I am Dungeonmaster, your guide, in the Realm of Dungeons and Dragons....
Joined: Oct 2004 Gender: Male Posts: 6,843 Location: Duxbury
Games, games games! « Thread Started on Mar 19, 2008, 8:30am »
Good morning, So, hot on the heels of the 4E debates comes new information; Paizo, former publisher of Dungeon and Dragon magazines, and publishers of some fine RPG tools and adventures (in my opinion) have elected to not go forward with 4E. This does not mean they won't sell 4E-related products, or that their partner (Necromancer Games) won't create 4E products. It just means Paizo, as a publisher, will be doing something different. That something different appears to be a "3.75" version. They have an alpha document available for download and they appear to be relying heavily on direct fan comments and critiques, rather than a closed play-test group. There is also mention of an organized play (a la RPGA) environment.
What does all of this mean to our little group? Well, nothing directly, other than it is another option we have open to us. Our current campaign will end at some point, and we can then move on to play the next campaign. We will need to decide what that will be. Here is what I envision:
Current play Shackled City on Saturdays Living Greyhawk on Fridays 4E (when the first module is available; we will need to decide whether we want to interrupt Shackled City for a couple of sessions to try out 4E or whether we should run this on a Friday or Sunday)
Future Play (when the current campaign concludes) We will need to decide what game we want to play on any given day Basic D&D (Rules Cyclopedia) 1st Edition 2nd Edition Diablo (falls somewhere between 2E and 3.0) 3.5 (There would be another choice as to what campaign we would start: Age of Worms (Paizo's second Adventure Path campaign); Dungeon Crawl Classics (perhaps the Dragon Mountain campaign); the original WotC adventure path starting with The Sunless Citadel; Forgotten Realms; some of the "Return To: series") 3.75 (Probably using Paizo's Rise of the Runelords campaign or their Game Mastery series) 4E (Standard campaign; Living Forgotten Realms) Hackmaster Pendragon Warhammer FRPG Warhammer Dark Heresy (40K RPG)
As was so eloquently stated by the late Gary Gygax (and poorly paraphrased here); the game and the rules are not the important thing. They are the framework around which we gather for a social event and share time and laughs. That being said, a game without rules is a pointless exercise. So, we'll need to make some decisions. I am sure we can, as a group, discuss and choose something we'll all have fun with and, if we find we have made a decision that is not panning out as hoped, we can reconvene and adopt, adapt and improve, as it were.
This is a bit off in the future but I am hoping that we can play, in some fashion or other, on an alternate day when the faire starts. What we play and who plays will of course be determined by availability, but it is my wish to not cease the gaming altogether as we have done in seasons past when the woods and ale call me hence.
Below is the link to where this conversation can be continued on the message boards, should you so desire. i have emailed the entirety of this missive for the benefit of those folk that are not able to travel to that site.
Thanks for all the fun, here's to continued adventures and we'll see you Saturday (except John who will be trying to make his eyes big and his mouth small and will, no doubt, have some sort of symbol hovering above his head.)
I am Dungeonmaster, your guide, in the Realm of Dungeons and Dragons....
Joined: Oct 2004 Gender: Male Posts: 6,843 Location: Duxbury
Re: Games, games games! « Reply #1 on Mar 20, 2008, 11:50am »
More detials I. Dungeons & Dragons (starting with) A. B1-9 In Search of Adventure "Threshold! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself."
II. Advanced Dungeons & Dragons (1st Edition) (starting with) A. C3: The Lost Island of Castanamir It is terribly cold. You swam for your life to this mysterious island, losing most of your provisions in the process, only to find it barren of all but grass. A biting wind from the north drives through your wet clothes, chilling you to the bone. Night is falling and promises even colder temperatures; you wish this place had even a bush to burn as firewood. Your stomach has just begun to complain about the lack of dinner, when one of your companions calls, and you rush to his side, hoping he's found a way to turn grass into a sandwich. Instead, he points to the ground in front of him. "Look there." Set in a shallow depression in the ground is a stone door. Your friend reaches down and gives a tug, and the door swings slowly open on creaking hinges, revealing a descending stair. The first thought that crosses your mind in whether it would be better to freeze to death up here in the wind or fall into the hands of Castanamir the Mad, the unpredictable. For characters level 1-4.
B. Dragonlance 1. DL1 Dragons of Despair You stand on the road east of Solace, tired from five years of adventuring, from a fruitless search for lost clerical magic. You know the old proverb that claims "You must return to find what you left to seek," but the saying never really made sense. Soon, however, it will. For the world of Krynn is not the same: refugees stream out of the northernmost human lands, telling horrible tales. An invading army has burned their villages and put their families and friends to the sword. Among these stories you hear even darker rumors-that older evils, the dragons themselves, have returned to the world, for new and more terrible purposes.
