interest in 5E, I am hoping it will lead to a revitalisation of the forums and we will start seeing ideas for adventures and campaigns being posted again.
 

Azgulor

Adventurer
I've seen repeated mention of Savage Worlds... what is it that attracts you to that system?

For the record, I'll buy 5E for the collection and maybe to play a one-off or two, but I am currently not very hopeful that it will be my go-to RPG. Then again, I currently don't have a go-to RPG. I like FantasyCraft (best d20 variant I've seen) but my group is not happy with d20 anymore. I am currently a backer of HERO Fantasy and ENWorld's OLD/NOW/NEW as well as a few smaller indies that I hope I can find a common ground system out of.

I got interested in Savage Worlds primarily out of a desire to find a good system with which to run sci-fi campaigns. I really hadn't looked too closely at Savage Worlds prior to that. I knew it had a vocal fanbase but I told myself "not buying another system" and "multi-genre never really seems to pan out in the long term".

Boy, was I wrong!

Reasons for liking Savage Worlds:

1. It lives up to its tagline of "Fast, Furious, Fun". I ran a trial session for a group of players whose only prior RPG experience was Pathfinder and they were relative newbies to PF as well. They picked up the mechanics within minutes. The gameplay is very fluid. Mechanics are simple to understand. You don't waste a lot of time looking up rules in the middle of dramatic scenes. Exploding dice are always exciting and once players realize that tactics matter and exploding dice can swing the tide of battle, the players' excitement and enthusiasm increases as well. To use a poor sports analogy, imagine the intensity difference watching a hockey game in overtime vs. a baseball game in extra innings. Both are fun. Both have moments of excitement but with the hockey game the intensity is almost constant. Savage Worlds can be like that.

2. It embraces Player imagination. I've heard Savage Worlds described as a "Yes, try it" rather than a "No, not without X" system. Want to aim for the zombie's head? Go for it. Want to try and pull a stunt to roll past the enemy and come up behind him? Go for it. Want to intimidate you foe to throw down his arms? Go for it. While you can do those things in other games, they're typically handled as very difficult, requiring a subsystem, or they're optional or bolted-on rules to address something the rules never intended. In Savage Worlds, it's all slight tweaks of the target number and easy to GM on the fly.

3. Bennies. My players love this and we've incorporated it into our Pathfinder session. Bennies are a concept for granting the players some control over the story. Other games have mechanics like Hero Points and such but they're optional or add-ons. Bennies are ingrained in the SW game and its cool to see the PCs weighing when to spend and when to hold onto a bennie. Also, the GM gets bennies too!

4. Heroes from the start; Legends at the pinnacle. Savage World starting characters tend to be able to support fully-realized concepts even at the "Novice" tier. That is, PCs are more capable than your traditional low-level PC where you have to pay your "level dues" to start to realize the character concept you envisioned. Conversely, as they gain experience, even when they reach the "Legendary" tier, while they're butt-kicking bad-a$$es, they're not invincible. Unless you're playing a Supers game, you're not doing the zero-to-demi-god progression. The progression is more like you would see in a novel, a movie, or TV show. You're skilled, you're tough, and you're powerful but if you don't use tactics and think nothing can touch you a single gunshot or a goblin with a dagger can still be a real threat. That "sweet-spot" style of play most people think about when talking fantasy RPGs? That lasts through the entire campaign. You don't "Level out" of earlier threats and don't need to "Level into" more powerful ones.

5. Easy to mod In my experience, the downfall of most multi-genre games is that it takes a lot of GM work to tailor it to a homemade setting or adapt a licensed property that you want to set you game in. It's very easy to do this in Savage Worlds and a quick Internet search will show you an incredibly impressive list of adaptations of settings to Savage Worlds. As a test run, I created characters from a bevy of different video games of different genres just to see how hard it would be. It was very easy and I was floored at how closely one could represent the spirit of the character and have mechanics that felt true to the game abilities. (Dragon Age characters, Halo aliens, Cole McGrath from infamous, and Nathan Drake) I've never found a single RPG that could cover that range without making some serious trade-offs in the adaptation or required the characters to be ridiculously high-powered.

For the first time in 30 years of playing RPGs, developing a home-grown Sci-Fi setting doesn't involve a ton of work. The mechanics are easy to adapt, especially with the recently-released Sci-Fi companion and I've got mechanics that support the setting and adventure elements I'm developing.

6. Much easier to embrace the strange character concept. A lot of Savage Worlds' customization comes in the form of "Trappings". Mechanically, an arcane attack may differ little from a weapon or other spell -- until you apply trappings. Now, while 2 characters may both have the Bolt spell, trappings apply additional mechanical nuances that differentiate a Fire Bolt from a Shock Bolt or a Necromantic Bolt. This can be applied at the character level as well. Want to run a game of mixed standard fantasy races but some players want to be a "monster" race? That's a whole lot easier to pull off in Savage Worlds than in a D&D-style game where you can't play the monster because now your power level is out of whack with the power level of the non-monster characters.

There's a ton more but those are my top-of-mind differences. Savage Worlds has really changed the way that I look at RPGs, in general, and in setting design and character concepts in particular. It's becoming my go-to game of choice.

Also, if I were introducing new players to RPGs, Savage Worlds is now the only RPG I would consider for that entry-point. When you can go from "here's a set of dice" to "While Rorik is fighting the beast, I'm going to try and aim for its eyes" in 20-30 minutes, it's tough to wade through a D&D-style intro to RPGs.
 

Azgulor

Adventurer
Absolutely no interest in 5e.

As my previous post probably shows, I am very excited about my Savage Worlds campaigns. They're easy to prep for so it's much easier to run simultaneous campaigns in different genres without feeling overwhelmed. Campaigns that I'm currently prepping:

A sci-fi horror game to satisfy my kids and their friends desire to shoot zombies and have the crap scared out of them. Heavy influences from Dead Space, Mass Effect, Killzone, and Halo.

A sci-fi "space marshal" game for my oldest son. This will be a solo game that will scratch his itch to be a cop but also have a starship ala Mass Effect & Star Trek. Heavy influences include Mass Effect, Firefly, and Star Frontier's Star Law.

A fantasy campaign. I really want to see the differences between Savage Worlds and Pathfinder/D&D-style fantasy over a lengthy campaign rather than just the one-shots I've run for fantasy thus far. Biggest factor right now is whether to adapt a setting or finally dive head-first into creating my own world.

A Supers "pick-up" game. For sessions when a whole group can't make it or as filler for when people are running late, I plan to build some iconic superheroes and basically run one-shots as they fight crime in a "Villain of this issue" style.


Also, I'm excited to continue my Pathfinder campaigns, especially the recently launched one set in Kobold Press' Midgard. My enjoyment of that setting only continues to increase and my players are really digging the dark fantasy vibe as well. Best campaign kick-off I think I've ever run was the one I just launched in Midgard.
 

Zhaleskra

Adventurer
I didn't take on 4e, and I'm put off by 5E's "one edition to unite them all" goal. Look, if I want to run a 2E themed game, I already have 2E.

So what am I excited about? The books for whatever "let's not use edition numbers" change to HARP Fantasy. There are ideas in HARP Sci Fi (including Xtreme) that I like, but I'm just not feeling it for the Sci Fi Races, yet another name for the GM (SysOp, in this case), or boringly calling our solar systems the "Sol" system. "Rome" makes a lot more sense because our planets are named after Roman gods.

In particular, I'm looking forward to the Something Wicked sourcebook.

Also I'm excited about finding people interested in the World Tree RPG, even if the geographical spread in Michigan is large.
 

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