Ken Hood meets Northern Crown

Amalricus

First Post
I have been running a series of stand serial adventures in Atlas Games d20 game, Northern Crown. I love the setting, as do the players. It offers a real world foundation and frame of reference. You are in Boston, not maguailania, and everyone can dial in. As a GM, I have all the plot hooks I need, right in the pages of history. It just feels more real, becuase your scout is actually creeping through the woodlands of the east coast circa 1660, not faerun or ebberon.

I was slightly dissapointed in the fact that the game was d20, not OGL, and that it has some mechanical glitches. Weapons in particular are a bit off, unbalanced, and generally not well worked out. This takes nothing away from the setting or tone of the game, but it was an issue to me as a GM. I like the rules for loading black powder weapons. I did not, however, feel the system was lethal enough, given the setting.

Enter Ken Hood and the Grim-n-Gritty ruleset. I pared it down a tad, (Mr. Hood is a ruthless character indeed), to avoid "death spiral" issues. WIth a bit of adaptation, I implimented the lethal hit point rules. The result has been outstanding. With a spuerior and unique setting, and a ruthless and lethal set of rules, each moment in the game is an eye popper.

I look forward to the next adventure. Having tracked down and slain the Defiler of New Amsterdam, hunted wicked hoodoo priests in the carolinas, the party may now follow leads to the carribean, or perhaps into the wilderness that lies to the west. I may even nudge them toward the great lakes. Good stuff.

Amalric
 

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Now that sounds like a great combo!

I was running a campaign using AU as a jumping off point, with heavy influence from Green Ronin's Skull & Bones, but the setting was essentially the jungles of Guatemala in the late 1500s/early 1600s, with small variations. Lots of swashbuckling, clash of cultures, and a feeling of "we know what is happening in this world". And, yes, we also used WP/VP (home variation, but based closely on some ideas from Ken Hood), gunpowder weaponry (primarily matchlock, some wheellock), fumbles (basically anti-criticals -- if you roll a 1, confirm the miss; if you "miss" again something goes horribly wrong ... which can be hellish at times with firearms), and the possibility of permanent damage.

There is so much that can be found in historical and near-historical settings; I am constantly surprised that more people are not attracted to this option.
 

S&B

As I recall, Skull and Bones was written by Ian Sturrock, one of my favorite RPG authors. I may need to pick that up and take a look at it, as I loved what he did with Sliane' and Conan.

I understand he is working on the d20 conversion for Tekumel as well......

Amalric
 



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