Age of Worms is a level 1-20 adventure path for 3.5 edition D&D by Dungeon Magazine made in 2005/2006. I've been taking the adventures and re-doing them in 4th edition, updating monsters/traps/treasure, etc.
This would be the campaign I am running with my Friday group, but I've been saving copies of all the maptools files so I could run it with another group if there were any interested players and I had the spare time.
FishmanPut your goddamned hand in the goddamned Box of Pain.Registered Userregular
edited September 2009
You know Marsh, everytime you start up a Maptools campaign, I pretty much curse the timezone difference that prevents me from having any reasonable chance of playing a game with you.
Usually I only make characters when I know I've got a game to run them in, and then when that game winds down or ends abruptly I keep the character I used for another game because they've got a personality now, and a few scars, and had some cool lines and I just don't want to abandon them to creative purgatory just yet.
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FishmanPut your goddamned hand in the goddamned Box of Pain.Registered Userregular
edited September 2009
I can tell I'm a DM, because while I have about a dozen villains and fleshed out NPCs ready to drop into a campaign at a moments notice, I'm probably going to pass on a mate's Goblin themed one-shot because I can't think up an interesting character hook for a PC.
Well, Tues/Thurs I am free after 2pm PST, but I typically play in Quetzi's game until around 5 or 6ish on tuesdays.
Every other day but Friday I am possibly free but it would depend on my highly variable work schedule, so I wouldn't get more than a few days notice for a day I had off.
We're writing about the order you placed on August 30 2009 (Order# 002-6632896-1877802). Unfortunately, the release date for the item(s) listed below has changed, and we need to provide you with a new delivery estimate based on the new release date:
Fantasy Flight Games "Rogue Trader RPG: Core Rulebook"
Estimated arrival date: November 02 2009 - November 04 2009
Dammit.
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StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
(I'm in a small show but really really short rehearsal schedule... we're just getting off book this week and we open first week of october!)
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StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
edited September 2009
I guess! I'm in four of the nine scenes, but the way it's split up or something leaves me with that. Like they're doing the last two scenes on Mondays because I'm superdead by then, but they split the rest of the seven between the remaining three days in such a way that I have one or two scenes every day to work on. We'll see if it changes beyond that.
I've got a few guiding principles for what I'm trying to work on:
1. The rules need to be something I can explain to a new person in a couple minutes, and have them make a character swiftly. They need to be able to learn the basic rules and then immediately move to character creation needing only a clear idea in their mind of what kind of character they want to make.
2. The rules need to have a universal conflict resolution mechanic. That means attacking, damage, skill use, etc. all has to use the same kind of mechanic. An example of this is how Mutants & Masterminds uses rolling 1d20 vs a DC is 100% of how the game works. That sort of principle.
3. The system needs to be generic and usable in any setting and at nearly any power level.
4. The attributes, statistics, and skills of the system need to be abstract. They need to be the sort of thing players can create without looking through a massive list of what the game has already designed (Example: The Fate System used by Spirit of the Century).
5. The game needs to be light on derived values and differing manners of resistances, defenses, and factored attributes. I am sick of character sheets that look like tax forms.
Now, while there are many systems that exhibit many of the traits I am looking for, none really function for what I'd really want, so I'm exploring my options here.
Maptools is pretty easy, client-side. Most of the port number and loading problems are on the person running the server. So if they know what they're doing you just need to put in a username, servername, password, and there you go.
EDIT: Also, gonna hop on down to my place of employment and pick up my schedule in a moment.
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because i have like 20 characters i want to play
This would be the campaign I am running with my Friday group, but I've been saving copies of all the maptools files so I could run it with another group if there were any interested players and I had the spare time.
well if you ever get that spare time let me know
Just so you know.
Depends, I have fair amounts of free time, but due to work it's fairly unreliable, which isn't much good for running games.
I could probably do a Thursday evening one pretty easily. I have school in the mornings but afternoon and later are free.
Pretty much everyone who plays D&D and posts online, I think.
i love setting the levels to like 11 and 21 just to see what my guy will look like when he gets there
my dragonborn sorcerer will be a prince of hell
Usually I only make characters when I know I've got a game to run them in, and then when that game winds down or ends abruptly I keep the character I used for another game because they've got a personality now, and a few scars, and had some cool lines and I just don't want to abandon them to creative purgatory just yet.
do it with you
i have class all night
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
well what time are we talking about here
if it's like whatever to around 6 i am golden
curse you geology lab that meets on thursdays
Every other day but Friday I am possibly free but it would depend on my highly variable work schedule, so I wouldn't get more than a few days notice for a day I had off.
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
i also wouldn't really mind too much about variable playing times. it's what i'm used to anyway
We'll see!
Dammit.
Chances of me running at are so incredibly low. Like, I'd run it as a vent game here maybe once I finally get bored of my M&M game.
But that is not happening any time soon.
What I'm saying is
Steal the fuck out of it.
I want boooth
And I've got rehearsal Tuesday, Wednesday, Thursday for the next like ten weeks or something
And a Monday night class
So game is gonna go on hiatus for a while here
Show closes November 14th, maybe we'll resume then
(I'm in a small show but really really short rehearsal schedule... we're just getting off book this week and we open first week of october!)
I've only played 4e once, and it was DMing a dungeon dive
i've only dm'd 4e
I've got a few guiding principles for what I'm trying to work on:
1. The rules need to be something I can explain to a new person in a couple minutes, and have them make a character swiftly. They need to be able to learn the basic rules and then immediately move to character creation needing only a clear idea in their mind of what kind of character they want to make.
2. The rules need to have a universal conflict resolution mechanic. That means attacking, damage, skill use, etc. all has to use the same kind of mechanic. An example of this is how Mutants & Masterminds uses rolling 1d20 vs a DC is 100% of how the game works. That sort of principle.
3. The system needs to be generic and usable in any setting and at nearly any power level.
4. The attributes, statistics, and skills of the system need to be abstract. They need to be the sort of thing players can create without looking through a massive list of what the game has already designed (Example: The Fate System used by Spirit of the Century).
5. The game needs to be light on derived values and differing manners of resistances, defenses, and factored attributes. I am sick of character sheets that look like tax forms.
Now, while there are many systems that exhibit many of the traits I am looking for, none really function for what I'd really want, so I'm exploring my options here.
DE?AD's been doing that at the Gloss thread, and it's been working quite well
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
RISUS is too simplistic.
I'd like something more in the vein of Fate or Mutants & Masterminds
vent is easy
i have no idea how maptools works though
also i made a human paladin that is rad last night
i have to choose between him, my sorcerer, or my barbarian
EDIT: Also, gonna hop on down to my place of employment and pick up my schedule in a moment.