d20 Dark Tower ??? (long)

I don't know if this has been mentioned already, but I'd recommend giving Grim Tales a try for the basic rules. The spell system really lends itself well to the kind of strange, unholy magic that tends to crop up in Stephen King, especially on the Path of the Beam. Give it a look--with just a minor change, the rules for magic are VERY different from standard D&D, or even the D&D magic that's the default in Modern.

As for the doors, thinnies, and even going Todash, remember that in the Dark Tower, all things serve the beam...and the tales of Roland and his Ka-tet seem to serve the wishes of some storyteller beyond. Remember that you get to be Ka, and Ka wills as Ka wills. Have the doors open only to the wheres and whens you choose... :)
 

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devilbat said:
The setting is cool enough as is, and characters casting "Magic Missle" or the like would be horrible for the setting IMHO.

Agreed. But d20 Modern doesn't cover all the bases. The "world" that you are referring to hasn't been published yet. To make it work, I think you end up stealing from:

D&D, Dark Sun, Deadlands: The Weird West, Deadlands: The Wasted West etc.

Regardless, there is substantial magic in the Dark Tower series. If you are sticking with d20 magic, you need to prune a list that works from multiple sources. Anyone who would think of putting Magic Missile on that list is a weenie.

And before you post a reply regarding orcs running around the wasted west, the monsters I was referring to would include: dire animals, vampires, demons and other beasties that are already in the novels. Of course it would be cool to add all the d20 deadlands beasties...
 

The_Universe said:
I don't know if this has been mentioned already, but I'd recommend giving Grim Tales a try for the basic rules. The spell system really lends itself well to the kind of strange, unholy magic that tends to crop up in Stephen King, especially on the Path of the Beam. Give it a look--with just a minor change, the rules for magic are VERY different from standard D&D, or even the D&D magic that's the default in Modern.

As for the doors, thinnies, and even going Todash, remember that in the Dark Tower, all things serve the beam...and the tales of Roland and his Ka-tet seem to serve the wishes of some storyteller beyond. Remember that you get to be Ka, and Ka wills as Ka wills. Have the doors open only to the wheres and whens you choose... :)

See, this is where I disagree that Grim Tales handles low magic well. When I think low magic, I think charm person. Wulf's example of spellcasting in the book is using a Fireball. The system represents a dangerous magic system, not necessarily one that is 'low' magic.
 

Thanks for all the posts.

My campaign has had several more sessions and is going well.

The equipment issues have been settled. I have been keeping carfeul track of ammo. Many players have been good about not running around armed for bear in "our world". My players also left behind some equipment in a quick retreat.

Magic has not been much of issue yet. Only the NPCs are magically active so far.

I have ordered a copy of Grim Tales.
 

JoeGKushner said:
See, this is where I disagree that Grim Tales handles low magic well. When I think low magic, I think charm person. Wulf's example of spellcasting in the book is using a Fireball. The system represents a dangerous magic system, not necessarily one that is 'low' magic.
I'll agree with that. I guess I tend to equate dangerous magic with low magic because the danger would (theoretically) make it much less common. If I might die every time I cast a spell, obviously, I'll do it less often.

As for the fireball/charm person example, although the book may use fireball as the example, I recall it being fairly explicit that spell lists could be as large or small as the GM would prefer. Grim tales isn't a setting--it's just a toolbox, and I happen to think it would be a useful toolbox for reflecting the Dark Tower.

Really, I think our disagreement is largely based on semantics. :)
 


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