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Post by Deleted on Feb 15, 2022 8:43:23 GMT -5
Of the D&D Published Settings: Planescape and Spelljammer were fun, but I don't think anything for them has been published in a long time. I liked the premise of Dark Sun, but you need to have a player's group that went to engage with the survival mechanics to really make it work. Sigil from Planescape is mentioned and given brief write up in the 5E DMG, so some of Planescape has been absorbed into the default D&D setting now. The Bloodwar got a hefty write up in either Volo's Guide to Monsters or Mordekainen's Tome of Foes (I conflate the content of those two all the time) as well, so while there haven't been any Planescape products, the gist of the setting is still a part of the D&D landscape in 5E. Spelljammer has been hinted at a bit, and some of the monsters from the setting have made their way into default D&D with hints of ships in their lore, but nothing specific has been mentioned. Dark Sun had some 4E materials published, but nothing for 5E yet. -M
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Post by Slam_Bradley on Feb 15, 2022 11:51:57 GMT -5
At the point at which I played it was pretty much homebrew, Greyhawk or nothing. The longest campaign I ran moved out of the the U series modules and in to the jungles to the Southwest of Saltmarsh. So the extreme southwest corner of the Greyhawk map.
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Confessor
CCF Mod Squad
Not Bucky O'Hare!
Posts: 10,201
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Post by Confessor on Feb 15, 2022 20:12:54 GMT -5
I'll sort of echo Slam's above post. Back when I regularly played D&D, most of my playing -- and indeed my preference -- was homebrew. I did play some purchased Greyhawk adventures, but I was lucky in that I had a couple of friends who could write a good adventure or campaign themselves, and if I was DM'ing, I loved concocting homebrew settings too.
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Post by Deleted on Feb 15, 2022 20:41:14 GMT -5
The little bit I played, they were standard D&D settings, but I didn't even know at the time that there were multiple official settings, so I don't know which one it was - I just took it to be the generic fantasy setting that pervades the genre. My interest in medieval/Tolkienesque fantasy ran dry a while ago. With the world I'm building for my solo game, I'm making the world as young as seems reasonably possible to me (making it just old enough to have the desired population level, and that an acceptable amount of social differentiation has occurred), include as many universal real-world creation-myth elements as I can, and bring it all together in a way that reflects my understanding of life, the universe, and everything. And some Metal references, of course.
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Post by Deleted on Feb 15, 2022 22:17:55 GMT -5
To go into a little more detail of what I played...
A lot of early games played in junior high (7th grade) started with Keep on the Borderlands and took place in a generic fantasy land where not much happened outside the actual dungeons.
The first homebrew world I built in the summer between 7th and 8th grade (the summer we moved back from Maine to CT and we stayed with my grandfather for most of the summer before we found on own place in late August, so no one my age was around and I was alone except for my grandfather and his dog all day so I had plenty of time to work on it) was based on some of the loose world ideas in the Moldvay Expert Set and the maps in there. It included the Keep on the Borderlands/Caves of Chaos, the Isle of Dread, and White Plume Mountain in it, as those were the only three modules I had. In 8th grade I never found anyone to play D&D with in the school I went to, so that world just got more work done on it and began to incorporate a few more things into it (I found a copy of the OD&D supplement Gods, Demi-Gods and Heroes at a Toys R Us and began to incorporate some of the pantheons from that.
In 9th grade I met a group of kids who played, we all switched off running things and it was in a generic fantasy land, but then someone got the Greyhawk boxed set and fantasyland became Greyhawk. One of the kids in the group got the original Ravenloft module and we ran through that, long before it was a separate setting, but we explored other parts of Strahd's realm besides just the Castle for a while based on that kid's homebrew.
That 9th grade group fractured, and some of us started playing with another kid who wanted to be the forever DM. The Dragonlance stuff had started to come out and he ran us through that, which lasted most of the second half of 10th grade.
Summer between 10th and 11th we all got jobs for the first time, most of us no longer could spend all weekend at each other's houses and we stopped playing.
