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<blockquote data-quote="Argyle King" data-source="post: 5798410" data-attributes="member: 58416"><p><u>Playing</u></p><p></p><p>- Ned Smith. A villainous wizard in a Heroes Unlimited game. He is slightly insane. He's working with a team of villains (the other PCs) who are members of a Cthulu Cult. Their goal is to awaken Cthulu. Ned's particular brand of insanity is being a hardcore Christian who believes he is doing the work of the lord by helping to bring about the end of times. He believes Cthulu is the instrument through which 'The Lord' will wipe clean the sins of humanity. </p><p></p><p>- A Knight in a GURPS Dungeon Fantasy game. </p><p></p><p></p><p><u>DMing</u></p><p></p><p>- D&D 4th Edition campaign which I've described elsewhere as having some science fiction elements. By this I mean "hover bikes" powered by residuum. The story started with the party each receiving letters asking them to come to a black pagoda in the middle of a wasteland. There -the original party- learned they were all believed to be part of a legendary bloodline of a hero who had lived a long time ago. Solid details on what he looked like and such meant that virtually anybody could be part of the bloodline; thus, it was not strange that a wide variety of races were believed to be part of the bloodline.</p><p></p><p>The only one to survive the pagoda was Pwent, the dwarven fighter PC. As such, he was deemed to be the only one worthy of claiming the birthright. I was not trying to kill the party; I simply had insanely good rolling during a session. The fight in which the rest of the party perished wasn't even supposed to be difficult. New PCs were brought in via the NPC who sent the letters hiring a group to aid 'The Chosen One' in his journey. The NPC had expressed that many groups would be making an effort to stop The Chosen from claiming his destiny.</p><p></p><p>During a train ride North, a new PC was introduced to the group. After a train crash (long story,) the party discovered a Woem -race I created; think small cat people in the vein of Puss'N'Boots- who had been buried up to his neck in sand. This eventually lead to a series of side quests in which 'Chesh Ireland' (the Woem) had a criminal past which came back to haunt the party.</p><p></p><p>Somehow, the game then veered off into a quest to find a hat. I did not mind. It was nice to see players get involved in a minor element of the campaign so heavily. Without going into a lot of detail, I'll simply say that a local haberdasher became a prominent NPC. </p><p></p><p>After losing a battle against a Drow PC's family member (background related encounter,) the party was taken prisoner. This led to a story arc which veered away from the main quest (which I was fine with,) and explored that PC's background. I was pretty happy with the side arcs because I wanted a chance to shine the spotlight on each PC instead of them feeling as though they were simply sidekicks in the story of 'The Chosen One.'</p><p></p><p>Fast Forward a bit... They are currently level 10, and they have reached a complex where The Chosen One's birthright is located. The details of what it is are vague. A good aligned group barred their path at the entrance; a reformed orc in the service of Pelor explained that -while Pwent was indeed the blood of a great hero- the villain from whom the great hero of old had saved the world was himself (the hero of old.) As the details of the story are unclear, there was some concern that great evil could be brought to bear on the land once more if The Chosen One embraced his destiny. The party engaged in diplomacy to convince the orc that great good could also be brought to the land; one of the other PCs is a good aligned priest who promised to make sure the group stayed on the straight and narrow.</p><p></p><p>When we left off, Juan Derland (the Woem formerly known as Chesh Ireland- the player has roleplayed him in such a way that he is constantly changing his name) had his hand replaced with a stone hand which turned out to be the key to opening a door. The party engaged in the first encounter inside the destiny complex. They survived, but it went somewhat poorly. (Again, I seem to have really good luck when rolling for monsters.) </p><p></p><p>Currently the party consists of Pwent - dwarven fighter with a few Warlord elements granted as background benefits*; Alejandro - Drow cleric who has no specific deity (instead he just wears a bunch of religious symbols and hopes that one of them will answer his prayers when called,) Fernando - Shardmind Psion & haberdasher's assistant; Dwarven Invoker of Moradin - his name escapes me at the moment, and Juan Derland - Woem Rogue Mc Bard. </p><p></p><p>*Based on character background, I gave out various extra perks to each character. </p><p></p><p><u></u></p><p><u>Working On</u></p><p></p><p>- still tweaking some of my houserules for D&D 4E</p><p></p><p>- converting a lot of my D&D 3E library into GURPS 4E mechanics. </p><p></p><p>- brainstorming for a homebrew campaign setting. Right now I have too many ideas; I need to find a way to trim down my vision.