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Jesse Donavan Edmond
Force of nurture.
Force of nurture.

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Dropped this in the chat, but how about some tips for what to do when 'everything goes wrong' for campaigns and one-shots?

Maybe talk about all that can go wrong (people dropping out, being late, hating their character, whatever, etc.) and then go over how to deal with it.

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So, I shared this on Slack, but I wanted to put this up here, as well. I miss writing weekly and am trying to do it more often. When I first got in the habit, it was when a GotG film was coming out, so it seems appropriate that all of the this.

Nobody should read the FF comics, though. They're pretty bad. I don't know what Claremont was thinking, but it wasn't happy thoughts.

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I played this on some Savage Sundays and had a ton of fun. There's some great new rules added to Savage Worlds that offer an extra dimension to play, including options to continue playing a character after they've died!

Plus, Bob Beaver let me chew on a ghost. I've been playing role-playing games for nearly 35 years and I've chewed on a ghost only once.

TL; DR - There's a right and a wrong way to switch systems and awareness and preparation can ensure that a GM does it well.

I wanted to open up discussion about my comment on using a setting with a game system for which it wasn't intended. I think there's more conversation to be had, but I really want opinions about the experiences of others.

I get that experience will vary and 'enter at your own risk' and whatnot, but I feel that there is still a great deal of potential value for those willing to put in the work. That said, I have had bad experiences and I have had good experiences and I'd like to examine an example of each.

In the mid-1990s, I wanted to run a Teenage Mutant Ninja Turtles and Other Strangeness game but had grown sour on the Palladium system. There simply hasn't been a means that has duplicated the overall fun of manipulating BIO-E in TMNTaOS, but I thought I had created a decent workaround for GURPS 3rd Edition. It meant a great deal of conversion work, for me, in order for the players to be able to use the sheer breath of animals offered by the various TMNTaOS supplements, but in the end, the players all had unique, workable characters with a wide array of mutation levels.

Sadly, the game didn't last long (it was collage and I dropped out, soon after), but I was overall pleased with the result as using GURPS enabled me to emphasize skill development over leveling (I've never been a huge fan of level-based systems). I haven't tried this in 4th Edition GURPS (which is less crunchy), but it is an experiment I would definitely try again, at some point.

I did, however, use this positive experience to justify a less... purposeful choice of system switching.

After years of having played and run 3rd Edition, I became bored with the system and wanted to try something different. I had been on a HERO System kick despite never having successfully run anything other than Champions and Dark Champions in HERO (and even those were moderately successful... I've had more successful campaigns in the FASERIP Marvel Super-Heroes system than in HERO). So, of course, announcing to my group that I wanted to do a Dark Sun HERO campaign seemed like a great idea.

I've always known I was a solid pitchman, but I clearly outdid myself as people wanted to play that night. I was not prepared for this, but did my best to translate what I could for character creation and then used those notes to translate whatever else I could over the next week so I could actually run the game. Which went...


To be fair, I pivoted it into a game where the personalities of the various characters traveled from universe to universe gaining the abilities of different beings and having unique experiences, which is the only reason I got to use my Champions Universe Suicide Squad rip-of, the Expendables (which I still think is an amazing concept for a campaign), but I do wish I had made better choices, initially.

Both of these examples use settings that were meant for very open systems going to systems that are also very open, so it may not be the best example, however, I've started to rethink a great deal of this after having discovered and started to experience the Apocalypse World stuff.

AW is a very closed, specific system, but it has been adapted for EVERYTHING! I would have never have though of that, but perhaps there would be ways to adjust system to contribute to play experience.

I had wanted to run a d20 Modern game in a post-apocalyptic setting using the WotC book that supported such a thing, but there was so much disdain, in my group, for D20 Modern, that there was no chance of that. I didn't want to build a new system, so I gave up and did something else. However, I now consider how much people enjoyed the d20 Star Wars system in my group and wonder if I could have repurposed that for such a thing.

I think that, as a GM, adapting systems can be playing on Expert Level, but it can be very rewarding, in the right circumstances. I think about the possibility of using the system from A Song of Ice and Fire within Dragonlance or the more social aspects of the Cortex System for the Forgotten Realms. It truly changes the overall experience and, if that's the goal, than there may be a right way to do it in another system.

Question to the group: If Dragons didn't rule an Empire, what would?

Is this site still active. The last post seems to be December, but I would be curious to see what input the folks on this site might have for an upcoming project.
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