Role-Playing

        Disclaimer: Despite what certain more religious individuals may tell you, roleplaying has nothing to do with devil worship.  In most games, almost to the exclusion of others, the imaginary "characters" are heroes fighting for the cause of good and against what would be called satan's minions.  If you think reading Harry Potter is evil (laugh not, I saw them on CNN), then I have no real chance to sway you.  Otherwise, read on.  Indulge yourself vicariously in my fantasies : )
 

Setting:
The only setting material on this site is the War of Shadows.  A long running campaign with in-depth description of the setting, write ups for over half the action, and new spells/rules.
Chronicles the journeys of a group of adventurers as the world slowly goes mad around them and their attempts to unify the warring factions against the greater menace.

Original Creations:
This section is devoted to all the little things that go into a campaign.  Rules, Spells, Adventures, and the like.
Hopefully, someday this section will eventually force me to get more webspace.  But, we're still a long way off.

Major Project(s):
HAAMGE - My attempt to craft a modern horror game to my liking.

Bits and Pieces:
Spells from War of Shadows - Around 60 spells from 1st to 8th level.  Everyday combat spells and hardcore mad scientist spells.  Sorted by level.
Moralar's Spells - The spells invented by my PC in another AD&D campaign I played in.  His character sheet is here too.
Mastery Rules - Alternative Specialization and Mastery rules, crafted to my liking.  Detailed out, but still lots of room for expansion (you'll understand).
Thread Magic - An additive system of magic, the opposite of normal spell magic.  Wasn't originally quantified, so the rules may not make too much sense.
Magical Items in Low Magic Campaigns - Basically ideas for what to do with them and how to make them really "magical."  Just my 2 cents worth.
Regarding Vampires - A different look at a different type of vampires, from the perspective of a modern secret society.  Only superficially like normal bloodsuckers.

Advanced Dungeons and Dragons, 2nd Edition:
The Grandaddy of modern roleplaying games, AD&D still manages an enormous market share.  The reasons for this are beyond me, but I too spent much of my role-playing life with this system.
War of Shadows - My longest running campaign was under this system, but with some very heavy modifications.  It lasted from Spring '96 to Summer '99, with a few small (monthish) interruptions.  The original characters were actually refugees from an even older campaign, that was started around '93, but I really can't remember.  So, by the end of the campaign, the PCs (including one remaining refugee from the original) were obviously very powerful.
Moralar - My character from an extended campaign I played in.
Moralar's Spells - And his personal spells.
Mastery Rules - A new version of the mastery rules, bent to my personal tastes.  More techniques will be added as time progresses.

Call of Cthulhu:
Unfortunately, not a game I've had a lot of experience with.  I Keepered (Kept?) for a short time, but it didn't really pan out.  However, I have a lot of respect for the subject, if not the system itself.  See my Cthulhu section for more background info.
Regarding Vampires - The writings of a secret society aligned against the shadow.  A stranger modern, sort of Cthulhoid way to look at vampires.  If you like normal bloodsuckers you can just ignore this.  Or throw it into a campaign as disinformation...

Delta Green
Technically Call of Cthulhu, but cool enough to deserve its own review.  It brings Call of Cthulhu into the here and now, while providing for that oft asked question "Just why are we hunting these supernatural horrors anyway?"  Enter the world of Delta Green, a paranoid's delight.  As members of a disbanded government agency forged to combat the supernatural, you seek and destroy in small cells while avoiding your former colleges and the horrors of the Mythos.

RuneQuest/Glorantha:
A fiendishly complex fantasy world, using a system similar to Call of Cthulhu.  The sheer amount of quality material for this setting is mindboggling.  And the net seems teeming with sites relating to it, even though it suffered from some absence of late.  I think the most challenging part of this setting is the restraint required to not throw it all at the players.

The Window
These lovely folk went through the difficulty of making a workable game system, then posted it on the web.  I'm working on trying something similar, but I just hold a deep respect for someone that willing to share their labors.

Neverworld:
I accidently came upon a copy of this game once, and I can say with absolute conviction that it is the worst game I have ever seen.  It has massively cumbersome rules, far worse than D&D could imagine, combined with a pitiful setting.  I rarely attack fellow gamers, but avoid these people if at all possible.  The company is ForEverWorld Games.  I think I'm still scarred from the experience.

Supernatural Creature: The Endtimes
The White Wolf games range from poor to above average.  Some are obvious flops.  Werewolf: Wild West.  What marketing genius came up with that one?  I personally prefer Mage, simply because it fits my world view pretty well.  Vampire attracts vampires, or vampire groupies if you like, which just complicates the matter.  The System is perfectly workable, and actually very good, but the setting encourages angsty roleplaying which makes me want to trottle someone.  Mage and Changeling manage to keep that sense of wonder I like in role-playing games (even dark games need the occasional beam of light to show just how awful things really are, that's why I dislike angst games).  Hunter has its up points but I honestly think a game about _actually_ normal people taking it into their own hands would be kickin', and allow for some brilliant role-playing.
 



If anyone is looking for a GM or player for a PBEM or similar game, feel free to contact me at [email protected]
Specialty GMing is complex plot lines, player freedom, and general weirdness.
Proficient in D&D, CoC/RuneQuest, and World of Darkness, but only have the books for D&D with me.  More than willing to learn new systems, adapts easily.
 


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