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5798410, member: 58416"] [U]Playing[/U] - Ned Smith. A villainous wizard in a Heroes Unlimited game. He is slightly insane. He's working with a team of villains (the other PCs) who are members of a Cthulu Cult. Their goal is to awaken Cthulu. Ned's particular brand of insanity is being a hardcore Christian who believes he is doing the work of the lord by helping to bring about the end of times. He believes Cthulu is the instrument through which 'The Lord' will wipe clean the sins of humanity. - A Knight in a GURPS Dungeon Fantasy game. [U]DMing[/U] - D&D 4th Edition campaign which I've described elsewhere as having some science fiction elements. By this I mean "hover bikes" powered by residuum. The story started with the party each receiving letters asking them to come to a black pagoda in the middle of a wasteland. There -the original party- learned they were all believed to be part of a legendary bloodline of a hero who had lived a long time ago. Solid details on what he looked like and such meant that virtually anybody could be part of the bloodline; thus, it was not strange that a wide variety of races were believed to be part of the bloodline. The only one to survive the pagoda was Pwent, the dwarven fighter PC. As such, he was deemed to be the only one worthy of claiming the birthright. I was not trying to kill the party; I simply had insanely good rolling during a session. The fight in which the rest of the party perished wasn't even supposed to be difficult. New PCs were brought in via the NPC who sent the letters hiring a group to aid 'The Chosen One' in his journey. The NPC had expressed that many groups would be making an effort to stop The Chosen from claiming his destiny. During a train ride North, a new PC was introduced to the group. After a train crash (long story,) the party discovered a Woem -race I created; think small cat people in the vein of Puss'N'Boots- who had been buried up to his neck in sand. This eventually lead to a series of side quests in which 'Chesh Ireland' (the Woem) had a criminal past which came back to haunt the party. Somehow, the game then veered off into a quest to find a hat. I did not mind. It was nice to see players get involved in a minor element of the campaign so heavily. Without going into a lot of detail, I'll simply say that a local haberdasher became a prominent NPC. After losing a battle against a Drow PC's family member (background related encounter,) the party was taken prisoner. This led to a story arc which veered away from the main quest (which I was fine with,) and explored that PC's background. I was pretty happy with the side arcs because I wanted a chance to shine the spotlight on each PC instead of them feeling as though they were simply sidekicks in the story of 'The Chosen One.' Fast Forward a bit... They are currently level 10, and they have reached a complex where The Chosen One's birthright is located. The details of what it is are vague. A good aligned group barred their path at the entrance; a reformed orc in the service of Pelor explained that -while Pwent was indeed the blood of a great hero- the villain from whom the great hero of old had saved the world was himself (the hero of old.) As the details of the story are unclear, there was some concern that great evil could be brought to bear on the land once more if The Chosen One embraced his destiny. The party engaged in diplomacy to convince the orc that great good could also be brought to the land; one of the other PCs is a good aligned priest who promised to make sure the group stayed on the straight and narrow. When we left off, Juan Derland (the Woem formerly known as Chesh Ireland- the player has roleplayed him in such a way that he is constantly changing his name) had his hand replaced with a stone hand which turned out to be the key to opening a door. The party engaged in the first encounter inside the destiny complex. They survived, but it went somewhat poorly. (Again, I seem to have really good luck when rolling for monsters.) Currently the party consists of Pwent - dwarven fighter with a few Warlord elements granted as background benefits*; Alejandro - Drow cleric who has no specific deity (instead he just wears a bunch of religious symbols and hopes that one of them will answer his prayers when called,) Fernando - Shardmind Psion & haberdasher's assistant; Dwarven Invoker of Moradin - his name escapes me at the moment, and Juan Derland - Woem Rogue Mc Bard. *Based on character background, I gave out various extra perks to each character. [U] Working On[/U] - still tweaking some of my houserules for D&D 4E - converting a lot of my D&D 3E library into GURPS 4E mechanics. - brainstorming for a homebrew campaign setting. Right now I have too many ideas; I need to find a way to trim down my vision. [/QUOTE]
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