At university, I met the guys in the Role Playing club and started playing a little again. The Forgotten Realms Box Set had been released that year and I played a little in someone's FR game but I had no idea what that was at that time. I mostly I ran the Marvel Super-Heroes game that year with guys from the club.
Sophomore year I didn't hang with the RPG club guys much and taught some of my other friends to play D&D using just the Mentzer Red Box. I didn't have my stuff from the world I had built in 8th grade anymore, but I set those games there or in some vague echo of it that existed in my memory.
Junior year I lived off campus and commuted with one of the guys from the RPG club to campus twice a week as we had an 8AM class together 2nd semester. He invited me to play with them a couple of times, and I did a little of this and that with them, mostly Realms and Spelljammer but I just wasn't in to Spelljammer and some of the guys in the group annoyed me so I only played a few sessions. Most of my D&D fix came reading the novels set inthe Forgotten Realms that had begun to be released, including the earliest Drizzt books and the Moonshae trilogy.
Senior year, a different guy from the RPG club became one of my roommates, and we ended up co-DMing a homebrew world for a number of people. Some of the guys from my extended group of friends (they went to different universities but had all been friends and neighbors of one of my closest friends and roommates at university and came to hang out with us a lot) began playing in those games and would be the core of my post-university D&D group.
From the time I graduated university in '91 until I was in deep in grad school in '94-'95 I ran a homebrew game with a world I spent even more time on than I did om my jr. high world. I got a little lost in the sauce so to speak building that world. I was reading the History of Middle-Earth at that time and really diving into Lovecraft for the first time and both had huge influences on that world. I had deep histories of the world, the elves and the dwarves inspired by Tolkien's Lays of Beleriand and the two volumes of Book of Lost Tales, and the main plot of that game revolved around a demonic plague that was inspired by the entity in The Colour Out of Space. I was living in a different state than my players (I in CT, they still in Ma.) but once a month or every other month, we'd get together for a weekend of drinking beer and playing D&D as they would come to CT and crash at my place, or I'd go up to MA and crash at theirs for the weekend. However, real life growing up with work, grad school, and for some of them marriage eroded our ability to do that and we took a hiatus that was supposed to only last until I finished grad school. We never played as a group again. That campaign though, lived on in other forms, and a new version of the story, revised and updated saw life in published form from one of the third party publishers as one of the things I had published while I was freelancing in the rpg industry during the 3.5 era of D&D.
During that time, I met a guy who was a forever DM in CT who worked at the local Barnes & Noble and ran games there, and was invited to join a new game he was trying to start up at his house. It was set in the Forgotten Realms and we played for close to three years, the longest I ever played one single character in a campaign (I've DMed longer campaigns, never played as a player that long before or after). That was another that took a hiatus and never started up again, and ended sometime in '97 or '98, my memory is fuzzy. He and his wife started doing Amway and "the business" took up all their time so he wanted to take a break until they had established their business and were making enough he was going to have all the free time he wanted...yeah right. We never played again. We remained friends, and he was my concert buddy, as we would do all kinds of shows-Yes, Tull and King Crimson in particular-for a few years after the D&D game ended, but we had mostly drifted apart by the time I moved in '03.
I didn't play much between '98 and '01. No group, tried playing at a couple of shops but found no joy. In '01 I met the future Mrs. MRP and she was a gamer and had a long running game in her own homebrew world. Started playing with her group when we were dating and I would make the trip out to Ohio, and when I moved out here took over as DM just as the 3.5 rule set was released. I started freelancing within a few years of that and freelanced for 2 years. During that period ('03-'07) I was attending Gen Con, Origins and several smaller cons and networking with other freelancers, publishers and gamers, playing just about every published setting out there at some point in convention halls, hotel rooms after hours at cons, etc. Did deep dives in a few I was pitching projects for, or playtested for other freelancers, etc. etc. After I stopped freelancing, as the switchover to 4E was happening and Pathfinder was emerging and the market for freelancers was terrible and paid crap, I found a couple of local groups. We played a Lord of the Rings game, a homebrew D&D 4E game, a Pathfinder game set in Golarian, my homebrewed version of Blackmoor and Wilderlands of High Fantasy, etc. etc.
