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<blockquote data-quote="bento" data-source="post: 3616890" data-attributes="member: 36597"><p> <ul> <li data-xf-list-type="ul">I haven't set any of my games in the published settings, but I have used feats and equipment from them.</li> </ul> <ul> <li data-xf-list-type="ul">Must haves - Beastiary, Fantasy Roles (stats for most all core fantasy classes), and the new Companion, chocked full of variant rules.</li> </ul> <ul> <li data-xf-list-type="ul">House rules - not so much as "translating" other D20/D&D rules into True20. I tried "Honor" from UA but my players weren't into it. The new Companion book includes many "house rules" or variants that I'll probaby use. It's all for flavor and not to make up for deficincies</li> </ul><p></p><p>I picked it up True20 because I was frustrated with my gamers who all came from video game experience. They were hooked on killing monsters, taking their things and levelling up, giving little concern for any story that might be there. Some of them also had continued difficulties with grappling and AoO rules. True20 seemed to cure all of these.</p><p></p><p>We played two adventures. The first was a historical horror one-shot adventure set in 1550s France. I incorporated gunpowder and demon info rules from D20 source material. My players were luke warm by the end of it, but it had more to do with increased social interaction that I was requiring, which was taking some of them out of their comfort zone. <strong>FYI - I'm running this one shot again at the upcoming Dallas ENW Game Day!</strong></p><p></p><p>The second adventure was in the Oriental Adventures campaign I was running. We completed one adventure in the OA game before it blew up due to scheduling reasons. This game is where True20 began to shine. I used the Complete books to draft sample "classes" for my players to use as guidelines, but I didn't require them to follow what I had written. During the game, the players began to interact with NPCs more, and ended up resolving the adventure non-violently to my surprise! They had a couple of combat encounters which were easy for them and they even tried new tactics. </p><p></p><p>I haven't broched the subject of using True20 with my current group because we're all meeting to play "D&D" and some of them are hardcore about it. I think if and when we take a break to run something different, I'll run a True20 one-shots to let them try it out. I notified them about the free give-away today so I hope they're taking advantage of it!</p></blockquote><p></p>
[QUOTE="bento, post: 3616890, member: 36597"] [list]I haven't set any of my games in the published settings, but I have used feats and equipment from them.[/list] [list]Must haves - Beastiary, Fantasy Roles (stats for most all core fantasy classes), and the new Companion, chocked full of variant rules.[/list] [list]House rules - not so much as "translating" other D20/D&D rules into True20. I tried "Honor" from UA but my players weren't into it. The new Companion book includes many "house rules" or variants that I'll probaby use. It's all for flavor and not to make up for deficincies[/list] I picked it up True20 because I was frustrated with my gamers who all came from video game experience. They were hooked on killing monsters, taking their things and levelling up, giving little concern for any story that might be there. Some of them also had continued difficulties with grappling and AoO rules. True20 seemed to cure all of these. We played two adventures. The first was a historical horror one-shot adventure set in 1550s France. I incorporated gunpowder and demon info rules from D20 source material. My players were luke warm by the end of it, but it had more to do with increased social interaction that I was requiring, which was taking some of them out of their comfort zone. [B]FYI - I'm running this one shot again at the upcoming Dallas ENW Game Day![/B] The second adventure was in the Oriental Adventures campaign I was running. We completed one adventure in the OA game before it blew up due to scheduling reasons. This game is where True20 began to shine. I used the Complete books to draft sample "classes" for my players to use as guidelines, but I didn't require them to follow what I had written. During the game, the players began to interact with NPCs more, and ended up resolving the adventure non-violently to my surprise! They had a couple of combat encounters which were easy for them and they even tried new tactics. I haven't broched the subject of using True20 with my current group because we're all meeting to play "D&D" and some of them are hardcore about it. I think if and when we take a break to run something different, I'll run a True20 one-shots to let them try it out. I notified them about the free give-away today so I hope they're taking advantage of it! [/QUOTE]
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