| Post/Author/DateTime | Post |
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| #1Mr_MiscellanyJan 12, 2009 0:30:09 | Howdy Folks, Just a question for those of you who use the D&D game system (any edition) to play in the Realms: Do you also use charts, roleplaying aids, game rules, Game Mastering advice or any other material from any other rules system or non-D&D campaign setting for your Realms game? I ask because I’ve found the 7th Sea campaign setting (by AEG) to be very useful in setting up and adjudicating encounters between the player characters and Cormyr’s nobility at the Royal Court in Suzail (this is for my 3.5 Realms game). The Montaigne sourcebook (Nations of Théah: Book 3: Montaigne) in particular has good rules for interacting with nobles. Also, for those of you who play in other worlds besides the Realms, what systems do you use or what systems have you come across that have rules you’ve felt were good enough to port over into another game entirely? ![]()
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| #2markustay63Jan 12, 2009 8:44:59 | I used to use the crit tables from the Rolemaster system because they were so friggin' detailed. Then I stopped using them the last time I ran a game... because they were so friggin' detailed. Go figure. ![]() BTW I love 7th Sea - thats a great set of Pirate-Campaign rules there, even if the setting itself is THE most (RW) derivitive thing I've ever seen. If you want to use guns at all in your FR campaign, or just want to crank the tech up a notch, then I suggest porting things over from them (which is easy - it's D20). They even have a sourcebook on the Fey - something we wanted and never got. |
| #3aardwolfJan 12, 2009 9:22:40 | strangely enough, I used to be a 4ed hater, something fierce, but since then I havent used any other systems tools with 4ed...I used them extensively (rolemaster,roleaids, ars magica, p&p) for earlier editions..fate likes to mess with me :D |
| #4DerelictionJan 13, 2009 9:26:00 | I had a somewhat brief but deep passion for 3E Ars Magica, now many years past, but the system (and the game sessions) have left a long imprint on me that has oft-informed how I've handled various aspects of my D&D campaigns. Its magic system is second to none, in my opinion, and is the defining game to play if wizardry is of great interest. One of the things I really like about the system is that it contrasts just a sliver of extremely high magic--surrounding the players in large part--against mostly a larger and otherwise very low magic world. It allows the players to begin as powerful agents, complex and flawed and dangerous, right from the start, but pits them against a core environment that is awkward and suspicious (even hostile) regarding them from the beginning. Recently, I pulled out the 3rd and 4th edition copies of Faeries and Faeries, Revised from the same, looking to potentially use them as an inspiration or creative tap for upcoming sessions our current group will have in the Feywild, and with its more sinister elements. I don't intend any sort of direct transposition, from Ars Magica to D&D, as I want to capture the D&D Fey much as they are described so far. For all that there is quite a bit of correlation between the two and I almost wonder if some of D&D's Fey and Feywild weren't at least partially influenced by Ars Magica already. I wouldn't be surprised, in any case. |
| #5quale1Jan 13, 2009 11:29:56 | I find all games systems too constricting and many rules unnecessary, only use some for ideas (spells, powers, feats, nonweapon proficiencies ...) |
| #6markustay63Jan 13, 2009 12:02:44 | You should try playing in the original edition of Chivalry & Sorcery sometime - you had to roll everyday on your health, and you could get things like colds and toothaches that would give you a penalty to some of your rolls during that day. Talk about realism... you even needed to roll for mental ilnesses when the charcter is first generated... I loved every minute of it. :D |
| #718DELTAJan 13, 2009 17:02:12 | -What part of it, the mental illness part? :P 18DELTA (FOR LORD CYRIC'S GLORY!) ;) |
| #8markustay63Jan 14, 2009 0:08:32 | No - my character didn't come out nearly as 'mental' as I am... Nor did anyone else's charcter, for that matter. You also had to roll-up your horoscope at the begnning, which would give you various penalties and bonuses to experience, depending on what you were doing (in other words, you could get a 5%-15% bonus to 'fighting', while having a 5%-15% penalty to 'using magic' - but only in regards to experience gained for that encounter). Talk about a system that easily bogged down - but we had a super-human DM who handled a group of 12-16 players (at one time!) while running that wonderful abomination. I haven't seen the likes of him since. ![]() |
| #918DELTAJan 14, 2009 0:24:45 | -He is playing 4E and loving it! :embarrass -That sounds like one complicated ruleset you played there Markus. ;) :P 18DELTA (CYRIC RULES AND MYSTRA DROOLS!) :P |
| #10BluenoseJan 14, 2009 7:27:20 | In my homebrew campaign in a region where it was appropriate for cultural reasons I use the Pendragon rules for the economy and government. I've also used parts of the Traits and Passions rules from the same game so that players can actually have some in-game effect from their choice of personality. @ Mr Miscellany: there's a free PDF on AEGs website that covers the nobility and provides rules for social combat. You might find it interesting - actually, a lot of people might. I thought it was good, and would port it over if needed. |
| #111_ton_ghostJan 14, 2009 13:48:46 | At Gencon '05 I think, they had a buy 1 get 3 (Titan Games or Crazy Igor's, unsure) sale on these generic d20 books. Of course I got their version of Underdark. Bear in mind, Drow of the Underdark (3.5) came out well afterwards so it was FR's Underdark (outstanding text) or nothing. Basically, this text got raped and pillaged for an FR campaign or 2 in the Northdark (Underdark) where the Drow PrC's therein (Drow House Weapon Master, Surface Raider, Avenger) were awesome. Really well built. Duergars had 1 or 2 that weren't bad either. Occaisional feats were nice too. However, the telling moment was rulings on Underdark radiations, mutations specifically. This synched up nicely w/ conveniently "unstable" faerezz's in Faerun, and wouldn't you know it, some of our gallant heroes wound up looking like they grew up near Chernobyl. Shadowrun to D&D if you can believe it. Add libs on combat, cover specifically. For instance, the more cover you take, the harder it is to return fire basically. Encourages more initiative/design. Their item acquisition system made way more sense to me too. It basically led to more creative uses of Gather Info, Diplomacy and the like to score items, magic ones often, that you can't buy "off the rack" necessarilly. Vampire: tM got a nod here and there on some occult stuff & "ghouling" (Charm/Dominte being somewhat passe'). Tzimisce vampire Vicissitude made for some nice abberration powers & spells. Giovannis helped foster further depth to Speak w/ Dead, etc. And of course, Gangrel Wolf Claws made for a nice adjustment to the 1/2 Vampire Template (Libris Mortis) for a character wishing to swap out (Su)'s & (Sp)'s. |
| #12WebsterJan 15, 2009 0:02:32 | I have some friends that told me they once ran a Realms campaign using Gurps rules. |
| #13markustay63Jan 15, 2009 0:10:36 | I've heard of that - I think it may have even been one of my brother-in-law's friends. I was going to attempt the same with MERPs, but decided against it. I can't say there is a single set of rules I have ever read that hasn't influenced my games, from Runequest's awesome hit locations to the mutation rules in Villains & Vigilantes. A good DM uses whatever he can get his hands on. ![]() |