LilMissKittyn said:And now for my first naive question:
What's the best way to work transient PC's into a campaign? (People that can't play all the time, but still want to be able to play).
LilMissKittyn said:...So, I guess my real question is, what do you do with transient characters in a mistrustful and irresponsible group?
Y.O.Morales said:I've been thinking for a while about the possibility of hosting the DMF in its own website (however, we must change the name to Game Master Foundation or otherwise we'll get a nice letter from WotC's lawyers). How that sounds?
If it's a viable option, I could help in setting up the website, but my aid will have to wait as I'm currently building my own personal website too.
Gotcha. It's another clique. Enjoy yourselves then.Nightcloak said:Just honest speculation here...
I don't think the creators of this thread are trying to limit themselves so much as they are trying to stay in touch with each other specifically. Instead of having a thread by subject they are having a thread by dialog. With the size of ENWorld and it's continued growth, it makes since that some people are going to gravitate together and want to have a more direct dialog instead of searching across many threads to have that dialog on a per subject basis. Kind of like the Hivemind in OT.
I'm sure no one is limiting themselves by just sticking to this one thread, and they will be taking advantage of all that ENWorld has to offer (kick the tires and take it out for a spin). For a lot of us, it’s become our home on the web and I’m sure it will become theirs too!
You could set the campaign up like an action movie, except that it's a campaign rather than a one-shot (which the movies are).ChaosEvoker said:So hwo do you adventure in a d20 Modern world?
316 is about spies.JoeGKushner said:There's a huge Dragon article that talks about their utility but I don't have the issue number handy.
Another game that could be used for this purpose is Shadowrun, though that's more of a mob/merc game.Mordmorgan the Mad said:I have to say that while I've been DMing various D&D settings for about 12 years, I have very little knowledge of non-D&D material. The reason I bring this up is due in large part to the videogame Goldeneye: Rogue Agent. I love the James Bond world, and I've been inspired by this game to create a Bond-esque spy campaign. Only problem is, I don't know of any books in which to look for applicable rules. The obvious ones are d20 Modern and its brethren (which I plan to take a look at this weekend). I've heard of a book, which I think is called something like Spycraft, but I really can't remember.
I own most of the Bond movies and all of the video games (except Agent Under Fire because it... wasn't up to snuff), so inspiration shouldn't be a problem. I just need suggestions on where to look for rules and other crunch (preferably d20 as I'm not much of a fan of conversion and my PCs are just getting comfortable with those rules).
Thanks in advance.
That's why I've got QPiratecat said:You absolutely want Spycraft. It's one of my favorite d20 books, and (so long as you pick peoples' gadgets and gear for them ahead of time).
That beign the problem, normally there aren't montrous creatures in d20 Modern, or so the impression I got. unlses you work for a government agency of some kind, you can't be an adventuerer. Freedom fighters would be attacked by the military, and, quite honestly, wouldn't stand a chance. I'm sitll having a hard time with this.Mordmorgan the Mad said:That's why I've got Q![]()
I'll really have to take a look at Spycraft, especially if it's d20.
Regarding Adventuring in d20 Modern: it's really not all that different. True, you can't go around killing random folks (sorta the same in a D&D campaign), but depending on who you work for, murder is acceptable (like a 00 agent [which means you've got a license to kill], or a CIA agent). Of course, you could be freedom fighters and on the lamb or hiding underground. If there are monsterous creatures in the game, I don't think many cops would mind a group of "adventurers" sending them to thier maker.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.