Post by writersblock on Sept 28, 2008 20:36:23 GMT -5
Very soon, as my triumphant return to online gaming I will be starting a feudal fantasy game.
It will be run on OpenRPG, and I HOPE to start in like October or such.
It will be an AD&D 2nd Ed game with some modified rules...I will detail those in the "House Rules" post to come.
The main point of this game is to bring some life, and a sense of magic, back into the GAMEPLAY of AD&D.
Basically, I am doing this game in such a way as to create a sense of wonder and mystery for even the most seasoned of player. I am aware most know the worlds, the monsters, the items, the spells, all of it front to back. Because of this, I am taking measures to bring back some of the wonder.
First of all, I am using a custom world. Having only recently recovered from a chaotic period in its history, this world will be full of wonder and unknowns for any brave adventurer.
There are no magic shops. This may change as time goes on and new parts of the world are found, but magic is too rare and precious to support such trade.
Not just anyone can cast spells. Mages (true magic users) are RARE. More common are their non spellcaster counterparts the alchemist and the sage.
Spells will not be available simply by finding another mage, or a school, or a spell book...there will be limits to starting selections and how spells are learned. A truly potent mage will be a dangerous thing indeed because of this.
Not all Clerics can cast spells. The gods choose those upon which their gifts are bestowed. Most of the clerics in a temple are simply devout priests and clerical sorts. More common are Healers and Herbalists who ease ailments, defeat curses, and the like (reliability not guaranteed).
I am not going to tell you, as DM, the items you found in the treasure right off the bat. I will give you descriptions such as "a golden ring with a ruby shining with unnatural light". You will have to go get it ID's and such (a possible adventure in itself) if you want to know about the magic items you found. Handle and store at your own risk.
I am going to make subtle changes to the monsters. Some will be just as you expect. Some will have new powers, new twists, and the like. You will never know, for certain, if your past with the game is accurate here.
I currently have three players lined up. I will consider as many as three more. Preference will be given to first come first serve, tho consideration will go to those who have expressed interest in gaming online with me in the past.
If this basic overview interests you (more to come), go to Icky Mick's Explorer's Inn and make your interest known.
Thank you.
And I apologize for my apparent lack of expected literary perfection....
It will be run on OpenRPG, and I HOPE to start in like October or such.
It will be an AD&D 2nd Ed game with some modified rules...I will detail those in the "House Rules" post to come.
The main point of this game is to bring some life, and a sense of magic, back into the GAMEPLAY of AD&D.
Basically, I am doing this game in such a way as to create a sense of wonder and mystery for even the most seasoned of player. I am aware most know the worlds, the monsters, the items, the spells, all of it front to back. Because of this, I am taking measures to bring back some of the wonder.
First of all, I am using a custom world. Having only recently recovered from a chaotic period in its history, this world will be full of wonder and unknowns for any brave adventurer.
There are no magic shops. This may change as time goes on and new parts of the world are found, but magic is too rare and precious to support such trade.
Not just anyone can cast spells. Mages (true magic users) are RARE. More common are their non spellcaster counterparts the alchemist and the sage.
Spells will not be available simply by finding another mage, or a school, or a spell book...there will be limits to starting selections and how spells are learned. A truly potent mage will be a dangerous thing indeed because of this.
Not all Clerics can cast spells. The gods choose those upon which their gifts are bestowed. Most of the clerics in a temple are simply devout priests and clerical sorts. More common are Healers and Herbalists who ease ailments, defeat curses, and the like (reliability not guaranteed).
I am not going to tell you, as DM, the items you found in the treasure right off the bat. I will give you descriptions such as "a golden ring with a ruby shining with unnatural light". You will have to go get it ID's and such (a possible adventure in itself) if you want to know about the magic items you found. Handle and store at your own risk.
I am going to make subtle changes to the monsters. Some will be just as you expect. Some will have new powers, new twists, and the like. You will never know, for certain, if your past with the game is accurate here.
I currently have three players lined up. I will consider as many as three more. Preference will be given to first come first serve, tho consideration will go to those who have expressed interest in gaming online with me in the past.
If this basic overview interests you (more to come), go to Icky Mick's Explorer's Inn and make your interest known.
Thank you.
And I apologize for my apparent lack of expected literary perfection....