TTRPGs & D&D

Last few successful completed campaigns and what I played:

Dragon Heist 1-6. Played as a lore bard, Adora Hawkspar. Half-elven entertainer who joined a group for simple job, but ended up in a city wide criminal conspiracy. If you know Heist, it has modular scenarios and villains for the arc and payout, our villain ended up being Jarlaxle. We won, and Adora retired rich and as the owner innkeep of the tavern you get during the campaign.

Mad Mage 7-12. Sequel campaign to the above, but new party, connected universe and references. Played a Forge Cleric, Topaz "Paz" Ironstrike. Dwarven, very Russian in stereotype. Joined the delve into the Mad Mage's labyrinth for money, end of story. We ended up wrong turned into the Underdark and involved in a Drow political game. Won the politics, beat the Mad Mage and his Arcade-esque death traps and show. Campaign was meant to continue, but DM got a girlfriend and abandoned the entire hobby for her because she didn't like D&D or toys or Warhammer. Spoilers: Big mistake, huge.

Did Tomb of Annihilation to completion. High elf arcane trickster rogue, Meriele Silverbough. Just a fun swashbuckling pulp adventure alongside a stick up the butt paladin, wild magic barbarian goblin, and human fighter. Combat grinder that tonally whiplashes into puzzles, very little in between the way it was written and run. Had a lot of fun, though, the chemistry was just off the charts, even if I was the only one who could figure out any of the puzzles (as a human player).

Homebrew campaign in a Final Fantasy type world. Druid of the Stars Astral Druid. DM decided Elves were very feudal fantasy Japan, so I rolled with it and Akira Duskrunner was born. A cataclysm occurred in her childhood which saw her raised in a Fallout Vault, and once several teenagers with attitude showed skill, they were trained to return to the surface world and protect a new world that hates and fears them. You can see the DM has certain influences.

Akira ran with a dragonborn barbarian, halfling warlock, half orc assassin, and dwarf artificer, traveling the surface world and battling the evil empire that had taken over while they grew up in the vault. The cataclysmic event had been their initial assault on our peaceful moon. It came up early on that Akira's older sister Motoko had survived the cataclysm and had become a vampire. And then had her soul bound into a katana. Akira was gifted the katana by a mournful vampire, and when she cut herself with it, her sister would body swap over through magic nonsense, so now I also had a Samurai Fighter Vampire Astral Elf.

The halfling warlock sabotaged the party in game by doing patron things, and out of game by being a really unpleasant player and person. In one of their last acts in game, the warlock tried to sacrifice Akira and the half orc to some demons, and Akira/Motoko turned the orc into a vampire to save his life, then died. This had been the culmination of months of game drama before that player was asked to leave, but I rolled with it.

Re-entered campaign as Chase Razavi, Tiefling Chromomancy Wizard, and basically Indiana Jones/Lara Croft/Cable, on a quest to find her missing wizard mentor, who had been part of the core lore. She does a lot of sucker punching and trickery while recovering magical artifacts for the wizard conclave and protecting the time stream.

Another homebrew campaign run by a player in the above one. This one uses 2024 rules. I am a Gnome Worldtree Barbarian, the Baroness Karabella Rebelle Kikimama Fiona Maeve Blackthorne (reflavoring the world tree things as a Carnage-esque draconic magic symbiote thing). Her "Rage" is more "It's Clobberin' Time" glee. The class is Barbarian for mechanics only, she's refined and well-spoken, basically Arya Stark given how the backstory for the game went off. I rolled very good stats for her, so she's intelligent and wisdomous on top of being The Juggernaut where it counts. This campaign is based on the Strixhaven concept of a magical school, and smashed in with Harry Potter and Delicious in Dungeon. I run with a shadow elf wizard nerd and a Goth/Stoner wood elf artificer. Obviously Kara is the jock cheerleader on yearbook staff.

