So I've been nagging the boys I D&D with for a while to try something different. Next year is my last year at uni and I won't be able to commit to our regular fortnightly sessions so they've agreed to play a whole host of one-off adventures in various game systems other than D&D. That being said they want us to take it in turns to DM (or GM as the case is). I have been playing D&D for about 20 years now (I started real young) but I've never actually been a DM.
Anyone have any suggestions for a nice easy adventure to try in one of the other game systems. I'm kinda interested in Scion or one of the World of Darkness systems as one of the boys is doing a homebrew post-apocalyptic/Fallout type adventure, another is doing Dark Heresy and the third is doing Mutants and Monsters.
Anyone have any suggestions for a nice easy adventure to try in one of the other game systems. I'm kinda interested in Scion or one of the World of Darkness systems as one of the boys is doing a homebrew post-apocalyptic/Fallout type adventure, another is doing Dark Heresy and the third is doing Mutants and Monsters.
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Try this...
Atomic Sock Monkey Press has several games in different genres, sharing a very simple and elegant game engine. Dead Inside is kind of dark fantasy; Truth & Justice is whimsical superhero action. They even have some stripped-down versions you can download free.
http://www.atomicsockmonkey.com/
More complex, but utterly fascinating, is World Tree, a high-magic fantasy:
http://www.world-tree-rpg.com/
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Re: Try this...
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On the other hand the prebuilt adventures for World of Darkness Changeling and Vampire are quite good, and the free demo for Exalted (Return to the Tomb of 5 Corners) was fun even for veteran Exalted players.
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I might give WoD Changeling a read, I think Exalted uses a few too many d10 from memory.
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Scion is a gorgeous world, and a beautifully designed setting, and lots of fantastic stuff. The real problem is Epic Attributes, which quickly render a character not explicitly stacked for the situation at hand completely useless, particularly when it comes to Epic Dexterity (where, functionally, you are out of the fight without at least 3 dots of it if ANYONE ELSE in the fight has those 3 dots.) Scion rapidly devolves into situations where half the party sits round twiddling their thumbs, while the other half shows off (comparable to bringing the bard and cleric to a fancy dress ball where you want to impress the king, while the barbarian sulks in the corner.)
For our gaming group, having half (or more) of the group be useless (but, in combat, super squishy and likely to die) in any given situation is absolutely untenable. YMMV.
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I can see where Scion falls down there. There is nothing more boring than sitting on your ass during combat. I'm playing a pacifist cleric in an Eberron campaign at the moment and combat bored the crap out of me until our DM ramped up the bad guys and I basically had to start running around healing everyone from the second round. Before that I basically just hid somewhere and didn't do anything for the hour or so combat generally took. Talk about a dud!
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Partner and I have discussed it and have determined that, statistically, the best way to "fix" Epic Attributes in Scion is probably to make them grant extra dice instead of extra successes (comparable to the Arete Boon available to Dodekatheon Scions, which is a whole 'nother can of broken worms); this makes it more reasonable for Scions and NPCs of differing Legend scores to face off. (Partner is an engineer and ran all manner of simulations in Excel that made my eyes glaze over, but this is the executive summary of the results.)
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Any tips for a good Exalted adventure to start with?
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If you already have some of the books, though, I find that either An Teng (in the Southwest) or Nexus (in the Scavenger Lands) is a good plan for setting; there's a lot going on. Are you looking to build an adventure from scratch? I have a few skeleton outlines I could toss your way and you could hack around them to personalize for your group.
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I might check out Return to the Tomb of 5 Corners when I get home tonight. I've gotten access to some of the books but I'm waiting to see whether people enjoy it before I fork out some cash. Although I really must see if there's somewhere I can buy d10 in bulk. Sadly I only have one set of polyhedral die, and one box of d6!
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Otherwise: the directional books are some tasty fluff, so if you know (for example) that you're going to set your game in the East, you might want The Scavenger Lands or The East, depending on how far East you plan on being. I love the setting books, but if you plan to build your own setting whole cloth, more power to you!
Antagonists: it depends on what you're planning to do. The Storyteller's Companion offers some prebuilt antagonist packages and a rundown of basic Charms for each Exalt type, although you should be aware that it came out before any of the Exalt-type books and a lot has changed, but it'll definitely get you started. If you know you want your players to be outsmarting the Realm, then the Dragon-Blooded book is your friend. If you plan to conquer the Deathlords, you'll want the Abyssals book. Etc.
So I'd say the three sorcery books from the first paragraph, a directional book (East, South, etc.) if you think it'll help you with the setting, and an antagonist book would definitely get you started solidly. (I own, uh, everything ever written for Exalted, and that's what I keep on hand whenever I'm running.)
If you plan on having a martial artist, Scroll of the Monk is a fabulous resource. You can avoid Scroll of Kings unless you plan to be running massive armies in war games, though.
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At the moment I'm leaning towards adapting an anime story line, at least the basic idea behind it. But I have to pick one to begin with!
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White Wolf's PDFs are surprisingly readable on a computer, and have the advantage of being fully searchable, but I totally understand wanting it in print. My partner and I share an ebook library, but I bought everything in hardcopy. :D
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