Sometime in the 4E era, life got in the way again, some of our players got too busy, some of our players moved away, and we found no new players to replace them, and we stopped playing for a long while. Then the Critical Role phenomenon took root and D&D surged in popularity in the mass culture and it became easier to find players and last year we finally found a group of new players. I run two games set in the same homebrew world now, and Mrs. MRP runs a third game, set in Exandria, the setting from Critical Role.
However, with the surge in multiverses in the zeitgeist of pop culture, D&D has begun to follow suit and I am considering adding elements form some of my favorite worlds into the sauce of my homebrew world the next time we start a new campaign, so I have been thinking a lot about some of these settings.
-M
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Post by Deleted on Feb 15, 2022 23:30:12 GMT -5
Here was a hype sheet cover for a campaign guide I was prepping for my players circa 2011, it was for a 4E campaign heavily inspired by REH's Shadow Kingdom (shapechanging serpent men infiltrating the corridors of power was the basic theme for the villains in this one, the other influence was the predominant role "star metal" played in the game as well). Yes the poor artwork is by me circa 2011... the lettering on page two is hard to read because of font and color contrast, so I took a couple of close ups as well. This was the 4E game that ended abruptly because players moved, so we never got past the first few sessions of it. -M
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Post by Deleted on Feb 18, 2022 22:46:40 GMT -5
Last three episodes of The Legend of Vox Machina dropped and I have to ay after finishing season 1, this may be my favorite pop culture release of the last few years. I need to give it some time and a rewatch or three, but even the fact I want to rewatch it is huge for me, as I rarely if ever rewatch new releases these days.
It's fun, interesting, and strikes the right tone that reflects most fo the best gaming tables I have ever been a part of without requiring an ounce of knowledge about D&D to enjoy it. And the animation, character designs and action choreography are top notch.
-M
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Post by Deleted on Feb 20, 2022 22:19:15 GMT -5
Spent some time today reorganizing the game room and changing out the contents of some of the shelves, removing some toy and action figures on display near our game table to make room for our rpg books and miiatures so they are more accessible during prep and play time. No more digging through tackle boxes to find the right mini. those are only a portion of the pre-painted plastic minis, the monsters minus the hordes of goblins, orcs, gnolls, kobolds, etc. that are too numerous to display. I think I posted these two before, but this is the army of goblins and kobolds Mrs MRP has collected... they are kept in their own special boxes and don't mingle with the other monsters, but get pulled out to use when we want those specific things. Other goblinoids, orcs, gnolls and generic soldier types have their own containers. All of the painted metal minis are on a shelf in a different part of the room, as are all the pre-painted plastic character minis. So what you see is still just a fraction of it all. -M
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Post by Deleted on Feb 22, 2022 1:21:07 GMT -5
So I just discovered that in the Pathfinder RPG system from Paizo Publishing (an alternate version of D&D that was developed when D&D changed editions from 3.5 to 4 for those who did not want to switch), in the lore of the campaign setting they developed for the game (a world called Golorian), there is a Demon Lord named Lord Shax, whose symbol is a pool of blood with a white feather in it and looks like this... I ran across the name while reading one of the Pathfinder comic tpb from Dynamite. Some info on Lord Shax from the Pathfinder wikiWho knew our illustrious leader shaxper was holding out on us, or are we secretly the Cult of Shax and no one told me? I found this bit particularly enlightening . Hmm, maybe this site does make sense now... -M
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Post by Dizzy D on Feb 22, 2022 3:19:26 GMT -5
I began practicing painting on mini's for Death May Die, luckily my mother did a lot of painting and we still had her things so I only needed primer and some paints to get started. I don't think I inherited her talents though.
As for my Call of Cthulhu campaign: My plan: A group of diverse investigators will go through 5 short scenarios that will challenge their skills, wits and strength. My players: 4 characters who all have high physical skills, but low intelligence. Gonna need some NPCs to take their tomes of ancient wisdom to.
