What are you working on? (Playing, GMing, desigining, etc)

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:


  • 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)
Etc.


Now, your turn.
 

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Right now I'm trying to design a horror-themed adventure.

I'm using Minecraft and MCedit to design a wizard's folly/lab/tower/mansion with an extensive underground, kinda inspired from Baldur's Gate 2's Spellhold.

The idea is that the players will start in a small town not far from said wizard's folly to investigate an unsually persistent downpour plaguing a small hamlet around Cormyr.

There will be a good ammount of time spent in the hamlet for them to create bonds and stories with their characters so they'll really feel fear for them when they'll be thrown in the thick of it.

By the way, it's a level 1-x adventure, I didn't decide on how long it's gonna be yet.

What I thought for the horror part is to design the place as a realm of paranoia owned by a doppelganger illusionist creating illusions, obviously, and directing a good ammount of treacherous and deceptive creatures such as tsochars, probably other doppelgangers, shadows, wights, ghosts, maybe a succubus or two.

To heighten the tension, I thought about giving the party some sentient items working for the doppelgangers. At first, these items will appear helpful, and in fact be the only way the party has to guide itself through the place, but as time goes, their counsel will be shown to be more and more questionnable, but they can't really ditch them due to their high egos and the fact that they're the only weapons available at their disposal.
 

Currently:

1) playing a Dwarven Starlock/Psion in an active 4Ed campaign.

2) playing a Human Clc/Sorc/MT/Geomancer in a 3.5Ed campaign, on hiatus.

3) playing a human Sorc/Ftr in a 3.5Ed campaign, on hiatus

4) designing a Fantasy HERO campaign set in Dominaria and using the M:tG cards & mechanics as a framework. http://www.enworld.org/forum/general-rpg-discussion/317076-brainstorming-m-tg-themed-campaign.html

5) updating a horde of 1Ed/2Ed PCs to 3.5Ed for a campaign active since 1985, on hiatus
 

Playing in the following campaigns:

A nun of Shallya in Warhammer Fantasy 3rd Edition. Two or three sessions so far.
A 2nd-level druid in the Pathfinder Kingmaker campaign
A 400 pound (obese, it's not all muscle) native Hawaiian tracker who uses a Bowie knife in a Deadlands/Savage Worlds campaign. One session so far.

Running a Dark Sun 4e campaign, using inherent bonuses. It's generally more true to 2e flavor than 4e. The PCs are currently trying to smuggle a wounded avangion out of the city of Balic, and they might get TPK'ed next session as they've been severely underestimating the high templar out to get them. (They insist on stealing a silt boat, even though they've all been moved to one part of the city, and the area is normally patrolled by guards whose job is to kill giants. I need to develop a better method for warning PCs that they're in over their heads.)

Also making a stack of generic NPCs, which can be modified to have actual personality and flavor, but mainly in case the players do something surprising, which is their wont.
 

Lots of Game Prep/Publishing Prep activity going on right on - actually moving in a dozen different directions, but what else is new?

1. Currently, I am getting ready to run an odd dungeon I created this past week with an American Gothic styled farmer couple - a farmer alchemist and his elderly wife, a witch, who tranform local humans into chickens and keeps a rather grisly farm life. Beneath their house is a fey tunnel dungeon which is the party's destination.

2. I am also looking at the possibility of developing a standalone adventure publication for PF, using the above premise for an Appalachian style setting of folkways, fey, witchcraft, muskets and pistols, native tribal warriors - romance and horror.

3. I'm running a Magus, as a player in the current campaign, even though today, I am wearing the GMs hat.

4. I'm getting some last minute development ideas for a likely patronage project built on Gothic Romance Horror, kind of Jane Eyre meets The Fall of House Usher, which will be written by Christina Stiles, as a standalone adventure for Rite Publishing.

5. Since #30 Haunts of Kaidan was recently released and seems popular, and Steve Russell just released #101 Hazards and Disasters and #10 Luckbringer feats - the new project has been leading me to design a #10 Haunts and Hazards for Kaidan - I'm more than half way through that (I did that last night) 10 things is easier to come up with creative ideas on than 30 or 101...

6. Our gaming group was looking at playing an Old West styled adventure for PF, and I even designed a Shootist (magus archetype) that I want to see played, but the group changed their mind about doing that style. But I intend to develop it some more, maybe we'll run it as a one-shot in a month or two.
 

Pen and paper RPG Design:

- Hacking together a brand new game for kids from the wonderful Danger Patrol!

- Moving my old Adventure! d20 game "Mace Hunter and the Fountain of Youth" over to Savage Worlds

- Piecing together a new Ashen Stars one-shot.

Pen & Paper RPG play:

- Running a playtest of a game that must not be named

- Running two 4e campaigns

- Playing in (and occasionally GMing for) a monthly Golden Age Mutants & Masterminds game

- Having a great time playing a changeling executioner in a short (five session) 4e game
 

  • Designing a homebrew dice-pool game for use in sci-fi; about ready to play-test.
  • Playing in a 4E campaign (been about 4 weeks, though, getting a little worried).
  • GM'ing an AD&D 1E dungeon delve (man, those take a long time!)
  • Designing a new homebrew 4E campaign, which, if it takes any longer to build, may end up being 5E instead.
 



I am playing in a Pathfinder Kingmaker game that is about to enter book 6. I am preparing to run Council of Thieves for Pathfinder when Kingmaker is over. I also play in a weekly 1e AD&D game that has been excellent.
 

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