I rarely get to run games these days. But I do like to collect RPG games and sourcebooks. This means that most of my posting about RPGs comes from the point of view of a non-active GM or Player -- hence the title of blog.
However, I do like to read and occasionally put together an idea for a one-shot game that really allows you to get to the meat and the flavor of some games. I do this because it motivates me to read the damned stuff in my library (paper and electronic) and because it readies me for the off chance that I actually do get to run one of these games.
As far as systems go, I'm pretty much a HERO System fan when it comes to very detailed yet flexible rules -- and a number of other systems that I've run tend to get a sprinkling of HERO System philosophy in the house rules.
With simpler rules, I tend toward the much-maligned core mechanic unless the rules have some other design purpose than merely simulating a plausible genre reality.
What really catches my eye these days is settings. I can always whip up a HERO conversion if I don't like the rules, but good settings always inspire me and get the imagination going.
Therefore, my very short post this night -- so that I can begin reading -- are these two setting sourcebooks: Red Tide and The Majestic Wilderlands.
Both of these settings have been reviewed elsewhere online, and have caught my interest for different reasons.
Red Tide is of interest not only due to the intriguing campaign setup involving the Red Tide itself, but also the mix of cultures and unusual takes on normal D&D races and cosmology.
The Majestic Wilderlands caught my fancy because the wilderlands have always interested me (though I only knew it as the areas around City State of the Invincible Overlord way back in my gaming infancy), and I wanted to see the rules mods for Swords & Wizardry in the book as well.
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That's my side of things. Let me know what you think, my friend.