Mercurius
Legend
It seems that most talk on ENWorld either has to do with specific rules and game issues, or big picture stuff about the industry, the various games, 5E, etc. There seems to be a lack of what could be seen as a middle zone, talk about what we're actually doing - what we're working on, what our creative projects are with regards to TRPGs.
The point of this thread is very simply what the title says: tell us about what you're working on, whether it is playing, game design, world building, campaign planning, or what have you--but I guess I'm especially interested in what you are doing outside of the session, any design or planning you are doing. Be as specific as you like, the more the better.
I figure that this is a good way for us to share eyes and maybe inspire each other while we're at it!
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I suppose I better start. I've got a few burners running, but I'll focus on the two most active ones.
First, what I'm playing: I'm playing a 15th-level ranger in an ongoing episodic 4E campaign (I DMed from level 1 to 12) - we're currently running through Demon Queen's Enclave. Not bad, not terribly exciting though (partially because the DM isn't super-experienced, although he's doing pretty well).
What I'm working on: I'm planning on taking the helm again in a few months and am dabbling with the idea of running some kind of 5E-playtest/Pathfinder hybrid, possibly a Paizo Adventure Path. This takes two forms: One is learning Pathfinder and skimming through some of the Adventure Paths (I have four first episodes and might get more), seeing what I want to run. I also plan on running myself through the solo adventure in the Beginner's Box to re-familiarize myself with 3.x D&D.
Of perhaps more interest is that I am creating a new campaign world. I designed a "Points of Light" style setting for the 4E game we're playing, but I wanted to start fresh (plus I love building worlds), although am dabbling with making it the same world but a few hundred years later. I'm only in the very preliminary stages, but I've come up with a few design goals that I'll share:
Now, your turn.
The point of this thread is very simply what the title says: tell us about what you're working on, whether it is playing, game design, world building, campaign planning, or what have you--but I guess I'm especially interested in what you are doing outside of the session, any design or planning you are doing. Be as specific as you like, the more the better.
I figure that this is a good way for us to share eyes and maybe inspire each other while we're at it!
__________________________________________________________
I suppose I better start. I've got a few burners running, but I'll focus on the two most active ones.
First, what I'm playing: I'm playing a 15th-level ranger in an ongoing episodic 4E campaign (I DMed from level 1 to 12) - we're currently running through Demon Queen's Enclave. Not bad, not terribly exciting though (partially because the DM isn't super-experienced, although he's doing pretty well).
What I'm working on: I'm planning on taking the helm again in a few months and am dabbling with the idea of running some kind of 5E-playtest/Pathfinder hybrid, possibly a Paizo Adventure Path. This takes two forms: One is learning Pathfinder and skimming through some of the Adventure Paths (I have four first episodes and might get more), seeing what I want to run. I also plan on running myself through the solo adventure in the Beginner's Box to re-familiarize myself with 3.x D&D.
Of perhaps more interest is that I am creating a new campaign world. I designed a "Points of Light" style setting for the 4E game we're playing, but I wanted to start fresh (plus I love building worlds), although am dabbling with making it the same world but a few hundred years later. I'm only in the very preliminary stages, but I've come up with a few design goals that I'll share:
- Somewhere in the middle of “points of light” and “kitchen sink.” There are a few developed nations, but most of the known world is still wilderness.
- Some kind of apocalypse ended a prior Golden Age, leaving lost magic, ruins, etc. Many dungeons were survival holds for the magical apocalypse (similar to Earthdawn's kaers).
- Lingering effects of magical apocalypse - storms, aberrations, monsters of course. Magic is unstable in some way.
- Different orders of magic (esp items) – those from Golden Age more powerful (“reverse engineering” by modern mages only able to create lesser—and temporal—versions).
- Magic items are unique and very rare, except for newer, temporary ones that need to be "re-charged." Found items are ancient, more powerful, and unique.
- Classic D&D tropes, feel, but “with a twist” (that is, not too exotic or specific but not purely vanilla or kitchen sink - closer to Earthdawn than the Realms/Greyhawk on one end, or Dark Sun/Talislanta on the other).
- 5E design in setting: relatively vanilla fantasy core region that gets more and more exotic the further out.
- Core region is on the fringe of a great wilderness; a place that adventurers set off from (in the general tradition of Shadowdale and Nentir Vale)
- Maybe some kind of Borderwall that holds back an ancient, forgotten evil (ripped from Game of Thrones)
Now, your turn.