shady said:
I'd be interested in knowing what kinds of campaigns people are playing in SL, and which are the most important books.
I don't know if our game is typical...probably not, but hey, you asked:
Our characters are nearly a standard-issue adventuring company based out of a largely homebrew version of Shelzar; basically, we take jobs like "go find this place out in the Mounds of Man and bring back this tablet for me," and collect a fee as well as whatever other loot we acquire. Mix in some personal plots for when we're back in Shelzar, add a little intrigue (we bump into all kinds of factions and end up getting twisted into their plans in one way or another), and that's pretty much our game. Most recently, our GM adapted the Banewarrens module by Monte Cook to fit into the Scarred Lands (mostly by changing the opposing factions involved in it and putting it out in the Ukrudan desert); it worked very well, and got us some very interesting new enemies to deal with. So overall, I'd say it's about 40-50% dungeon delving, 30-40% conversations and scheming, and the rest is weird, unclassifiable events.
As far as tone goes, everything outside Shelzar is fairly grim and unfriendly, while Shelzar is more like a big carnival, with extra backstabbing and higher prices. Perhaps in reaction to this, our characters are all a bit more lighthearted and heroic-minded than our usual run of PCs tend to be. We're also more interested in politics and in faction-specific power struggles than usual, maybe because our SL campaign is more closely focused on those things.
We're still using 3.0 rules, mostly. Our GM tweaked the skill system to allow for higher and more varied skills among the party (cross-class only affects the maximum number of ranks, not the cost of a rank, and each character gets one free skill point added to a "spotlight" skill determined at creation). It helps to make the party feel more well-rounded, and lets us do more interesting things in cities. He also added a very fast-and-loose contact system (everyone gets one major contact, plus one more for every rank in Gather Information); this was before the Rangers & Rogues book came out, and it turns out that it suits our style of play better than the more byzantine system described there.
--
mostly because our gm
wants us to make and keep lots of npc contacts
ryan