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| Gelfin | Jul 1 2008, 08:11 PM |
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The Storyteller
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I'm all for any of the three suggestions, altho' since I've played D&D for years I'm pretty much up to speed on the 3.5 ed. rules and all. I have plenty of info on CD to get a game going. So IK or AD&D (Forgotten Realms) is my fav choices. This would let us get going pretty quickly as I can assist players in setting up their characters. As far as rules intensive goes, like most games the important rules are those that effect you and your character. All the rest is the problem of the DM/Ref. Learning your basic player skills is very easy, once you have the concept of a combat sequence and a play sequence idea in your head...which we all do thanks to wargaming, you're sorted. Especially if you are aimimg more for a Roleplaying campaign, not a Dungeon hack, the extensive rules are not a major problem. Remember that the original D&D rules were all in 78 pages, including monsters, magic items and a sample dungeon. Imagination is your strongest tool. We have plenty of terrain, boards, and figurines to represent the 3D aspect of miniature combat etc, so all we need are rulebooks and polyhedral dice. Check out Chessex for great dice, but I think Symon has sets for sale. |
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4:40 AM Nov 25