C. Forgotten Realms 1. N4: Treasure Hunt Marooned on a barren isle... The Island of Viledel, the mighty Sea King, was sacked by a pirate army 60 years ago. It's destruction was so complete that even the location of the island was lost and forgotten. Despite rumors of immense treasures still hidden in the ruined stronghold, no one ever found the Sea King's island again Until now. Through a cruel twist of fate, a small band of unwilling adventurers are washed ashore on a small, barren island, and discovers what remains of Viledel's settlement. But they aren't alone; marauding orcs and goblins have found the island too, and are frantically searching for the lost hoard. In this desperate treasure hunt, the real payoff may be survival
D. Oriental Adventures 1. OA1: Swords of the Daimyo From the Log of the Leaping Dolphin: "110th Day: The gale nae stops for two days. My ship is driven before it and the magus is as helpless as a wee babe. Akito names the winds tai-fun in his heathen tongue " Drawn by the lure of adventure and riches, a crew of seamen sails valiantly into uncharted seas. In the squalid dens of the port districts, tales hint at a land of untold riches across the waves. But getting there is only the beginning. Across the waters lies Kozakura, a land of mystery and danger. There you will discover new cultures, strange values, secret powers, and fabulous terrors. For Kozakura is a land of Oriental Adventures
E. World of Greyhawk 1. T1-4: The Temple of Elemental Evil A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long-awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its force again.
III. AD&D 2nd Edition (starting with) A. Night Below A missing mage... A ruthless band of kidnappers... A sinister conspiracy... Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.
B. Al-Qadim 1. ALQ1 Golden Voyages Who among your dares to challenge the high seas? Inspired by the tales of Sinbad, Golden Voyages provides the source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place.
C. Birthright 1. Blood Enemies - Abominations of Cerilia Cerilia: Where gods died and kings now rule with divine powers. Where dark powers contaminate flesh and blood, and evil shows its true visage in the abominations that stalk the land. Where monarchs both pure and corrupt clash over rulership of the BIRTHRIGHT campaign world!
E. Dark Sun 1. Arcane Shadows Tyr has been freed, and the mighty army of Urik has been turned back. These are new and strange times, indeed. Now Urik has become home - at least for a while - and there are new markets to shop, new streets to explore, and, oh yes, preservers to meet. Preservers, the keepers of good magic, have sent a mysterious summons. They are ready to embark on a new and dangerous plot to thwart sorcerer-kings and bring new life to Athas. To associate with preservers is dangerous to say the least, but when the king's templars uncover the schemes, a death mark falls upon all involved Will a desperate journey across the wastelands, with the templars in hot pursuit, end in victory or chaos? The answers lie in the hearts of mighty heroes and the resources of Arcane Shadows.
F. Dragonlance 1. DLC1: Dragonlance Classics Volume 1 At last, the first four Dragonlance modules are back. Together for the first time, play the entire adventure of the first book of the Dragonlance saga! Starting from the Inn of the Last Home in Solace, journey throughout the lands of Ansalon and defy the evil that threatens to overwhelm and entire continent. Explore the Lost City of Xak Tsaroth, defeat the mighty black dragon Khisanth, and recover the Crystal Staff of Mishakal. Penetrate the fastness of Pax Tharkas and face the evil Verminaard and the red dragon Ember. Can you survive the dangers of Skullcap, hounded by the undead minions of the wizard Fistandantilus? Your journey, should you survive that far eventually takes you to the subterranean wonders of Thorbardin, the kingdom of the dwarves. What waits for you there is know only to those who dwell within!
G. Forgotten Realms 1. FRA1: Storm Riders The Horde is riding! The mountains rumble under the thundering hoofbeats of 40,000 barbaric horsemen. When the player characters find themselves in their path they have no choice except to flee. Their journey takes them into the forbidden Kingdom of Ra-Khati, a land of ancient mysteries and untold wealth nestled deep within the Katakoro Mountains. As honored guests they are invited to partake of its extravagance. Wealth, power, romance - anything can be theirs for the asking. That is, anything short of their freedom! But when invaders threaten the Hidden Kingdom, the PC's are given a chance to earn their liberty. They are charged with escorting a spoiled princess and her dowry, a ferocious black stallion, to a nearby kingdom as a bribe to stop a war. Nothing stands in their way except 40,000 bloodthirsty riders and a vengeful purple dragon.
