You've all converted me...

[brainwashed]Thankyou...Midnight, Scarred Lands, Oathbound..must buy."[/brainwashed]

Seriously though, thanks for all the input.

I just realized that my username initials are BS...ah hell

-BS
 
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Black_Swan said:
[brainwashed]I just realized that my username initials are BS...ah hell

and here i thought i'd converted you to real D&D. don't you know...

Original D&D(1974) is the only true game. All the other editions are just poor imitations of the real thing. :D

but if you want to play the imitation stuff who am i to stop you.
 

Switching from a d10 based system do D&D/d20 would only be tough if you only owned d10s. :)

Give yourself a little time to get used to the rules. Give the core books a thourough going-over. But overall, don't worry too much about it. If you've got experience DMing another system, most of what you've learned there will translate to D&D, or any game for that matter.

(edit) Oh, and avoid adding stuff beyond the core rules for a while, aside from a campaign setting (e.g. Midnight's heroic paths). Make sure you're comfortable with the basics before you start dumping all the optional stuff on yourself.
 
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I think you'll have a lot of fun with d20 system. It seems complicated at first, but it is definitely more streamlined in some ways than other systems. Of course, you're not just using a d20 as you mentioned, but also other dice such as the d4, d6, d8, d10, and d12. However, these dice are mostly used for weapon damage and hit points.

Also, because D&D is so popular, it's easier to find people to play with. I hope you have fun and please do keep us up-to-date on how your foray into the world's most popular role-playing game goes!

As for your campaign world, I'd recommend the World of Whitethorn "world-building through adventures" series. In particular, "World of Whitethorn 1A: The Hamlet of Thumble" is great for those starting a new campaign because it includes a short adventure, a mini-campaign setting, an article on "Starting a New Game", and a GM Tips section.

http://www.openworldpress.com
 

Nightfall said:
Der,

You can convert everyone else BUT me my friend. :) I've seen all three and while they are good, I will not give up on the Scarred Lands until I'm dead and buried. And maybe not even then! ;)

We'll see.... ;)

Anyway, back on topic.

I have a few bits of Midnight advice for Mr. Swan.

1. Derulbaskul's advice was sound. You definitely want to check out Against the Shadow. (Just click on the picture in my sig.)

2. Midnight isn't D&D. *waits for that to sink in* At least, not as you know it. It uses the same rules of course, but it differs significantly from standard D&D. While knocking down the door, killing the monster, and taking it's loot is the basis of traditional D&D, attempting it in Midnight is suicide. More likely, the monsters will be kicking down YOUR door!

3. Pick a style of play. Midnight can be approached from several very different angles. For instance, in my PbP game (link in my sig) and my table top game, survival is the number 1 goal. Food, supplies, and even shelter is scarce. this will improve a bit as time goes on, and the characters may end up as members of some resistance group who tries to do what they can to make the world a better place.

Other Midnight DMs go for the more "epic" approach. Their PCs seek was to defeat the Shadow in the North or to pierce the Veil and re-establish contact with the gods. All of these options can make for a good campaign.

4. Role-playing vs. Hack-N-Slash. If you like hack-n-slash gaming, you probably should take a look at some other settings. The PCs in most Midnight games are very limited. Magic is scarce and very risky to use for fear of being discovered. If discovered using magic, you'd be put to death. Also, magic items are very rare so characters want have the same level of power that a standard D&D character of the same level would have. The Heroic Paths help that some, but not much.

5. The World hates the PCs. This is really what sets Midnight apart from other settings. The characters will quickly find themselves as outcasts and fugitives. equipment and services become hard to come by and you can't even get a good night's sleep for fear the innkeeper will turn you in for a reward or simply to save his inn from being burned down.

6. No economy. Most all transactions in Midnight are done through bartering. I admit, as DM, I was tempted to just stick to coins and avoid the baggage that the bartering would include. Luckily, I decided to give it a chance, and I'm glad I did. Simply trying to obtain a place to sleep for the night can be an interesting role-playing experience.

7. Download the free Midnight suppliment, Tome of Sorrows from my sig. It has a lot of optional rules that help better fit the d20 system around the Midnight setting as well as a great number of other interesting and helpful bits.

Good luck!
 
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Derulbaskul said:
Actually, we're playing this "good cop/bad cop"-style so I'm sure he will turn up soon to play his part. :)

Anyway, and I'm sure Ash will agree, it's time you converted to the wonders of FFG. Say, "Midnight, Grimm and Dawnforge" after me....

I really think it should be a sin to mention FFG settings without mentioning Dragonstar - so say after me: D-R-A-G-O-N-S-T-A-R.

DRAGONSTAR! :D

Indoctrination over, now go buy the Starfarer's Handbook if you don't already own it...

-Zarrock
 
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Black_Swan said:
I just realized that my username initials are BS...ah hell
Yes, but the Black Swan is one of my favorite books. And the movie with Tyrone Power, which has little if any resemblance to the book, isn't half bad either. :)
 

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