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D&D Older Editions, OSR, & D&D Variants
The "4E Crowd" - where will they go? What will they play?
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<blockquote data-quote="Gorgon Zee" data-source="post: 6064889" data-attributes="member: 75787"><p>I guess I must be hardcore, having just bought a specialist gaming table, and, as of last week, playing in long-running campaigns of 3.5 (4 years), 4e (LFR -- played over 200 games), Supernatural (3 years) and a home-brew. I run regular Call of Cthulhu (3.5 feet of shelf space) and Doctor Who, and have just finished up a long-running game of characters some of whom started in 2e, and who I brought through 3.5 and then 4e up to level 30. Grand final in 3 weeks. That's in the last decade. Before then I was a Rolemaster / MERP / AD&D regular, but played year long campaigns of Champions, GURPS, Deadlands (original) and Savage Worlds (actually that might have been this decade). Oh, and Everway too. And I ran some Big Eyes Small Mouth for maybe half a year. Wait -- forgot my wife ran us through a 1-20 Star Wars Saga campaign. </p><p></p><p>Do I need help?</p><p></p><p>Anyway, I have been happier with each edition as it goes along, except 3.5 at high level which I passionately despise. However I currently don't see much in 5e that makes me think I'll like it terribly much. My current candidates for an extended campaign are:</p><p></p><p> * 13th Age. I agree with some previous posters -- this is the natural next edition for 4e fans. So clean and focused on making D&D better that it makes current 5e playtest materials look terrible by comparison. </p><p> * Savage Worlds. This would be much less complex, but I think it has enough good stuff and has great support to make it both "fast, furious fun" AND sufficiently detailed to keep an extended detailed campaign going. The Savage Mojo people have some cool extra stuff I think will work well for me.</p><p> * Numenera. I can see why Monte and wizards split, and, frankly, Monte's track record is better (I might be biased because of Monte's previous work for ICE, which I loved -- as well as his WOTC work and Ptolus!). I like the playtest materials and, although it won't feel like D&D, it may win out for a change of pace for a couple of years.</p><p></p><p>OK. Back to designing a set of encounters for five level 30 4e characters who need to fly into the Far Realms, recover the head of the recently deceased god Hextor, escape, and close the Living Gate that has been opened to let the far realms escape and they only temporarily re-closed. Last session (a 11 hour epic) finished with a combat involving 8 level 32-34 clockworks (half elite), 8 misc level 26-30s, a dragon (34), demon (32) a minor god (unleveled) and a wand-wielding level 34 wizard (re-themed beholder with multiple adjectives like "eternal" and "tyrant" and "nooooo ... run away!"). Any ideas welcome. I have the plot all in order, just need some coolness with encounters. Curently reading Zenoscope's wonderland graphic novels as the mix of Cthulhu and Alice in Wonderland feels pretty close to what might work ...</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 6064889, member: 75787"] I guess I must be hardcore, having just bought a specialist gaming table, and, as of last week, playing in long-running campaigns of 3.5 (4 years), 4e (LFR -- played over 200 games), Supernatural (3 years) and a home-brew. I run regular Call of Cthulhu (3.5 feet of shelf space) and Doctor Who, and have just finished up a long-running game of characters some of whom started in 2e, and who I brought through 3.5 and then 4e up to level 30. Grand final in 3 weeks. That's in the last decade. Before then I was a Rolemaster / MERP / AD&D regular, but played year long campaigns of Champions, GURPS, Deadlands (original) and Savage Worlds (actually that might have been this decade). Oh, and Everway too. And I ran some Big Eyes Small Mouth for maybe half a year. Wait -- forgot my wife ran us through a 1-20 Star Wars Saga campaign. Do I need help? Anyway, I have been happier with each edition as it goes along, except 3.5 at high level which I passionately despise. However I currently don't see much in 5e that makes me think I'll like it terribly much. My current candidates for an extended campaign are: * 13th Age. I agree with some previous posters -- this is the natural next edition for 4e fans. So clean and focused on making D&D better that it makes current 5e playtest materials look terrible by comparison. * Savage Worlds. This would be much less complex, but I think it has enough good stuff and has great support to make it both "fast, furious fun" AND sufficiently detailed to keep an extended detailed campaign going. The Savage Mojo people have some cool extra stuff I think will work well for me. * Numenera. I can see why Monte and wizards split, and, frankly, Monte's track record is better (I might be biased because of Monte's previous work for ICE, which I loved -- as well as his WOTC work and Ptolus!). I like the playtest materials and, although it won't feel like D&D, it may win out for a change of pace for a couple of years. OK. Back to designing a set of encounters for five level 30 4e characters who need to fly into the Far Realms, recover the head of the recently deceased god Hextor, escape, and close the Living Gate that has been opened to let the far realms escape and they only temporarily re-closed. Last session (a 11 hour epic) finished with a combat involving 8 level 32-34 clockworks (half elite), 8 misc level 26-30s, a dragon (34), demon (32) a minor god (unleveled) and a wand-wielding level 34 wizard (re-themed beholder with multiple adjectives like "eternal" and "tyrant" and "nooooo ... run away!"). Any ideas welcome. I have the plot all in order, just need some coolness with encounters. Curently reading Zenoscope's wonderland graphic novels as the mix of Cthulhu and Alice in Wonderland feels pretty close to what might work ... [/QUOTE]
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