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The Harnish
Germany Duisburg NRW
Cult of The Harnish Leader
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I tried to like 4E - I ran it multiple times & played it; we tried one one-shots, & as part of a campaign; I tried it with my adult group & with the kids at the game club I run. No matter where I tried it, the emphasis of tactical, miniatures based combat, and character "build" nature of the game rubbed everyone the wrong way. Almost no one I played with liked the game after they had played a few sessions and in all cases the game either folded or converted over to another system. It didn't help that the character builder was almost a prerequisite to play, or that the errata document for the various powers quickly became longer than the original rules, or that WotC kept changing the math behind the monsters with each new release. Worse was the fact that I bought a variety of supplements from the treadmill in the hopes that they would "fix" the game but they just made things worse, by exponentially increasing the bugs and corner cases that plague the tactical side of the game. In the end I'm stuck with a shelf full of books nobody wants to buy, and a game that nobody around here, including me, wants to play.

5E? Forget it. Fool me once, shame on you. Fool me twice, shame on me.
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Mike Holcomb
United States Cadott Wisconsin
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System: d20 family
Plays: 524 GeekRating 6.487 Game Weight 3.4 Score: 8.806
I don't own and haven't played 4th Ed, except via Heroes of Neverwinter on Facebook. For d20 fantasy gaming, I'd rather stick with Pathfinder.
But I'm glad to see 4th Ed. showing up with this new methodology. It is the most widely played RPG and should get some credit for that.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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After a 4 year hiatus, this is the game I played upon my return to Duluth. I discovered a FLGS, became friends with the owner, and immediately after 4E was released, he asked if I would be willing to run their in-store game if he would hook me up with books as they came out. I said yes. And that is how I met my current F2F group. This is also around the same time I discovered BGG.
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Bruce McGeorge
United States Lawrenceburg Indiana
Hey you kids, get off my Avatar!
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Ugh.
This is our 800 pound gorilla in the room. We're split; our main GM and I are not fans of 4E; the other guys are. One of the guys thinks it's the greatest RPG ever.
My first character was a Dwarf Fighter, but it wasn't working for me. I switched to a Human Warlord which was an improvement, but I came to the conclusion that it was the game and not my character choice that was the problem.
The GM finally had it and ended things... actually in the middle of an adventure. He had other projects...
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I bought the box in 2008 . . . I played some four adventures . . . I still prefer D&D 3.5
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Chad Bowser
United States Kernersville North Carolina
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Four or five sessions was enough to tell me... just keep walking.
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The Harnish
Germany Duisburg NRW
Cult of The Harnish Leader
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First played in fall of 2008 using Fantasy Grounds VTT. I've run and played in several campaigns but I just never really liked the rules, finding it far too much about minis movement and combat, and too short on real story mechanics. None of my adult group liked it, nor did most of the kids at the after-school club so we gave up playing it in 2010.
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Rob Lim
Canada Toronto Ontario
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This is an English edition of the game, but there weren't any pictures. It will include a starter collection of D&D 4th Edition books.
This will include (all in good condition) the following books:
Player's Handbook Dungeon Master's Guide Monster Manual
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Drew Hicks
United States
North Carolina
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Our Characters are In A Relationship
Some couples think that this gives them a free pass to engage in all of the other behaviors on this list, both in-game and IRL.
It doesn't. Quit it.
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Brian Dunkle
United States Tucson Arizona
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Dungeons & Dragons: Wrath of the Dragon God DVD.
$2 GW (half-price day). Absolutely horrible, I'm sure. But it's "Based on the Widely Popular Role-Playing Game From the Producer of The Matrix" (those were on consecutive lines, but with no punctuation...so i figure maybe they meant it to be together. )
Includes commentary from Wizards of the Coast D&D Special Projects Manager Ed Stark and Other D&D Players
"Other D&D Players"? YES! I love those guys!
Also: The Arc: A Conversation with Gary Gygax  
And: Rolling the Dice: Adapting the Game to the Screen (notice they didn't say "the big screen")
Widescreen!
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David Kaehler
United States Champaign Illinois
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Sample Character
Name: Dev Race: Changeling Class: Hexblade Gender: Male Alignment: Unaligned Languages: Common Background: Occupation - Thief: +2 to Thievery Feats: Rod Expertise Inventory: Blade of Winter's Mourning, Rod Implement, Hide Armor, 58gp
Backstory: Dev has always had a hard life. If you were to ask him where he was from or what his parents looked like, he couldn't tell you. In fact, Dev may not even be his original name. He has taken on so many identities that he can no longer remember which one was the first. Dev is the strongest personality that he has and is the one he identifies the most with.
