kravenkor
Double Digit Master
"We're making a better world; all of them. Better worlds."
Posts: 92
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Post by kravenkor on May 21, 2014 18:31:56 GMT
I have some stuff posted here, and a campaign going on HEROCentral. It is all "Work in Progress" still
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Post by kesedrith on Jan 10, 2015 0:40:08 GMT
I have to admit that the settings I've had the most fun with have been homegrown, both when I'm running and when playing. My favorite is likely a friend of mine's setting. It's fairly typical high fantasy, but he developed the world so that there are large kingdoms, vast wild expanses, and even a region that's home to wemics (lion bodies with humanish torso and head, so "lion centaurs"), protected by their god's avatar: a plain of colorless flame (fortunately only burns undead which he loathes). Anyway, I have used the setting of Song of Ice and Fire, Middle Earth, Greyhawk, Forgotten Realms, Dragonlance, and Dark Suns. Well done home grown are still my favorites.
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tkdguy
Double Digit Master
Posts: 47
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Post by tkdguy on Jan 10, 2015 1:28:14 GMT
Every so often I get the urge to run a Middle-earth campaign. I have used MERP and enjoyed it, but I like running it in AD&D 1st Edition.
Middle-earth is one exception, but I'm generally bored with standard fantasy. I am in a couple of Carcosa games, which is based on the works of Lovecraft, Ashton, and Bierce. I'm using OD&D for those games.
As for HERO, I'd like to resurrect my swashbuckling/wuxia campaign. This being a nonmagical campaign, it wasn't too popular with my players.
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Post by escafarc on Dec 25, 2015 2:40:12 GMT
The Epic of AErth from Dangerous Journeys.
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Post by nolgroth on Aug 1, 2016 19:19:52 GMT
Soon I shall pass the Trials of the Dead to become a Journeyman Thread Necromancer!
Favorite published settings are Forgotten Realms, Ravenloft, and 7th Sea. I like the Western Shores campaign as starter/inspiration material.
Sadly, while I have Kamarathin and love it, I have never run a game or played in it. I also have Narosia, but after all the issues with the kickstarter and late publication, I sort of lost interest. It is sitting in a folder for my eventual perusal. I am not at all enamored with the "official" Hero settings. I felt that the entire Turakian Age setting was very bland. I saw bits of genius in it, but I was not inspired to play in that world. I then tried Tuala Morn and Atlantean Age to see if it were just a fluke. It was not.
These days, if I were to have a group, it would be my own setting. I am comfortable with it.
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Post by Chris Goodwin on Dec 16, 2016 5:31:30 GMT
Back in the 80's I ran a couple of sessions of Fantasy Hero in Robert Asprin's Myth Adventures series. One guy wrote up a Luke Skywalker parody character complete with Swiss Army hand and DNPC droids. Which strangely worked, so I wrote up a Darth Vader parody NPC and went with it.
That was the first time I ever created a custom magic system, now that I think about it.
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Post by Chris Goodwin on Dec 16, 2016 5:53:14 GMT
I really like settings that aren't just the same old same old. My favorite parts of the various fantasy settings are things like the Barrier Peaks, the connections to modern London or the androids in Golarion. But Spelljammer was space forced through a D&D fantasy lens and so didn't appeal to me as much. Go figure.
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Post by CRTaylor on Jan 3, 2017 18:17:57 GMT
I'm kind of the opposite, i didn't like barrier peaks and the constant need to tie sci fi and fantasy together like the Wizardry and Might & Magic series, World of Warcraft etc is annoying to me.
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Post by Chris Goodwin on Mar 18, 2017 18:46:19 GMT
I'm not necessarily a great fan of taking two kitchen sinks and smashing them together, or even specific parts just for the sake of weirdness. What I like are the implications about the setting; like, the Barrier Peaks module implies either that there's a spacefaring civilization in the Greyhawk universe, or that Greyhawk and the spacefolk both exist in a greater multiverse. I like when there's a twist like that somewhere.
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Post by kaze9999 on May 3, 2019 23:29:27 GMT
Kamarathin was AWESOME! I was lucky enough to get into some of the game testing. It is pretty addicting just in the character generation, because it is so not typical "dwarves and elves and clerics and M.U's, etc.".
I really, really liked "Valdorian Age" and was so sad when it seemed Allen Thomas disappeared, and no more support for it was in the cards. Of course, it made no bones about being an emulation of Conan the Barbarian, which I also love.
Shout out to "Echoes of Heaven" by Rober J. Defendi! The conversions to Hero were...not good, but the writing and maps and just depth of support was awesome and it was not a typical fantasy setting. I have a soft spot for any rpg fantasy setting that even tries to support FH. I liked Shadow World too. Mostly the dragons.
Also, obscure but I liked "The Kandris Seal" by Lisa Hartjes, which is fairly well done in Hero stats and scaled to be a campaign for urban as well as classic fantasy.
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Duke
Triple Digit Mad Dog
Affable Moron
Posts: 162
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Post by Duke on Dec 21, 2019 4:14:16 GMT
From HERO Games, I liked Tuala Morn, several reasons, not the least of which was it was _different_ from other things. I preffered Valdorian to Turakian, but wasn't a huge fan of either. Still, if I had to pick one, I'd go with Valdorian Age. I liked Kulthea, but for all the wrong reasons: yes, everything in it was straight-up for Role Master, and no, you're not going to find a HERO magic system that emulates the RM system in any of the Shadow World books. Yes, as noted above, the RM-to-FH conversions were.... "off" seems the kindest way to say it. Yes, Kulthea was filled with the potential for grimdarkangsty in every corner, but honestly, it was _called_ Shadow World; I knew I wouldn't have to look hard to find it. Yes, it had dragons, but I could change them easily enough. Yes, it had elves, and any setting with Tolkienesque elves sucks by default, but they were easy enough to remove. Now that doesn't sound like a rave review of Kulthea, but I really did like it, and for two major reasons: 1) the nature of the world. No - - well one-- larg(ish) continents, and lots and lots and lots (and lots and lots) of "mini-continents" or "mega-islands" (your choice), each inexplicably radically different from the last (ordinarily not a great recommendation, but bear with me). This _begged_ for travel, and since the first recorded stories, travel has been a huge part of adventure! That, and the setting never got stale: hop in a boat and find something you haven't seen in a while. The almost-mandate for lots of travel and the imposed wierd differences from one island to another made the setting perfectly-tailored for episodic play; you could go so far as to make it a setting-of-the-week sort of 80s-television thing if you nudged it, and it wouldn't be out of place. Frankly, for the modern gaming group, I can't recommend that enough! No; I'm not saying you couldn't run a lengthy campaign there; obviously you _should_ run a campaign of whatever length your group anjiys, and therw was no reason not to. But when you didn't have eight for a session, those boat rides made _wonderful_ "well I think this is a good place to leave off for tonight, Guys" points, and you could restart the next session landing in yet another strange new place.... Shame about the grimdarkangsty, though. I won't lie: I have only the vague at memories of Greyhawk (like being really cool because I owned the little Grey book. HA!), so it must not have exceeded my "whelming" threshold to any great degree, but I have no negative memories of it, either, so.... And my personal favorite was the Texican Frontier western campaign we did way, way back when that accidentally became a fantasy game. "six guns and sorcery," if you will... Duke
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