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Post by Deleted on Mar 3, 2022 13:14:57 GMT -5
Not quite a ttrpg, but a board game based on one. I just received this today, my end of a trade where I sent someone a bunch of Illuminati NWO card games (A Delxue Editons box, a Y2K deck and a Bob Church of the Sub-Genius expansion) in exchange for this vintage Dragonlance Board Game. I am a huge Dragonlance fan, and super excited to get this. Our next game night where we aren't playing D&D, we will have to bust it out and give it a spin. -M
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Post by Deleted on Mar 3, 2022 19:54:35 GMT -5
So one source I have found for cool relatively affordable dungeon decor to use on the table to enhance the battle mat is Aquarium terrain and decor. I was at the pet store getting a treat for our dog today and found this piece I will add to my dungeon decor options for about $6... in scale with a mini to give a sense of size... and the thing that really attracted my attention, the glowy gemstone eyes that evoked the cover to the 1E Player's Handbook cover... now to just figure out the right scenario to use it and to ponder if I want to customize it with some horns to make it a giant demon skull before I use it... -M
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Post by Deleted on Mar 5, 2022 20:46:33 GMT -5
Saw this in the preorders for the next wave of D&D minis...if Mimics were real this would be the one place I would never want to encounter one... -M
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Post by Deleted on Mar 21, 2022 16:08:25 GMT -5
So we are transitioning from an old campaign to a new one. We had one of our long time players have his schedule clear up so he could join, and we have another player, who is in the military (as an MP) deploying in June, so we decided to wind down the old games and start fresh. With that, I decided to start with a blank slate for the setting too, and retired the old slapdash setting I made in a hurry to launch those two campaigns last summer, as there were a lot of things I was unhappy with in hindsight. My goal is to make this setting much more collaborative and to run the game, at least at the early levels, in a much more sandbox fashion instead of having one meta-narrative thread running through it. They may discover or develop a throughline as they adventure, but it won't be preplanned. As such, I am prepping a campaign guide document. It's still a work in progress, and it will be a living document, being revised as we play, so as such I am doing it in google docs to make it accessible and revisable to all. I will have a separate DM doc that only I will have access to that will go in more depth and hold secrets the players may or may not discover in play. It's only about half done, I still have 3-4 sections to compile, but we start this coming Sunday with a prologue adventure (we did a zero session to create characters a week ago), so I made what is done available to the players. If anyone is interested in peeking at the setting, I will post the link below. I decided this time around to treat the entirety of D&D lore as a giant buffet, picking and choosing bits I liked to incorporate, leaving the rest behind, and adding my own original bits and revisions to that, as well as incorporating stuff developed by my players. To wit, I decided not to make maps this time, my first dip into the buffet was the decision to use the vast maps from the Wilderlands of High Fantasy, but only keep the maps and some place names, to revise everything else to fit our tastes. I had them roll randomly to determine which map (there are 18 regional mas to the setting) to start from at the beginning of the zero session, and the map they rolled was one featuring Tula the City of Mages. My memory conflated Tula with another city of mages in the setting Valon, which was a city of Ice Wizards, and though Tula was in a cold setting and said so, and the players really dug the idea, so my first revision, once I realized my memory error was to shift the Wildelands map so the bottom maps were not equatorial, but instead were the southern edge of the southern hemisphere, so Tula now sits on the northernmost shore of a polar continental landmass, having a climate similar to that of Cape Horn in our world. And we rolled form there. The results, or at least a glimpse of them, can be seen in this Player's Guide to the setting: Player's Guide to Terra-The Southern ReachesIf anyone is interested and reading and commenting, please do. If not, I completely understand! -M
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Post by Deleted on Mar 29, 2022 3:36:23 GMT -5
the new campaign has started, we have completed the Zero sessions and the first actual session of gameplay. I am keeping a campaign diary, separate from the Player's Guide document, in google docs if anyone wants to check it out... MRP's Campaign Diary for Terra PrimaThe Player's Guide has grown to encompass all the house rules including rules for new types of wizard, new races, ley lines, runic magic, weapons options, lingering injuries, ships of the sea and naval combat, and renown. The Gazetteer section is next up for it. -M
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