nikolokolus
Arcane
- Joined
- May 8, 2013
- Messages
- 4,090
I had so much fun playing in Monstrous Bat's DCC RPG game that I figured it would be a shame to let it die. I know he's ready to move on from running the game, but I'd sort of like to get back into the GM's chair since my face-to-face group has been on hiatus since the beginning of last summer. If things go really well maybe we'll even move over to roll20 or something?
I'd like to run a game using a slightly modified version of Swords & Wizardry Complete. The rules are free in pdf format (RPGNow.com, froggodgames.com) and if you aren't familiar with Swords & Wizardry Complete, it's basically a very well organized and written retroclone of original D&D, with all of the supplements (the rules are very light and play like a cross between basic D&D and AD&D without all of the clutter and contradictions).
As for my refereeing style, I firmly believe in impartiality, rulings over rules, description over dice and player driven "narrative" over GM driven, plot rails, wankery - I don't want to screw anybody over, I'm not a sadist GM and I actually like watching players succeed against whatever odds they are willing to risk.
The game would be set in a homebrewed world with a distinctly pulp, antediluvian, swords & sorcery vibe (think: somewhere between Michael Moorcock's 'Young Kingdoms' and Clark Ashton Smith's 'Hyperborea' with a dash of Robert E. Howard thrown in). I'm sure I'll borrow heavily from some published modules that I've collected over the years, mixed in with my own ideas. I do use a few house rules, but I'm open to negotiation.
In any case, if anybody is interested let me know below and we'll see where we can go from there.
I'd like to run a game using a slightly modified version of Swords & Wizardry Complete. The rules are free in pdf format (RPGNow.com, froggodgames.com) and if you aren't familiar with Swords & Wizardry Complete, it's basically a very well organized and written retroclone of original D&D, with all of the supplements (the rules are very light and play like a cross between basic D&D and AD&D without all of the clutter and contradictions).
As for my refereeing style, I firmly believe in impartiality, rulings over rules, description over dice and player driven "narrative" over GM driven, plot rails, wankery - I don't want to screw anybody over, I'm not a sadist GM and I actually like watching players succeed against whatever odds they are willing to risk.
The game would be set in a homebrewed world with a distinctly pulp, antediluvian, swords & sorcery vibe (think: somewhere between Michael Moorcock's 'Young Kingdoms' and Clark Ashton Smith's 'Hyperborea' with a dash of Robert E. Howard thrown in). I'm sure I'll borrow heavily from some published modules that I've collected over the years, mixed in with my own ideas. I do use a few house rules, but I'm open to negotiation.
In any case, if anybody is interested let me know below and we'll see where we can go from there.