What's my age again?


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As a Yute I ran amazing silly games, some Monte Hall (taking swords & Holy Avengers-but not destroy the world kill the gods stuff)
Paranoia, TMNT - Road Hogs, Principles of Galantri w/magetech, Spelljammer
Then I tried Legendary, Open ended save the world D&D, Huge multilevel dungeons, 30-60 rooms common.
and conversly - you are all helpless villagers games, run a badger! or eek! 3 angry housecats!
and myth based werewolf: Apocolpse - whih had great story sucky combat.

Hmm Lately- a mix of villagers and Heros, with some humor and wild action. I try and tell players that most impossible things have a DC of 15, but terrible consequences.
dungeon crawls are common but small - usually a single group owns the lair complex, but may have guards or allies. They react to raiding parties and will follow you home if they can.

There is poltics but it is optional.
 

Though I am always up for a good dungeon crawl as I age I find myself questioning just how did that Red Dragon get in that 20'x20' room with 5' corridors? ;)

These days I like a good mix of interesting plot with some twists and turns and some combat thrown in for the old days flavor.
 

Gravitate towards what I started with? Nah.

I'm 21 tomorrow. The world is before me!

RPG wise, I stay away from dungeon crawls as a general rule. Which is where I started. I am trying slowly to get my group away from fantasy, though. So I'm the opposite - there's a lot of stuff that I've got to try.

Though I do prefer a rules-light version.
 

I wonder if it may have something to do with the fact that, usually, as people age, they have less time to spend on learning new games?

We started playing Deadlands a while back, but quickly switched back to D&D because most of the players just didn't have time to learn a new system. Not that I mind, I love our Forgotten Realms game.

Oh, and I have almost 5 years on ya, you're not old. ;)
 


I also prefer more rules-light games as I grow older, but haven't actually had the chance to regularly play ones. And I'm pleased enough with D&D.
When I started playing (about... 18 years ago), it was a monty-haul campaign with lots and lots of action and little care for the plot making sense and such. I still very much enjoy combat, but not so much monty-haul and I like, you know, an actual PLOT and things MAKING SENSE and stuff. (As a DM, I like my players totally breaking off my plans and ricocheting into a great plot I had no idea was in there... especially since with my group, it's always an hilarious one.)
As for rules-lightness, I am attracted to rules-light systems and have been for a long time, but I never really played a long campaign with such a system. Just didn't have the opportunity.

And 24 isn't old. Neither is 29. Really. I'm young, I tell you! Youth, thy name is ME!
 

I had plots and such in the younger years but they were more reminescent of He-Man episodes. Now my plots are more convoluted, character intense, and riddled with shades of gray. My last few plots and campaigns have been in depth, the action grittier, and the consequences more realistic.

My new campaign is quite a different monster. After two months of not being able to game due to our ever increasing scheduling conflicts, the new game is less plot motivated. I've decided to run an old school feeling game. The adventurers are simply mercenary-type problem solvers whom go into dungeons or castles for the highest price. They're hired to solve murders and mysteries alike, and when the day is done often congregate at the Happy Half-Ogre Inn and Tavern. There won't be any major plot involving hooks ala Lord of the Rings, just simple adventuring for fame, riches, and power. A welcome change for a short while.
 

Though I'm currently in a game that is mainly H/S, I do long for more intricate roleplaying. I never really played with H/S groups when I started, and migrated towards them because of lack of players in the area. I miss the long Saturdays spent with my military buddies (Bob V. you are still the best DM I've ever had). :(
 

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