Recent content by Schmoe

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    The City of Arches on Kickstarter

    Cool. It reminds me of both Sigil and Ptolus in different ways. This is one I might actually back.
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    D&D General What is your favorite "campaign paradigm"

    I've only ran three long-running campaigns. They all started small and evolved into "first uncover and then stop the big world-changing event". The first one was so long ago that I don't really remember too much from it. In the last two campaigns I still provided many different off-ramps to...
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    D&D 3E/3.5 Looking for a challenging dungeon

    I'm not familiar with Slumbering Tsar, but both Necropolis and Goth Gulgamel are excellent recommendations. And they are 3.5e!
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    Good stronghold rules?

    Thanks for the responses so far! I'll try to respond to posts individually when I get a chance, but in the meantime this gives me plenty to think about.
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    Good stronghold rules?

    A while back my players were gifted a tract of land with an abandoned (sort of) tower on it. They've since cleared the area and one of the PCs with the Leadership feat (3.5E) has invested heavily in making it into a stronghold of sorts for the party and their followers. I at first tried using...
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    TSR TOEE: What happens when the party ignores the Moathouse?

    If you haven't read it, I suggest you might want to read the long-ago story hour by (contact): https://www.enworld.org/threads/retro-story-hour-contacts-temple-of-elemental-evil-2.25093/ That story had devious ideas galore with an enemy that advanced plans on its own agenda. While I believe...
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    OSR How much does your party use Retainers, Henchmen and Strongholds?

    Where do the TSR D&D domain management rules come from?
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    OSR How much does your party use Retainers, Henchmen and Strongholds?

    I'm not familiar with OSE and Domains as a proper noun is a new concept to me. Is there somewhere I could learn more about them?
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    Is it fun to plan a heist?

    Right. I don't see planning as a static one-time thing. I see planning as an iterative process of question, followed by activities to generate the answers, which in turn yield more questions. Part of the way to make planning fun is to make it part of the game.
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    Is it fun to plan a heist?

    I think it might be interesting if there were a heist game that had a planning phase that actually helped create the adventure, and then an execution phase that introduced various complications. Imagine the GM sets an initial scenario and a goal. The players then go through an iterative...
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    What adventure module have you pillaged the most without using the main plot?

    I've borrowed from a whole bunch of different sources, but I don't think I've used more than one thing from any one source, where "one thing" could be an entire dungeon level, for example. I've found old Paizo-era Dungeon magazines to be enormously inspiring and useful.
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    At My Most Burned-Out in 35 Years

    That's very nice and considerate to see about finding a replacement for when you don't run, but it's also not your responsibility.
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    At My Most Burned-Out in 35 Years

    Take a break. Seriously. Ask yourself why you're so afraid the groups would break up. Take care of yourself first. If the players truly value the games, they'll understand and come back when you're ready. If they don't, then it wasn't worth it to begin with.
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    When, How and What Do You Play?

    I have two games: Game #1: I'm a player. In-person at the DM's home. 5e. Meets every 4 weeks for 3-4 hours. Game #2: I'm DM. In-person at rotating homes. 3.5e. Meets every 2-4 weeks for 4-5 hours.
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    TSR Example from the worst TSR adventure module(s) ever published

    I have both played Forest Oracle with my group back in the 80's and posted in this thread. I feel... immortal old.
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