[ Jack and Jill went up the hill, each with a buck and a quarter... ]
Getting older is weird, you suddenly find yourself in a changed world....
While buying myself a copy of the limited reprint to the original Kult RPG book (http://en.wikipedia.org/wiki/Kult) as a birthday gift, I noticed that they didn't sell any AD&D stuff there, but different D&D things.... Only to find out, that there is no AD&D anymore...
So, which of the *D&D do you prefer and for what reason? And how is the Ravenloft story line in most recent versions? I accidently lost all my old AD&D2.5 ruleboooks, unfortunately. :(
Honestly, I sometimes wonder why we use rulebooks at all.
If you want to enjoy collaberative story-telling, why not simply create your own character, assign someone as a referee, and just do it.
Without the die-rolls, and relying upon the referee (DM) to adjudicate what actually happens, you can get down to what was actually fun about these games without having to bother with the tedium of die rolls or rulebooking. Just straight storytelling, but as a collaberation.
I only ever played AD&D, basically since noone here had D&D rules. I only know those from some computergames (Neverwinter Nights uses plain D&D (or some derivation of that) iirc). The only other fantasy system we had around was The Dark Eye, but I didnt like that.
The whole AD&D fighting system always struck me as odd, with this THAC0 thing and all thise weird AC stuff. I also found it strange that despite all measures TSR took to restrict players choices of characters races (humans get all the golden stuff), etc, it was pretty easy to create ubar imbalanced fighters while the whole magic system was weak in the first levels and only gained momentum later. Especially with the additions of other sourcebooks, for example, elves got this bladesinger stuff, which lets you create a first level char with 3 attacks in two rounds dealing 2W6+X damage per hit... This nearly instakills any other 1st level char, if it isnt some knight in full armor.
I never played anything using the d20 system, but Kult is based around the 20sided dice, too. I think they even dropped everything else but d100, d10 and d5 for simplicity reasons. And it makes sense, since not everybody is a numbers freak. I also liked Shadowruns simple d6 approach, but in higher levels you need to throw a bucket load of dice and count/reroll the 6s for about 5 minutes...
The SAGA system might be something for the dice haters, they dropped the whole dice and math concept in favour of cards. I got myself the Dragonlance Fifth Age box just before I stopped RPGs completely, so I sadly never played it. But it did sound nice, putting the story in the main place and keeping the game mechanics simple.
Subject: diceless rpg rules/ideas
On this page you find ideas that "loosely describe Jeepform, the kind of freeform role-play at the heart of Vi åker Jeep's games." Seems to be diceless and focussed on story telling. These scandinavians must sure have shitty winters to come up with this amount of RPG stuff. :)
That's pretty cool, the_mgt!
Subject: some funny d12 tables
your own server as the host.
I wanted to see an uncensored table.
You can create your own table and give it any name you want.
as you play.
Texas Holdem is probably the most braindamaged version of poker I came across, I totally fail to understand its popularity. I'd rather play Koi-Koi.