For this one, we actually have a schedule and attend classes (or not) and then get into after hours adventures. There's a long form campaign about a cult led by a Bronze Dragon in human form who wants to Make the Land Great Again by bringing back giants and bad dragons, so you can see where that DM is at.

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Since quarantine, I've also DMed a Star Wars Old Republic RPG using the Fantasy Flight Star Wars system, heavily doctoring some of their source material and my nostalgia for the Old Republic RPGs and MMO. Went into total What If... territory early on, of course.

Critically, for the players it was Star Wars dressing, but for me it was always Indiana Jones and Batman the Animated Series, with a pulpy adventure feel, and memorable set pieces as often as I could. We had the Crusade circus train sequence during a heist, as example, and the animals were all Star Wars ones like dianogas and the Mando rhino.

The Sith Emperor had vanished and left his throne open. The Sith waged a civil war with constantly shifting allegiances as to who would take the throne.

The party was a group of mercs thrown together by an upstart crime syndicate (a primitive Black Sun) for an escort job:

Human heavy with a shotgun, Twi'lek pilot smuggler, Cathar agent, Medical Droid assassin, Gammorean with a flamethrower and a battleaxe.

the cargo ended up being a Padawan. The Padawan and her master had been privy to one of the big Sith Lord's next moves, and while the plans were destroyed, she had seen them and had total recall of these schematics and plans. She had no context, however.

The party didn't really care, just wanted the money, and had series of misadventures with Sith Imperials, gangsters, and pirates, but of course along the way they bonded with the young girl, and eventually figured out the new Sith weapon was an old Ratakan planet destroyer weapon trained on Tython, the Jedi homeworld. The Padawan was taken by traitorous Republic contacts, and the secrets ripped from her mind so the Sith and traitor admiral could get the weapon online.

They were supposed to stop it, but the dice were cruel that day, and everyone had bought in, so instead Tython was obliterated from existence. The heavy with a shotgun, who had become the beloved crew leader, was killed by the Sith Lord as they had a timed escape from the self-destructing Destroyer.

In the "sequel", they were joined by a dropout Jedi (and new player) who felt called to mentor the Padawan girl, who had become a crew member in the aftermath. We delved into Sith territory proper, and navigated their civil war. Eventually it was revealed one of the Sith Lords they ran against was the older sister the Jedi character. Both were strong in the Force, but she was too old to begin the training, so the Jedi just took him. She was taken by the Sith shortly after, but he presumed her dead with the Jedi point of view he was told about his family.

She became a gray area, where she compelled and manipulated the party to take out her Sith rivals (one of which was the murderer of their beloved leader). This all tied back to the Star Forge and Revan from the first game and MMO follow-up, and the party decided to work with a treasure hunting Hutt to find the Star Forge remnant and flip off the Republic and Sith, purely for the Outer Rim Outlaw of it all.

Of course, the Hutt betrayed them, and while this time they were victorious in all the best ways for all of their subplots, the True Sith Emperor returned with his Infinite Empire (it's an MMO thing) and we closed out the trilogy with a true Star War. It was a lot of heists and set pieces and inside baseball about the first two parts, so I'll spare the word vomit.

I ended it there, but another player wanted to see how this Elseworld would ripple into the Prequels and OT, so they ran an OT trilogy campaign. I played as a TIE pilot named Jenica Fel (EU nerds know) and ended up hijacking the Millennium Falcon for myself and my crew, so that was pretty cool. I played that up through the equivalent of Empire, but had to make way for school. Last I heard they had taken from Jedi right into a Prequels What If.

So I'm really proud of that one, as you can tell.
 
Did Tomb of Annihilation to completion.
Mad man.
Re-entered campaign as Chase Razavi, Tiefling Chromomancy Wizard, and basically Indiana Jones/Lara Croft/Cable, on a quest to find her missing wizard mentor, who had been part of the core lore. She does a lot of sucker punching and trickery while recovering magical artifacts for the wizard conclave and protecting the time stream.
Sounds like I'm not the only one with an affinity for playing women.
Her "Rage" is more "It's Clobberin' Time" glee.
Between this and your Cable reference above, you've given me some inspiration for future characters.
Critically, for the players it was Star Wars dressing, but for me it was always Indiana Jones and Batman the Animated Series, with a pulpy adventure feel, and memorable set pieces as often as I could
What a batshit cool idea. I can't even imagine how a BTAS-inspired game must've played.

