Reading about D&D 4E
is consistently leaving me more and more glum. I'm still hoping that the product ends up not sucking, despite WotC's best attempts to lose me as a customer ... but I'm also not holding my breath. The whole thing sounds increasingly like an attempt to make it "WoW
on paper" while simultaneously making it X-TREEEM D&D!!!11!
-- ugh. :P
However, if there is a practical upshot of this gaming disaster, it's that it's reminding me why and how much I liked my old Fantasy HERO
games, and pointing out new possible ways to go.
I started running Red Hand of Doom
(3.5) as a transitional thing, both to bide my time until I can see the reality of 4E as well as coping with the group's shifting identity with the regular inclusion of sirfox
, and the indeterminate but hopefully temporary loss of camstone
(who is becoming a daddy very soon and has been unable to attend a session since September or so). One reason I picked it was because of its self-contained nature -- it has a beginning, middle, and end, after which time hopefully the parts of the world associated with gaming will have settled down into something a little more feasible for long-term planning.
Meanwhile, large chunks of my creativity are eager to get cracking on doing more with S&S SAGA
. I have one adventure pretty much ready to go, but I have in mind to put together some more support materials first -- particularly a character sheet (which is about half-done), a "character creation quicksheet," a bit of background material to hand out, and possibly some pregenerated characters. (I have a couple of neat ideas that could really play up the flexibility of the system, while still fitting into the implied background of the S&S ruleset.)
Of course, the big problem with S&S SAGA
, and one that I continually run into as a GM generally, is that I've built a perfect framework for exactly the kind of campaign I want to play
in -- now, who wants to run it for me? ;P