Post by Deleted on Oct 29, 2010 6:43:17 GMT -6
Three things have inspired me in gaming in the last couple of years.
1. Spellcraft & Swordplay. This is what got me playing again and I'm now well into the second year of a long-running weekly S&S game. The only thing that lets the game down is the sub-optimal layout (and obviously that Jason is too busy to do anything more with it!). I would love to take this game and give it a darn good re-writing, making it more user friendly and useable (e.g. running a swarm of giant rats involves you having fingers in four separate pages spread over two books).
2. The Spider God's Bride. Unbelievably inspirational campaign setting, proper sword and sorcery (Robert E. Howard, etc) style. Amazing, what I've been looking for all these years to help me get away from the pseudo-mediaeval magic heavy default D&D type setting. Written for 3.x, but I won't hold that against it as the content is so top drawer.
3. Tombs and Terrors. Wow! A stunningly successful attempt to make an old school version of d20. This is how 3.x should have been (and probably would have had 1e and 2e never existed). Kudos to Simon Washbourne. I am so glad to hear he has more of the same on the way.
Soooo, here's how my dream outcome of mashing all these together would play out. Take S&S's 2d6 mechanic (I love what the bellcurve gives to the game), overlay it on top of T&T's d20 mechanic while retaining such concepts as target numbers and skills as class abilities, and also bring over a couple of other S&S bibs and bobs like spell casting rolls and dice pip pools, then use that mash-up to run a Spider-God's Bride campaign.
We can but dream!
1. Spellcraft & Swordplay. This is what got me playing again and I'm now well into the second year of a long-running weekly S&S game. The only thing that lets the game down is the sub-optimal layout (and obviously that Jason is too busy to do anything more with it!). I would love to take this game and give it a darn good re-writing, making it more user friendly and useable (e.g. running a swarm of giant rats involves you having fingers in four separate pages spread over two books).
2. The Spider God's Bride. Unbelievably inspirational campaign setting, proper sword and sorcery (Robert E. Howard, etc) style. Amazing, what I've been looking for all these years to help me get away from the pseudo-mediaeval magic heavy default D&D type setting. Written for 3.x, but I won't hold that against it as the content is so top drawer.
3. Tombs and Terrors. Wow! A stunningly successful attempt to make an old school version of d20. This is how 3.x should have been (and probably would have had 1e and 2e never existed). Kudos to Simon Washbourne. I am so glad to hear he has more of the same on the way.
Soooo, here's how my dream outcome of mashing all these together would play out. Take S&S's 2d6 mechanic (I love what the bellcurve gives to the game), overlay it on top of T&T's d20 mechanic while retaining such concepts as target numbers and skills as class abilities, and also bring over a couple of other S&S bibs and bobs like spell casting rolls and dice pip pools, then use that mash-up to run a Spider-God's Bride campaign.
We can but dream!