I'd describe my only campaign as a cross between The Elder Scrolls' Dark Brotherhood and the Three Hunters on their quest in LOTR with a heavy dose of in-game politics.
 
Running a published adventure start to finish is an accomplishment. Especially Tomb! I ran Wilds Beyond the Witchlight start to finish last year and I think it's a VERY well written adventure but I got bored with the lack of combat and I think the players did, too. It's great for a certain type of game, and the NPCs are a delight, though. A friend is running her first ever game as DM and asked me to play so I could offer some guidance and she's also running Witchlight, and I thought it was going to be interesting to see how another DM runs it, but we're eight sessions in and haven't left the carnival yet.
 
New GM achievement unlocked during my weekly Weds night game:
"You did it. Instead of getting mad that one of us showed up playing a weird puppet character concept, you introduce an entire living puppet subculture, get us laughing hysterically, then made the entire party cry when his puppet ex-wife realizes why the player character doesn't remember her. You gave the joke character pathos."
 
After trying several times to get into Daggerheart and finding it kinda boring and fiddly, I just got the files for Draw Steel today and now I gotta make time to parse out this one. I have a feeling it might be closer to what I want from a fantasy game.
 
I don't want to volunteer everyone for anything, but if you want to try it, our table might be open to playing Draw Steel instead of 5e. I have no loyalty to D&D and some of our players don't even know the system.
 
I don't want to volunteer everyone for anything, but if you want to try it, our table might be open to playing Draw Steel instead of 5e. I have no loyalty to D&D and some of our players don't even know the system.
We'll see how it goes when I check it out. To be fair I lean on 5e cos I can tell an elaborate story with it with zero prep and I don't have a ton of man hours to onboard myself onto a new system. Although if anyone has the capacity to make USEFUL teaching videos for their game, it's MCDM. (Yes, this is a dig at CR/Darrington, whom I love as entertainers but my god their onboarding videos put me to sleep.) Haven't even had a chance to unzip the files yet though.

Would love an elaborate breakdown on your DH take.
I've now watched/listened to probably 30-40 hours of Daggerheart games, my preferred way of parsing out a system (don't just read the book but watch / hear actual humans engage with it in a meaningful way). Hope/Fear mechanic is fun, I like that a lot. I cannot figure out what they were thinking when it comes to combat - it's like a Rube Goldberg device. If they were trying to get away from 5e being a slog, they did not solve that problem at all. The no-initiative thing works for some groups but if you have the wrong group it's a nightmare - it's all or nothing whether it's good or bad. I don't like the card system at all, feels like an excuse to spend money when it doesn't have to be there. (At least they let you access the cards via their website/app, but still, it requires a buy-in by the players many are not willing to pay out for.)

Mostly though, again, 30-40 hours, different groups, different game masters... I just find it boring. Just a flavor thing to me. I cannot get my brain to latch onto it in a way that sticks. And I say this as someone who EFFING LOVED Candela Obscura, so it's not an anti-Darrington/CR thing. Hell, I watch their show almost every week, I WANT to like it, but it bores the hell out of me. It doesn't simplify what it needs to simplify and it doesn't put enough meat on places that need muscle to thrive.
 
To be fair I lean on 5e cos I can tell an elaborate story with it with zero prep and I don't have a ton of man hours to onboard myself onto a new system.
Sorry, I wasn't trying to create extra work for you. I know you don't have the opportunity to try new systems, so I thought I'd suggest it in case others were down. I didn't intend to put even more on your plate. 😄
 
I would love to try Draw Steel eventually. But yeah, I'm totally fine with 5E. This is just me saying that 'if you ever wanted to, I'd be here for it.'
 