Dev was born to a human father and a changeling mother in some small village. Sometime when he was young, his village was sacked by a band of hobgoblins. His father died trying to get him and his mother to safety in front of Dev. His mother deserted the child as quick as she could, and Dev was left to fend for himself.
He drifted from town to town, taking on new identities each time. He lived on the streets and took to crime to stay alive. At first he would only chance pickpocketing, but as he became more skilled, he took on larger jobs. He learned the power of a silver tongue, how to blend in, and what questions to ask where. He developed an internal clock that told him when it was time to move to the next town so that he wasn't caught.
However, the more jobs he did, the more daring he became. Dev began to take jobs that you would never find posted in a town square. Break-ins, forgeries, and even heists were just a small portion of the work he did. Unfortunately, others were taking notice of his talent and he was set up to fail. A shadow organization gave Dev an impossible job, which he failed and got caught, and then used its position to manipulate him. He agreed to work for this organization for his freedom.
He was trained to become and expert assassin and thief. To keep him under control, Dev was injected with something at each mission and was only given the cure after he completed it. However, the cure always contained another poison. Thus Dev had to keep doing what he was told just to live. He was told that if a job ever went south, he would no longer be needed.
For months he was successful, but then one of his missions ran into some complications. Another group was trying to pull the same job, and Dev was not able to complete his task before the other group did. Knowing he couldn't go back, he intended to head to an old contact of his that might be able to help if he could get there in time.
Of course, he was not able to do so. His trip was interrupted by an attempt on his life from his former employers. Having to deal with the assassins, Dev knew his time was going to be up one way or another. That is when a spirit of a white dragon manifested itself in his mind. The wyrm explained that part of its soul and power was trapped in his dagger and could save Dev, but only if he was willing to work to free the dragon. To ensure his cooperation, the dragon would need Dev's soul. Seeing no other alternative, Dev agreed to that deal.
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Wes Baker
United States Blacksburg Virginia
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Name: Hiran Keyspirit
Race: Dwarf Class: Cavalier Level: 1 Gender: Male Alignment: Lawful Good Deity: Moradin Languages: Common, Dwarven Background: Mror Holds - +2 to Endurance Feats: Dwarven Weapon Training Inventory: Waraxe, Plate Armor, Heavy Shield, Holy Symbol, 0 gp
Backstory: Being a cavalier of Moradin, I grew up under the stone and near the forge. The smithy's hammer sang true and proud, but I was never meant for the anvil and I knew it. Instead of crafting I longed to wield the tools I forged.
I sought out the guidance of Moradin and learned that dwarves can serve him in ways other than smithing. I took up the axe and the shield, and fit myself with some plate armor and dedicated myself to protecting my people and their dedication to their craft.
And so my life went, until the elder paladin brought me a letter that would once again bring change to my life of stone.
"Hiran, a letter came for you today. The courier didn't say who it was from." said my elder, Thalor.
"Did you get a good look at him?"
"He was not born of the stone, but he stood no taller than I. Thin like a halfling, but his cowl obscured his features."
I cracked the wax seal on the letter and looked at the scrawl of someone worried for their life, dwarf by my guess.
Quote: I hope this reaches you while you can still help, Hiran. I've heard you're someone who can help in dire circumstances and it's about as dire as it can get here in Sharn. I can't say much more other than be prepared for your faith to be challenged like never before. Meet me at The Rusty Fist in the Cogs. Soon.
- Tierna
And so my tale begins again.
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Andy Perry
United States Addison Texas
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Name: Ayrien
Race: Razorclaw Shifter Class: Ranger (Hunter) Gender: Male Alignment: Neutral Languages:Common,Elven Background: Feats: Bow Expertise, Weapon Proficiency (Greatbow) Inventory:Greatbow, Dagger, Leather Armour, Adventurer's Kit, Potion of Cure Light Wounds, 5gp
113/120 Arrows
Backstory:
"Come with me lad" were the words that changed Ayrien's life. Growing up a Shifter in a Elven village Ayrien never felt comfortable, never really a part of every day life. While he wasn't mistreated so to speak it was clear to him that he wasn't the same. He yearned to be one of them. Until those fateful words. Etched into his memory was the face that accompanied that voice. Dark weathered skin, silver hair pulled back to show a sharp widows peak, deep green eyes that seemed to pierce his soul without even trying. He had heard of Thaniel but only in hushed tones. Whispers here, rumours there, but nothing substantial. He knew the Hermit lived not too far from the village but had rarely seen him.
