How's Mechamorphosis?


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I enjoy it, although you'll have a tough time converting it to any other campaign. Their abilities aren't a clean fit with other worlds.

It gets wierder when you throw 'Virtual' into the world.
 

Like the other games in the Horizons line, it stands the d20 engine on it's head. I think part of the concept was to push the rules in new & creative ways. Mechamorphosis is actually the one I understand the least in that line, but any of them are a good little read at 64 pages. I find it very interesting to see the application of the d20 system to genres other than sword-and-sorcery fantasy.

I ran Spellslinger as a mini-camapign. It was interesting, but I think I could more easily extrapolate a lower-magic Western D&D game from the core rules if I were to do it again. I might just use the NPC classes from the DMG with PCs being either Experts or Warriors (or both--maybe gestalt). But, Spellsinger is flexible enough that you could just take the parts you wanted and leave the rest out. I wanted to see a feat-based magic system in action. It was cool.

I would like to run the Grimm adventure I downloaded. I don't think I could really get my players interested for it, much less a campaign. The book is a great read, though. The dark tone of fairy tales really shines through. I was even inspired to check out a copy of Grimm's Tales at the local library and read parts of it.

Redline has too much competition from other post-apocalyptic games that I have. It would be great as a Mad Max style game without the creep (mutations).

Virtual doesn't really appeal to me as a sort of game-within-a-game. The text is an interesting delve into some online concepts, though.
 

Virtual is one of the few I managed to convert over well. Tried to get it used as a substitute for the Dragon STar computer rules, but no one was interested.
 

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