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Just finished The Wheel of Time books, where is my new RPG?
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<blockquote data-quote="kronovan" data-source="post: 8824489" data-attributes="member: 6775134"><p>I was able to buy a WoT hardcover at a local CON for $10 a few years ago - was unused and pretty much a throw away by the previous owner. I do think it's better that a lot of the 3e Fantasy adaptations that came out in the D20 era. While I don't have any local players that would join such a campaign, I've toyed with adapting it to either the Foundry or Fantasy Grounds Virtual Tabletops. Both of those VTTs rulesets support D&D 3.5 though, so it might be a more complicated task than 1st appearances.</p><p></p><p>I've also considered adapting it to True20, which is a D&D 3e derivative that I've had good success with running campaigns around IRL tables. Those rules have the advantage of a different magic system that's more free form and an optional core magic replacement called True Sorcery. T20 is also more skills focused than 3e and the book provides guidelines for homebrewing your own classes (called Roles) and races (called Backgrounds), which would make an adaptation from WoT 3e reasonably painless. I run T20 with a simplified damage system, which is the feature of that TTRPG that usually presents the biggest challenge to getting players to buy in.</p></blockquote><p></p>
[QUOTE="kronovan, post: 8824489, member: 6775134"] I was able to buy a WoT hardcover at a local CON for $10 a few years ago - was unused and pretty much a throw away by the previous owner. I do think it's better that a lot of the 3e Fantasy adaptations that came out in the D20 era. While I don't have any local players that would join such a campaign, I've toyed with adapting it to either the Foundry or Fantasy Grounds Virtual Tabletops. Both of those VTTs rulesets support D&D 3.5 though, so it might be a more complicated task than 1st appearances. I've also considered adapting it to True20, which is a D&D 3e derivative that I've had good success with running campaigns around IRL tables. Those rules have the advantage of a different magic system that's more free form and an optional core magic replacement called True Sorcery. T20 is also more skills focused than 3e and the book provides guidelines for homebrewing your own classes (called Roles) and races (called Backgrounds), which would make an adaptation from WoT 3e reasonably painless. I run T20 with a simplified damage system, which is the feature of that TTRPG that usually presents the biggest challenge to getting players to buy in. [/QUOTE]
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Just finished The Wheel of Time books, where is my new RPG?
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