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<blockquote data-quote="scourger" data-source="post: 1596926" data-attributes="member: 12328"><p><strong>Finished it!</strong></p><p></p><p></p><p></p><p>Well, I just finished my first camapign EVER as a DM or player in 24 years!</p><p></p><p>I was running the story of the Alternity Gamma World adventures from the back of that book using 3.5 D&D core rules with the very cool Omega World mini-game from Dungeon/Polyhedron #94. We played irregularly on Saturdays for 9 months. The end was a bit anticlimactic (no combat due to the players' tarrying), but the PCs wound up very high level with lots of powerful items and information. And they saved their town, again! True heroes. Unlikely, but true.</p><p></p><p>Right now, I feel a good bit of accomplishment. The players found out the deepest secret of the camapign world. In truth, it was the biggest reason I wanted to run AGW. (The OW d20 rules just made it mechaniocally easier and more fun for me as a DM.) It was really gratifying to see one player in particular personalize the information and run with it. </p><p></p><p>The only low point was that the player who professes to be more story oriented did not seem to grasp the enormity of the big revelation at the end of the game. He did not remember the basic story that I handed out at the beginning of the camapign. I fear this would be a problem in almost any game as it seems like players (including me) sometimes have a hard time grasping the overall plot. </p><p></p><p>But, I'm willing to give it another shot! Now, if I could just figure ot how to start running the Shackled City Adventure Path...</p></blockquote><p></p>
[QUOTE="scourger, post: 1596926, member: 12328"] [b]Finished it![/b] Well, I just finished my first camapign EVER as a DM or player in 24 years! I was running the story of the Alternity Gamma World adventures from the back of that book using 3.5 D&D core rules with the very cool Omega World mini-game from Dungeon/Polyhedron #94. We played irregularly on Saturdays for 9 months. The end was a bit anticlimactic (no combat due to the players' tarrying), but the PCs wound up very high level with lots of powerful items and information. And they saved their town, again! True heroes. Unlikely, but true. Right now, I feel a good bit of accomplishment. The players found out the deepest secret of the camapign world. In truth, it was the biggest reason I wanted to run AGW. (The OW d20 rules just made it mechaniocally easier and more fun for me as a DM.) It was really gratifying to see one player in particular personalize the information and run with it. The only low point was that the player who professes to be more story oriented did not seem to grasp the enormity of the big revelation at the end of the game. He did not remember the basic story that I handed out at the beginning of the camapign. I fear this would be a problem in almost any game as it seems like players (including me) sometimes have a hard time grasping the overall plot. But, I'm willing to give it another shot! Now, if I could just figure ot how to start running the Shackled City Adventure Path... [/QUOTE]
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