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Posts Tagged ‘Fantasy’

We had a discussion last night after our gaming session.  I have recently purchased the Pathfinder-compatible mass-combat system called Warpath and Wolfgod and I are in the process of building the armies for each of the nations in our world.  One of our nations is a very druidic nation. (If you read my campaign journal, it’s the country Mauril just visited, Mastillan.)  As one would expect, Wolfgod and I were trying to work out how we were going to include druids into that army.

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Rath’s Letters, Part I.

   Posted by: Wolfgod    in Campaign Logs, Fantasy, RPG

Rath’s letters from the Grand Campaign

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Into the Grand Campaign

   Posted by: Wolfgod    in Fantasy, RPG

So we’re six adventures into the Grand Campaign.  We’re playing with  <> - and thus far, we like it a great deal.

I’ve noticed, however, a certain discomfort for the late 3.5 material.  Core books, Unearthed Arcana, and the ‘Complete’ books I’m fairly comfortable with - as for the rest … not so much.

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The Grand Campaign

   Posted by: Wolfgod    in Fantasy, RPG

So we had this crazy idea.

My RPG group - a bunch of players who’ve been operating together for more well over a decade - share a really beautiful custom-built world, with each major segment built by one or more players.  We’ve been having fantasy campaigns in this world for years now, each adventure building the history of the world, or filling out an unexplored area.  Heck, it’s even got it’s own Wiki so we can attempt to keep track of it all.

A few weeks ago, we decided to kick the timeline forward twelve years, and run a Grand Campaign.  This campaign will run for a year, and will have as many different GM’s as needed - but the same characters.  So, for example, I’ll kick the campaign off, and run for 4-6 sessions, then hand off to another GM and pick up playing my character.  Nobody will have to run longer than they feel like, and there should always be somebody else ready to run their segment.  Adventures don’t have to be linked, but over time I’m sure they will be.

Because some of the guys have more time as GM than others, I’ve imposed some pretty draconian limits on the characters.  Fixed stats - 17, 15, 15, 13, 13, 11.  (You can move one point from one stat to one other stat).  Fixed gold - you can’t have more than the 3.5 DMG says you can have *as personal gear*.  (You can spend excess on a castle or a personal traveling circus, just not on a talking magic sword).  So far, everybody seems to be adapting to the restrictions fine - everybody is looking forward to playing a single character for such a long time period.

Strangely, our group has never played characters over level 16.  This campaign is designed to change that, by allowing you to play your hero from level 1 to level 20 (or maybe beyond).  I’m looking forward to that.

Further updates as we get into the Campaign.  This should be interesting.

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