H. World of Greyhawk 1. WG10: Child's Play This action-packed adventure module is especially designed to give beginning Dungeon Masters and players help in learning the AD&D game system. But don't be fooled by the title! The adventure is far from easy - in fact, it has challenges that can bring the careless character's adventuring career to an abrupt halt!
I. Planescape 1. The Great Modron March THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS! On a regular schedule, the Great Modron March spills out of Mechanus and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside. But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts. The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level as well as new information about the modrons of Mechanus. Each adventure can be played separely or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due?
J. Ravenloft 1. RA1: Feast of Goblyns Beware the Mists of Ravenloft, for they will envelop you in terror! In Feast of Goblyns, a party of adventurers is mysteriously transported from the lands they know to a dark and dangerous demiplane known as Ravenloft. Trd in this realm of terror, they must use all their skills to escape the manipulations of one of Ravenloft's most powerful lords as they attempt to seek out the accursed Crown of Soldiers. If all goes well, they just might live long enough to escape this dread land and return to their homes.
K. Spelljammer 1. SJA1: Wildspace On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do?
IV. D&D Diablo II (starting with) A. To Hell and Back The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons Player's Handbook to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure
V. D&D 3.5 A. Dungeon Crawl Classics 1. Chronicle of the Fiend Four apprentices of a venerable hedge mage return from running errands to discover that their master’s tower has been burned to the ground! Arming themselves with the meager equipment undamaged in the fire, they set out to rescue him. Thus begins a series of adventures that stretches many years, as the young servants mature into mighty heroes and finally confront their master’s killer.
B. Original Adventure Path (starting with) 1. The Sunless Citadel Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer -- some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned.
C. Eberron Campaign (starting with) 1. To be decided (as some folks may not want to re-play the starting of the campaign)
D. Forgotten Realms Campaign (starting with) 1. Sons of Gruumsh This adventure showcases the classic high fantasy for which the Forgotten Realms setting is known. Sons of Gruumsh features an epic quest to prevent war between the orcs of Thar and the cities of the Moonsea.
E. War of the Burning Sky Campaign 1. The Scouring of Gate Pass The Ragesian army marches upon the neutral city of Gate Pass, the heroes must retrieve vital war intelligence from a spy and deliver it to the distant wizards’ school of Lyceum, but first they have to find a way out of a besieged city before Gate Pass falls and the inquisitors, Ragesia’s infamous mage-hunting clerics, find them.
F. World of Greyhawk 1. Age of Worms Campaign (starting with) a. The Whispering Cairn A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the Age of Worms, an era of darkness, decay, and writhing doom. A D&D adventure for 1st-level characters.
VI. Pathfinder (D&D 3.75) A. Rise of the Runelords Campaign (starting with) 1. Burnt Offerings The Rise of the Runelords Adventure Path begins in the small coastal town of Sandpoint. In a time when rumors of rampaging dragons and massing armies of giants have everyone on edge, the people of Sandpoint eagerly anticipate the coming festival to commemorate the consecration of a new temple. Yet, at the height of the ceremony, disaster strikes. A band of goblins assaults Sandpoint, and it falls to the heroes to defend the new temple. In the days that follow, a mysterious malady that leaves its victims monstrously deformed and dangerously insane spreads through the town. The PCs must not only determine what’s causing this strange contagion, but also discover the sinister connection between the plague, the goblin attacks, and the emergence of a strange rune from an empire thought to be long dead.
B. Game Mastery Series (starting with) 1. D0: Hollow’s Last Hope The town of Falcon's Hollow needs a miracle. The plague has come to the town of Falcon's Hollow, and not even the town's priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch's haunted hut, and delving the ruins of an abandoned dwarven monastery.
VII. 4E A. H1 Keep on the Shadowfell (due out in May) An introductory 4th Edition D&D adventure for characters of levels 1-3 The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes.
