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<blockquote data-quote="doctorbadwolf" data-source="post: 8121177" data-attributes="member: 6704184"><p>My gaming group currently has running;</p><ul> <li data-xf-list-type="ul">Space Fantasy! Essentially Star Wars meets Treasure Planet, using exceedingly little homebrew or houserules. Weapons are deadlier (any magical or high tech weapon just adds 1d6 of an energy type). Personal combat ships are just armor with a fly speed long range on the same attacks you'd already be making, with THP for the ship's durability, no stats of any kind for them. Stuff like that. Better travel rules.</li> <li data-xf-list-type="ul">Verden. My friends homebrew world that is closer to 16th century than Middle Ages, with some stuff being more late medieval, and some stuff more advanced, like plumbing. Closest to classic dnd of all our games, in a lot of ways, but using 4e assumptions like "all sentient races have free will and no assumed alignment", and some unique places for some of the oddball races.</li> <li data-xf-list-type="ul">Islands World. My homebrew world. Final Fantasy and Chrono Trigger/Cross inspired, no humans, most mammalian races can interbreed without problems, few societies are mono-racial. Some inspirations from Guy Gavriel Kay books, as well as cartoons like the new She-Ra, and Adventure Time. The gods matter in this world, inspiring heroes and monsters, and blessing those who commit acts that are like those of the gods. Deals with colonialism without lionising colonists but leaving room for characters from colonising nations to be heroes.</li> <li data-xf-list-type="ul">FR (COnflux Arcanum). Started in 4e Realms, continues in 5e but doesn't use the Sundering canon, instead moving forward from 4e's lore. Gods didn't matter in this campaign until recently, when the group found themselves traveling to Abeir to collect a friend, and chase the trail of clues suggesting that Mask, Helm, Mystra (the pre-ToT one), Azuth, Elistree, and Shaundekul were all in mortal bodies in Abeir. Now they're helping a revolt against a dragon overlord, while they gather key items they need to fix a spelljammer and get home, all while tracking down these gods who seem to be travelling as a party of adventurers that don't know they're gods. Oh, and making plans to murder Shar, and free a bunch of forgotten dragon gods.</li> <li data-xf-list-type="ul">Eberron (Rising Storm). Currently centered on a conspiracy of necromancers and vampires and dragons surrounding the mark of death, the rite that makes a dracolich, and the Blood of Vol. Pulpy, sometimes noir, sometimes more The Mummy (the Brenden Frasier ones). Lots of investigations and heist style jobs.</li> <li data-xf-list-type="ul">Starting soon is a game where we break down dnd magic a bit, make it more improvised and messy, and tone down the power level.</li> </ul><p>We've done modern DND using the UA material and stuff inspired by it, and we've done other wierd stuff besides. All using 80-90 percent of the same rules. </p><p></p><p>At this point, we'd all rather homebrew some purpose built options and additional rules subsystems than learn new systems for a single campaign, like picking up Blades rather than just building some new options and subsystems for a Blades style dnd campaign.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8121177, member: 6704184"] My gaming group currently has running; [LIST] [*]Space Fantasy! Essentially Star Wars meets Treasure Planet, using exceedingly little homebrew or houserules. Weapons are deadlier (any magical or high tech weapon just adds 1d6 of an energy type). Personal combat ships are just armor with a fly speed long range on the same attacks you'd already be making, with THP for the ship's durability, no stats of any kind for them. Stuff like that. Better travel rules. [*]Verden. My friends homebrew world that is closer to 16th century than Middle Ages, with some stuff being more late medieval, and some stuff more advanced, like plumbing. Closest to classic dnd of all our games, in a lot of ways, but using 4e assumptions like "all sentient races have free will and no assumed alignment", and some unique places for some of the oddball races. [*]Islands World. My homebrew world. Final Fantasy and Chrono Trigger/Cross inspired, no humans, most mammalian races can interbreed without problems, few societies are mono-racial. Some inspirations from Guy Gavriel Kay books, as well as cartoons like the new She-Ra, and Adventure Time. The gods matter in this world, inspiring heroes and monsters, and blessing those who commit acts that are like those of the gods. Deals with colonialism without lionising colonists but leaving room for characters from colonising nations to be heroes. [*]FR (COnflux Arcanum). Started in 4e Realms, continues in 5e but doesn't use the Sundering canon, instead moving forward from 4e's lore. Gods didn't matter in this campaign until recently, when the group found themselves traveling to Abeir to collect a friend, and chase the trail of clues suggesting that Mask, Helm, Mystra (the pre-ToT one), Azuth, Elistree, and Shaundekul were all in mortal bodies in Abeir. Now they're helping a revolt against a dragon overlord, while they gather key items they need to fix a spelljammer and get home, all while tracking down these gods who seem to be travelling as a party of adventurers that don't know they're gods. Oh, and making plans to murder Shar, and free a bunch of forgotten dragon gods. [*]Eberron (Rising Storm). Currently centered on a conspiracy of necromancers and vampires and dragons surrounding the mark of death, the rite that makes a dracolich, and the Blood of Vol. Pulpy, sometimes noir, sometimes more The Mummy (the Brenden Frasier ones). Lots of investigations and heist style jobs. [*]Starting soon is a game where we break down dnd magic a bit, make it more improvised and messy, and tone down the power level. [/LIST] We've done modern DND using the UA material and stuff inspired by it, and we've done other wierd stuff besides. All using 80-90 percent of the same rules. At this point, we'd all rather homebrew some purpose built options and additional rules subsystems than learn new systems for a single campaign, like picking up Blades rather than just building some new options and subsystems for a Blades style dnd campaign. [/QUOTE]
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