Bill Zebub
“It’s probably Matt Mercer’s fault.”
(cue Huey Lewis...)
What I'm looking for, in rules & setting & campaign:
Things I do like:
But other than that, whatever. I'm not picky.
What I'm looking for, in rules & setting & campaign:
- Low magic, in the sense that by design casters are either rare as PCs, or even exclusive to NPCs, and magic items are special/rare.
- Low-to-medium crunch. I lean toward fewer rules but with complex implications/interactions.
- Flat-ish progression. Low level characters can adventure with high level characters. What's the opposite of "zero to hero"? Whatever it is, that.
- Un-exotic: no flying ships, planar travel, floating cities, or tons of exotic races to choose from ("humans only" would be fine). And absolutely none of that steampunk crap that seems to be infesting the whole genre.
- Save the Village, not the World: I'm also pretty tired of every adventure path being a race to save the world from destruction. It's fine if there's a Sauron out there, but the players shouldn't be setting out at 1st level to defeat him.
- Suspense and fear.
Things I do like:
- Trudvang, thematically. (I'm just not familiar with the rule system). Viking-inspired games in general I'm finding appealing.
- The dice mechanic in The One Ring (one roll, but with various grades of outcome)
- Dungeon World mechanics/classes. (I just struggle with the overall Dungeon World playstyle, which requires a lot of improvisation.)
- Straightforward dungeon crawls
But other than that, whatever. I'm not picky.