VIII. Hackmaster A. Quest for the Unknown Rogahn the Fearless and Zelligar the Unknown are legendary names. Even you, a young fledgling raised far from the great cities of Garweeze Wurld, know of their reputation – even though their tale begins years ago. The elders and the sages speak both names with respect, even awe, in a distant admiration for the two legendary figures. You have heard parts of the story before, but never enough to know all of it, or even what is true and what is only legend or speculation. But it is a great and fascinating beginning in your own quest to learn more. Rogahn the Fearless earned his name as a great warrior, and his reputation spread far and wide across the land. Zelligar the Unknown, equally renowned, earned his respected status and power as a foremost practitioner of the mystical arts of magic and sorcery. No one knows what occurrences or coincidence brought these two men together, but tales tell of their meeting and forming a strong bond of friendship, a union that would last for the ages. As this occurred, legend has it, the two men virtually disappeared from the view of civilization. Stories occasionally surfaced about a rumored hideaway being built deep in the wilderness, far from the nearest settlement, away from traveled routes, and high upon a craggy hill – but no one seemed to know any more than that, or where this supposed hideaway was really located, or indeed if it was. No one knows for sure, but some say their motive was to pursue the common goals of personal greed and some kind of vague (or chaotic) evil. In any case, they jointly led a hermit life with but a few occasional forays into the outside world to add to their own reputations. Many years passed, until one day a great gnome-titan invasion came from the lands to the northwest, threatening to engulf the Meletian Kingdom with the excessive carousing and oppression of the unchecked gnome-titan horde. Just when things seemed the darkest, Rogahn the Fearless and Zelligar the Unknown made their unexpected yet most welcome reappearance. Joining their powerful forces, they and their band of loyal henchmen met the gnome-titan army in a great battle at a narrow pass in the hills, and decisively turned back the invasion. Rogahn slew a horde of the little guys single-handedly and Zelligar’s powerful magic put the army to flight. It was a great victory, and a grateful populace of Frandor rewarded the pair and their consorts with considerable treasure. After that, the two heroes returned to their hideaway, and rumor has it that the spoils of victory were spent to further its construction, although some of it may yet be hidden somewhere. The most exciting portions of the legend are the most recent. Last year, Rogahn and Zelligar apparently decided upon a joint foray into the lands of the hated Gnome Protectorates. Taking most of their henchmen and associates along with them in a great armed band, the two personages, it seems, disappeared into the forbidding little-folk lands to the northwest on a great adventure which come say may have been asked by the very gawds themselves. Word just reaching civilization tells of some great battle in the gnome-titan lands where the legendary Rogahn and Zelligar may have met their demise. This rumored clash must have occurred some months ago, and there are few details – and no substantiation of the story. The only thing certain is that, if all this is true, Rogahn and Zelligar have left their secret base virtually unguarded…if only one had the knowledge and wherewithal to find their hideaway, he would have great things to explore! Now, just recently, came the most promising bit of information – a crude map purporting to show the way to the hideaway of the two men, a place apparently called “Q.” One of your acquaintances has this map, and if its accurate, it could perhaps lead you to the mythic place that was their home and sanctuary. Who knows what riches of wealth and magic might be there for the taking? Yes, the risk is great, especially since the pair may yet still be alive and might even return any day, but the challenge cannot be ignored. Besides, others may get there first if you tarry long. Gathering a few of your fellows, you share the secret and embark on a Quest for the Unknown…
IX. Pendragon A. The Great Pendragon Campaign The Great Pendragon Campaign begins during the reign of Arthur’s father King Uther, when player knights can participate in the events of Arthur’s conception. The long and brutal Interregnum of Saxon wars is forever altered when Arthur draws the Sword from the Stone to start his great and glorious reign. The Boy King leads his knights through periods of consolidation and expansion until the entire Western world is brought under his sway. Then, to High Adventure! Knights gain Glory and lands in the periods of Romance and Tournaments, and at last engage in the greatest adventure of all, The Quest for the Holy Grail. Then, amidst tragedy and broken dreams, the Twilight Period draws the epic to a close.
X. Warhammer Fantasy RPG A. Paths of the Damned 1. Ashes of Middenheim Play begins in the City of the White Wolf, where the Player Characters must deliver an ancient icon to the Temple of Sigmar. But all is not well in Middenheim, and soon the characters are plunged into an action-packed adventure involving heresy, murder, betrayal, and corruption.
XI. Dark Heresy (Warhammer 40k) (holding until FFG begins production)
Candi Game Master Anastasia/ Mischa member is offline
I am not a Geek! I'm a level 12 Paladin
Joined: Oct 2004 Gender: Female Posts: 1,687 Location: Over here
Re: Games, games games! « Reply #3 on Mar 26, 2008, 3:44pm »
As I said before I'll play pretty much anything. I've tried almost every game system listed, I may even have tried them all at this point. They all have their quarks, and there is plenty of enjoyment to be had from them all.
"A king may move a man, a father may claim a son. But remember that, even when those who move you be kings or men of power, your soul is in your keeping alone. When you stand before God, you cannot say, "But I was told by others to do thus." Or that, "Virtue was not convenient at the time." This will not suffice. Remember that."
"What man is a man who does not make the world better?"