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  1. SableWyvern

    Would you purchase an expansion, from a different system than you use, to adapt for your preferred system? If yes why?

    Oh, yeah, I also have the full set of *Without Number games, which I pick up in the knowledge there's likely to be something I can take from them to use in other stuff. I've used various world building and magic item creation rules from Worlds Without Number to support other fantasy games. I...
  2. SableWyvern

    D&D General Kingdoms of Kalamar vs Greyhawk? And any good modules?

    I haven't played in either recently, but I found Kalamar more interesting than Greyhawk generally. Frandor's Keep (for Hackmaster) is an excellent starting location with vague similarities to Keep on the Borderlands. Kalamar feels like a cohesive whole to me, whereas Greyhawk feel a bit like a...
  3. SableWyvern

    Would you purchase an expansion, from a different system than you use, to adapt for your preferred system? If yes why?

    As some specific examples, I purchased pretty much every single Al Qadim boxed set, along with the Dark Sun OBS and Ivory Triangle boxed sets, plus a bunch of POD 2e Planescape books in order to develop Mythras conversions (Dark Sun and Al Qadim basically done, while Planescape is still in very...
  4. SableWyvern

    AD&D 1E XP Value for Monsters?

    I thought you said this was for 1e AD&D? ;)
  5. SableWyvern

    Would you purchase an expansion, from a different system than you use, to adapt for your preferred system? If yes why?

    Yes I would. Why? Because I prefer the mechanics of the system I'm using as my baseline rules to the system associated with the setting or supplement. Or, alternatively, why not?
  6. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    If they're being generated by me, then most likely by the allocation of AC, HD and few other key values, and certainly not by following the normal, full character generation procedure. Why generate a bunch of stats you don't need? One of the reasons I ceased to enjoy 3.x D&D and it's close...
  7. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I don't know what was edited either. Maybe I'm also reading it too harshly, but it did initially come across to me as, "Oh, you don't generally like spicy food all that much? So does that mean you only like bland food?"
  8. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    Only if you assume all choices are binary, and intentionally pick silly things to be the opposites to the things you like. If you don't like spicy food, you must prefer bland food. If you don't like exceeding the speed limit while driving, you must prefer driving as slow as possible. If you...
  9. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    To me, a reaction roll is something I rely on to guide my behaviour when it's not clear how an NPC will react. While it may result in complications, the purpose of the roll isn't to introduce complications, it's simply to abrogate some of the responsibility for NPC attitude to the dice. I can...
  10. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    It's certainly not my intention to be making such a claim. I think my very last paragraph there is possibly the most important. Note that, the participants' decisions actually drive play in both situations -- I'm not saying this responsibility is completely offloaded to the mechanics. It would...
  11. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I would be very hesitant to allow for a broad generalisation that traditional mechanics hamper play in the way you describe, but have no issues with the idea that they can or do for some groups. That said, it also occurs to me that one of the reasons this has never really been an issue for me...
  12. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I gave numerous examples in the post of mine you originally quoted, of ways in which I believe modern mechanics can drive play and directly contrasted that with other methods. I'm really not sure what I can add or where you feel I've failed to be clear in the drawing the distinction. The words...
  13. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    Are you arguing that both types of system work essentially the same way, or just arguing about the choice of wording? If the latter, feel free to pitch a better phrase. I'm not attached to any particular verbiage; I took the "drive play" phrasing from people who want modern mechanics explaining...
  14. SableWyvern

    What rpg system would you use for a 60+ session fantasy campaign?

    Any chance you have a comprehensive blog or anything else detailing all that has occurred, specifically from a behind-the-scenes, GM perspective? I'm especially interested in any thoughts on part five, which looks very weak to me, to the point I suspect I would need to basically replace it with...
  15. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I prefer the opposite -- multiple classes for humans, for dwarves, for gnomes, for elves, fpr cockroach people or whatever races are allowed. The thing that makes it work for me is that an elven enchanter isn't just a human wizard with some elvish racial traits, it's a genuinely elven...
  16. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I missed this question earlier. I'm not sure exactly what you mean here but, yes, I do keep buying new books and adding new systems as I need to. Pretty much every game I pick up I do so in order to meet a very specific need or interest. On the other hand, I'm not a completionist, and I won't...
  17. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    Interesting that you say this. I came to like race as class (especially ACKS style, with multiple classes for each race) when I embraced the idea that (in a race-as-class type system) your class is not merely what you do, it's what you are.
  18. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I can only speak for myself, but the way I approach, assess and use RPGs is completely and utterly different to the way I approach and assess computer games. I use them in entirely different ways, to achieve entirely different ends. I don't think I'm especially unusual in this, and when things...
  19. SableWyvern

    What rpg system would you use for a 60+ session fantasy campaign?

    I'm not suggesting everyone loves RM. It sounds like you're talking about learning the entire game alone, in order to run it and teach it yourself. My point is that, as a GM who knows and loves the system, I've never had a problem introducing new players. I'm saying no more or less than that.
  20. SableWyvern

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I've already formed and given my answer: It's a game that wants the mechanics to actively drive play. If you've introduced (and rely on) mechanics that do that, then I'd say you've turned GURPS into a modern game. If you didn't do that, then you haven't.
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