Sorry, I wasn't trying to create extra work for you. I know you don't have the opportunity to try new systems, so I thought I'd suggest it in case others were down. I didn't intend to put even more on your plate. 😄
Nah nah nah, I knew you didn't mean that. I brought it up myself! I'm curious about it but as with any game with moderately complex mechanics, gotta have the mental fuel to parse it out. (I think it's why i like Free League's system so much. It's not deep but I can teach that system in like, 12 minutes and get running with it.)
 
I skipped right over 4e so I have no comp for it, but the things that strike me about Draw Steel:
  • They acknowledge that not everyone is looking for the anti-D&D but rather an improvement on the system, and their idea of even a low-roll attack does SOMETHING is very appealing, because nobody likes waiting for their turn and missing on every attack.
  • A lot of the D&D competitors try to do this "narrative first" nebulous thing to try to make it a better "story game," but I come from the Brennan Lee Mulligan school of thought - I'm a professional storyteller, I can craft a story with my friends, but what I need is a physics engine for things like combat and interacting with the world. DS seems like the inverse of Daggerheart which I still cannot bore into my brain how to teach players how to run a fight with.
  • Gawd I wish MCDM could do an interview and not sound like douchebags every few quotes. At least three times every interview I want to tell them their shit does stink too. Colville's a great designer but he doesn't pass the "I'd want to have a beer with him" test. It's so funny - CR/Darrington always feels a little too fluffy/upbeat/polished marketing to me, and MCDM is such a contrast cause I always get a whiff of retired edgelord from them.
I get the vibe that while in both cases, a GM needs the players to RTFM to run both games (something current D&D players are a bit averse to... there's that running joke "My players haven't read the handbook and they aren't gonna start now!"). Just on first glance I feel like players could RTFM for Draw Steel and actually get it, but maybe need a lot more handholding from Daggerheart. (I haven't talked to anyone who's run Draw Steel yet but a few friends have tried to teach Daggerheart to new group and just gave up and played a board game.) Both games were more ballsy than what Kobold Press did with Black Flag, which is just a straight lift, but I do appreciate Kobold being like "fuck D&D, here's a clone so you don't have to pay Hasbro any more money." That's the simplest swap out, but also the least daring.

On a WILDLY different topic, I got the expansion book for the Old Gods of Appalachia TTRPG today and I swear the only reason I haven't run Old Gods yet is I am intimidated by trying to sound as fuckin' cool as Steve Shell does. If you ever have a chance to see Old Gods do one of their live performances, it is TRANSCENDENT. I saw them last year and a narrative, mixed media horror story experience had an entire theater openly sobbing. But I'm a piece of shit city boy and I'm afraid of fucking up an Old Gods story.
 
I skipped right over 4e so I have no comp for it, but the things that strike me about Draw Steel:
My current pet system, 13th Age, was made by 4e developers after they left Wizards. I understand that 5e was essentially "right place, right time," but from a design perspective, I struggle to understand why people prefer it to 4e.
  • They acknowledge that not everyone is looking for the anti-D&D but rather an improvement on the system, and their idea of even a low-roll attack does SOMETHING is very appealing, because nobody likes waiting for their turn and missing on every attack.
Yep. Misses doing damage is another 13A rule. It makes you feel like you're always making progress, even if the grand attack you planned in your head didn't come to fruition.
Gawd I wish MCDM could do an interview and not sound like douchebags every few quotes. At least three times every interview I want to tell them their shit does stink too. Colville's a great designer but he doesn't pass the "I'd want to have a beer with him" test. It's so funny - CR/Darrington always feels a little too fluffy/upbeat/polished marketing to me, and MCDM is such a contrast cause I always get a whiff of retired edgelord from them.
Yeah...
there's that running joke "My players haven't read the handbook and they aren't gonna start now!")
🙃

I'm running Traveller for some new people in a couple weeks and I'm very concerned about this. Traveller is extremely rule-heavy compared to what I typically run.
 
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