Things that I think would be fun to play, in no particular order.
- Mystara (Rules Cyclopedia D&D)
- Vecna Lives! module with pregens (Second Edition)
- The Old World (Warhammer Fantasy Roleplay, obviously)
- Dragonlance Taladas (some TSR edition of D&D)
- Hyboria (D&D or Iron Heroes maybe)
- Pathfinder Beginner Box as a complete E5 game
- Something using the Grindhouse Edition
- Something using 3LBB OD&D
I find the idea of trying to run some of these rule systems by the book (at least to begin with) particularly attractive right now for some reason. Maybe it’s because I’ve been running my 4E hack now for so long.
This is a short post because I am flying back home today.
I want to save Vecna Lives! for when I actually have 8 players.
I do have 8 people interested in my campaign right now, but not all of them can currently make it at the same times.
I think that would be too high of a bar for me… I’ll be happy if my players are willing to try an extended game using another system (a few of the pregens could be run as retainers, essentially).
I always thought it would be cool to run a campaign using Vecna Lives!, Vecna Reborn, and Die, Vecna, Die.
I only have looked at the Vecna Lives! How do the others compare?
Vecna Reborn has slightly more standard challenges than Vecna Lives!, and some really great moments. If anything, I’d have to say I think I liked it better.
I’ve only read the first few pages of Die, Vecna, Die! It’s a planescape adventure that goes to Greyhawk, Ravenloft, and at least one other which I don’t remember. It connects more directly to Vecna Lives! than Vecna Reborn did.
I, also, look forward to running them in series. Same with the oldschool Giants>Drow>Queen of the Demonweb Pits module arc.
I’m not sure about Vecna Reborn. It is written by Monte Cook, and I always thought it typical of his style; some nice moments, but a bit pedestrian in places.
I like Die, Vecna, Die. It starts on the world of Greyhawk, goes to Ravenloft, and ends in the Planescape setting. It’s really big, with two large dungeons and a climactic fight against an avatar of Vecna.
I just realize there were two more that I forgot to add to the list:
– Swords & Sorcery Dark Sun (no demi-humans, 2E probably)
– Fantasy Eternia (I have no idea what system that would be)
I’ve always been somewhat dubious of the benefits of having a failure chance for magic. It can be interesting, but in a game about solving problems, it seems strange for a player’s problem solving abilities to have a random failure chance.
Rather than failure, I would look at it as a complication. Something interesting and unforeseen. And often memorable.
By the way, did you mean to comment on a different post? Maybe the Secret Crafts one?