GlassJaw said:
I would love to get a thread going on Thief to discuss some ideas about actually running a campaign: books to use, classes, house rules, equipment, etc. Again, I'm sure some of this has been done but I haven't looked too hard yet.
My first thought was to use Grim Tales along with the Grim n Gritty rules but then again, I'm not a big fan of hit points. Even though you have a life meter in the actual game, I think a non-hp system would capture the feel of the setting a lot better.
The magic system would need some tweaks as well. IIRC, in Deadly Shadows, most of the spellcasters have some sort item (like a wand) to cast spells. I forget about the earlier games - it's been a while since I played them.
Aside from the rules, how would you run a Thief campaign? The number of players in the game would be an important factor since the games are solo obviously.
Damn, I have to go back and play the original games again. I wonder how they'll run on newer comps...
Bolded the points I wanted to touch.
For Gamesys, I intend to use Ken Hood's Grim N Gritty 3.3 system and Ranger Wickett's Elements of Magic Revised. GnG3.3 is my favorite (Revised isnice, but I
want HP to be in the game) and has all the flavor (and incentive to go stealth) that I want. EoMr is great because it is so element/alignment based. I can have the Hammerites throwing around Evoke Law and casting Infuse Metal, while the Pagans can toss about Evoke Chaos, Summon Plant, and Infuse Nature. Hell, the Elemental Mages (The Hand Brotherhood) can toss their spells around, and we even have Live and Death for Necromancers (Azaran the Cruel and the Book of Ash, anyone?) to play with (The Eye will feature prominantly in any game I run in the setting, Thief cannon bedamned.) I can restrict casters to using a Focus (a wand) to get their spells off, but I don't want all of them to do that, so the wands might just be magic items that allow non casters to use spells, while I make the real casters much rarer (Like Victoria, for instance. Like
she needs a Wand.)
As for classes, I've been Eyeing the Ultimate Classes on the WotC boards for a while. With a little tweaking, the Rogue and Fighter classes would be terribly useful. (Tons of paths for the Rogue means the tona of Rogues in The City can be a little unique.) also, because there would be so few Core Classes that would be appropriate, I'd be encouraging my players to make Prestige Classes like mad, for their use and for use against them. Low Prereq's, too, so people could get in at 3rd or 4th level (You might want to look at it more as an Advanced Class, at that point.)
As for number of players, I have a playerbase of 2, so, I don't need to worry about that much. Thief can work as a pair just as well as a solo, because it opens up new avenues of thievery and stealth. (The new Splinter Cell has 2 a player LAN CoOp Multiplayer mode that looks rockin'!)
I'd love to set up a discussion of the games and possible plot ideas for this and other games run in the setting.
- Kemrain the Taffer.