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Gamers Seeking Gamers
Staten Island, NY: D&D 5th Edition Game: Looking for 1-2 players
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<blockquote data-quote="scruffygrognard" data-source="post: 6475222" data-attributes="member: 8313"><p>Our small gaming group (there are 3 of us) is looking to start up a weekly Saturday game using the 5th edition ruleset. We'd meet just about every Saturday from 1pm until 6pm or so (those times are somewhat flexible) to game.</p><p>At this point we're thinking of running a game in one of the following settings:</p><p></p><p><a href="http://scruffygrognard.com/gaile.htm" target="_blank"><strong>Estegalle</strong></a></p><p>My homebrew setting. This would deal with warring civilizations falling into chaos, as cultists work to wake the Elder Gods, and open portals to their realms, in their mad quest for power and knowledge.</p><p></p><p><strong>Classic Greyhawk</strong></p><p>Set circa 569 CY, this campaign would weave together classic D&D adventures and bits of Greyhawk history. Adventures would be heavily modified for 5th edition and to allow for a cohesive storyline.</p><p></p><p><strong>Apocalypse 1000 AD</strong></p><p>A D&D game set in northern Europe around 1,000 AD. I'd incorporate various world-ending myths (The Second Coming, Ragnarok, etc), which would bring floods, volcanoes, hellish storms, and rising seas that would nearly wipe out humanity and throw them into chaos and wars. This apocalypse would also lead to an increase of magic in the world, and account for the increased presence of mythical beings as well as undead (since the heavens would no longer be open to open to the souls of the dead). At the start of the campaign, communities would have started to band together and society would be working towards recovering, but conflicts and raiding wars between different tribes would be commonplace. Various cults would exist after the apocalypse: Death worshippers, Christian zealots desperately trying to win back God's favor after being left behind, chaos cultists, restoration cultists looking to reclaim the lost knowledge of the past, etc.</p><p>It would use standard D&D 5th edition rules with slight twists on the various races present, to bring them more in line with Earth folklore and myth. Technology would be limited to items present around 500 AD due to society's falling back in savagery. That said, occasional wonders of pre-apocalypse Earth would be found (armor, weapons, intricate machinery, etc).</p><p></p><p><strong>Planescape</strong></p><p>Pre-Faction Wars, This would focus on characters adventuring in Sigil and working on behalf of a patron and/or faction. It would have a pulp-adventure feel to it... a mash-up between Fritz Lieber, Charles Dickens, RE Howard, and classic Planescape.</p></blockquote><p></p>
[QUOTE="scruffygrognard, post: 6475222, member: 8313"] Our small gaming group (there are 3 of us) is looking to start up a weekly Saturday game using the 5th edition ruleset. We'd meet just about every Saturday from 1pm until 6pm or so (those times are somewhat flexible) to game. At this point we're thinking of running a game in one of the following settings: [URL='http://scruffygrognard.com/gaile.htm'][B]Estegalle[/B][/URL] My homebrew setting. This would deal with warring civilizations falling into chaos, as cultists work to wake the Elder Gods, and open portals to their realms, in their mad quest for power and knowledge. [B]Classic Greyhawk[/B] Set circa 569 CY, this campaign would weave together classic D&D adventures and bits of Greyhawk history. Adventures would be heavily modified for 5th edition and to allow for a cohesive storyline. [B]Apocalypse 1000 AD[/B] A D&D game set in northern Europe around 1,000 AD. I'd incorporate various world-ending myths (The Second Coming, Ragnarok, etc), which would bring floods, volcanoes, hellish storms, and rising seas that would nearly wipe out humanity and throw them into chaos and wars. This apocalypse would also lead to an increase of magic in the world, and account for the increased presence of mythical beings as well as undead (since the heavens would no longer be open to open to the souls of the dead). At the start of the campaign, communities would have started to band together and society would be working towards recovering, but conflicts and raiding wars between different tribes would be commonplace. Various cults would exist after the apocalypse: Death worshippers, Christian zealots desperately trying to win back God's favor after being left behind, chaos cultists, restoration cultists looking to reclaim the lost knowledge of the past, etc. It would use standard D&D 5th edition rules with slight twists on the various races present, to bring them more in line with Earth folklore and myth. Technology would be limited to items present around 500 AD due to society's falling back in savagery. That said, occasional wonders of pre-apocalypse Earth would be found (armor, weapons, intricate machinery, etc). [B]Planescape[/B] Pre-Faction Wars, This would focus on characters adventuring in Sigil and working on behalf of a patron and/or faction. It would have a pulp-adventure feel to it... a mash-up between Fritz Lieber, Charles Dickens, RE Howard, and classic Planescape. [/QUOTE]
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Staten Island, NY: D&D 5th Edition Game: Looking for 1-2 players
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