Campaigns
Nyonia - The Celestial Jewels
My current Fantasy Campaign world is a homebrew world. Nyonia is a high-fantasy world. All the background information about the world can be found at Nyonia. What should you look at (because there is a lot here):
- Playable races - There are already two people playing Koori in the party.
- Creation myths for Koori, Ainu and Wangai, Samara, and Easterlings
- Elder Races - not playable as characters
- Nyonian Gods - each symbol is click-able
- Technology
- Magic - Magic in Nyonia is based on your race and/or culture. Once you learn magic for your race/culture, you cannot learn magic from another race/culture. Each race/culture has unique magic and magical effects.
- Some people are born with a talent for magic. This allows them to learn all the spells for their race/culture and master them to the point of being extremely powerful.
- It is also possible for people who do not have a talent for magic to learn magic.
- They learn the same spells as someone with talent, but their ability to control the magic and the power level in their spells tends to be lower than someone with talent.
- Also, a non-talent mage knows fewer spells.
Gateway Guardians
This home-grown Superhero campaign world is loosely based on a Marvel/Hero Game Universe. You can find more about the campaign at Gateway Guardians.
Campaign Style
The story is the most crucial part of a fun RPG session and campaign. I tend to create grand epic campaigns within the campaign world. The game sessions usually have an overarching story. Not every session will be part of the epic, but many will be.
My current Fantasy campaign, Nyonia - Pauci Fortis, is, in fact, a sandbox-style game. That means you, as a player, really get to drive what and where your character will go and what they will do. I have created a world. I drop hints and rumors and playoff character backgrounds to help provide exciting things to do. In the end, the players decide where and what to do.
To make the story work, I think it is necessary to have good role-playing. Both the GM and players have to work on playing out the character. An in-depth character background with interesting motivations and goals makes for a fun game. Finally, I think there needs to be a balance between role-playing and combat. I strive for about 50/50 in this area. There will be some sessions that will be entirely combat. There will be some sessions where it will be all about role-playing through a situation and engaging in combat would not make sense. There are other sessions where there is a mix of the two.
Game System
I use the Hero Game system. If you are interested in playing with us you don't need to buy anything if you don't want to. We will sit down together and build a character based on what you want the character to be able to do and the background you give your character. I will 'loan' you any source material I have - books & PDFs of books - after we have played for a little while. I use Hero Game system for several reasons:
- I know the system very well.
- Once you learn Hero Game system you can play in any genre you want to RPG.
- Character creation is based on what you want, not random rolls
- Character background is very important
- Characters are extremely unique.