Showing posts with label rise of the runelords. Show all posts
Showing posts with label rise of the runelords. Show all posts

Sunday, September 6, 2009

New Adventure Path

The gaming group is starting on Rise of the Runelords today. Finally, yay! We've been trying to play this for about a year or two. Two many chaotic life events got in the way. I'm playing a paladin.

Can't remember anyone ever playing a paladin in a game I ran. People just don't really like playing a guy who can't torture or maim for information. I think it will be an interesting experience. Force me to role play. At least enough to convince the rest of the party to hold back on the usual dungeoneering atrocities.

I think my initiative is low enough that when fights go down, it won't be me who throws the first blow. Think this will help with some moral dilemmas. Also, the ability to detect evil will help me wade through ethical conundrums.

Can't wait to shove my Great sword down a goblins throat. That is totally acceptable good guy behavior.

Thursday, June 5, 2008

Less than once a month!

I've been far too lazy to post, this is a pretty common occurrence so it really shouldn't raise any eyebrows. Anyway, as far as gaming goes, I've got mixed feelings on how soon Shackled City is going to be over. On the one hand, I'm a little dissapointed I couldn't meet my personal goal of finishing it by summer, setting back further the much anticipated (at least by me!) start of Rise of the Runelords. On the other side, kinda glad it's dragging out, because I've really enjoy trying to kill Krunk, Midori, and Silverswift.

Things I am diddling with:

A Subsector of Traveller. Something I started in september, and have slowly been adding to over the past nine months. Tedious, mind numbing at times, but also super fascinating. Trying to make each world stand out, when there are dozens in a system, pretty damn hard. Eventually it will be to the point where I can drop players in on a planet and have the fun explode out from behind the screen by the gallon!

Omega World. From the polyhedron article that I borrowed, and will give back, because I just downloaded the pdf. Making a ruin crawl and such, drawing up maps, slapping together monsters and npc's. Planning on adapting Legions of Gold to it next, for a micro campaign (four to eight sessions tops).

4.0 Random Dungeon. Love randomizing dungeons, and this one set of tables really breathes life into my random dungeonizing. Pretty much the only table I use on a regular basis is the Gygax ones from the DMG, so using these makes me happier. No 45 degree angle tunnels, curved tunnels, tunnels that smack into each other, x intersections, all that poop. Made up 3 levels of my 4.0 MEGADUNGEON! so far, it has way too many goblins in it for my tastes, gonna have to go back in there and change them into robot dogs or something.

Friday, May 2, 2008

Maybe give TMNT another go

So my current campaign is winding down after over a year, good times. Only two more chapters left (I'm thinking anywhere between 3 and 9 sessions, most likely 7). Secret to a successful long running campaign? A published campaign with a definite end. Makes it a lot easier to soldier through the rough spots.

Unless I intend on playing Paizo adventure paths for the rest of my life, gonna have to learn how to start and then continue a campaign for longer than three sessions. That's pretty tough.

Here's some ideas for what to do when the campaign ends;

Take a break (little risky, might be hard to get back in the groove)

Ask someone else to run (Rise of the Runelords anyone? Castles and Crusades?)

Run or play (or both) 4e when it comes out

Play a chain of three session rpg miniseries, with rotating games and gms, with beer + pretzel games thrown in every once and a while

Try to run a superhero game (whole big can of worms there, from what I understand, there is no such thing as a good superhero system)