Thaniel had been watching the young Shifter for many years. Awarkward, unsure of himself, surrounded by a race not his own. There was a grace within him that Thaniel recognized. The grace of a Hunter. Untrained and raw, yet it was there. Ayrien would be the one who would eventually take the mantle from him.
As his time with Thaniel progressed, Ayrien began to find peace within himself. He stopped trying to be the Elf he thought he should be and became the Shifter he was. Fluid in his movements the Shifter was a born Hunter. He was decisive and swift when called to be, yet thoughtful and thorough when needed to be. Ayrien absorbed all Thaniel had to offer.
The decision to leave the old Ranger's home so soon after he had passed was not easy for Aryien. The village elders expected him to take over from Thaniel. He knew he eventually he would return and take up the old Rangers life of protecting the village and the forest around it. However, Thaniel had taught him to trust himself, trust his instincts, and they were telling him that it was time to move on.
So with his newly crafted Greatbow in his hand and the Elder's angry, hurtful words ringing in his ears Ayrien gave a wistful glance backwards and left the forest.
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Dave Bernazzani (@rpggeek)
United States Plainville Massachusetts
I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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The 4th Edition of the Dungeons & Dragons Roleplaying Game (D&D) carries on the long tradition of the classic game in modern style, with balanced gameplay, new options and refined mechanics. It's high fantasy, with wizards and other spellcasters teaming up with those who wield power through hand and weapon. The heroes pit these powers, their skills and their wits against fantastic enemies and other hazards to win the day - whether that means defeating the evil, protecting the innocent, finding treasure or all three.
As in past editions, D&D is a mixture of combat and non-combat, with roleplaying throughout. Combat takes place in the players' minds, augmented in most cases by a gridded map and an element of randomness provided by dice rolls. Character skills are an important aspect of the game, both in and out of combat. 4th Edition strongly encourages those who referee the game, called Dungeon Masters, to "Say Yes" to player ideas and creativity. Teamwork between players and their characters is strongly encouraged, even when character alignment is other than "good."
The adventure I'll be running is called "Storm Tower" which was written and run by Chris Perkins for Scott Kurtz of pvponline.com, Jerry Holkins and Mike Krahulik of Penny Arcade, and Wil Wheaton of... well I'm betting you know Wil Wheaton. They played it at Level 3 but I will be adjusting the adventure to Level 1. I'll be offering pregenerated 1st-level characters from the first D&D adventure Keep on the Shadowfell.
The adventure is designed for 5, but can be adjusted for as few as 3.
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Dave Bernazzani (@rpggeek)
United States Plainville Massachusetts
I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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The 4th Edition of the Dungeons & Dragons Roleplaying Game (D&D) carries on the long tradition of the classic game in modern style, with balanced gameplay, new options and refined mechanics. It's high fantasy, with wizards and other spellcasters teaming up with those who wield power through hand and weapon. The heroes pit these powers, their skills and their wits against fantastic enemies and other hazards to win the day - whether that means defeating the evil, protecting the innocent, finding treasure or all three.
As in past editions, D&D is a mixture of combat and non-combat, with roleplaying throughout. Combat takes place in the players' minds, augmented in most cases by a gridded map and an element of randomness provided by dice rolls. Character skills are an important aspect of the game, both in and out of combat. 4th Edition strongly encourages those who referee the game, called Dungeon Masters, to "Say Yes" to player ideas and creativity. Teamwork between players and their characters is strongly encouraged, even when character alignment is other than "good."
I am offering to guide a party through a mash up of various published adventures. I am looking for 3-6 people to take up the role of Level 1 adventurers to play in this adventure. I will be offering to build characters for each player, however this is not required. The adventure will take place in the Eberron setting, starting out in Sharn, The City of Towers.
Eberron is a campaign setting for the Dungeons & Dragons role-playing game, set in a period after a vast destructive war on the continent of Khorvaire. Eberron is designed to accommodate traditional D&D elements and races within a differently toned setting; Eberron combines a fantasy tone with pulp and dark adventure elements, and some non-traditional fantasy technologies such as trains, skyships, and mechanical beings which are all powered by magic.
Image (c) Penny Arcade - Go Visit Them... They Rock!
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Dave Bernazzani (@rpggeek)
United States Plainville Massachusetts
I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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Welcome to Athas, a land of harsh survival and savage adventure. The fires of the crimson sun burn hot as your group of vagabonds band together to face intrigue, betrayal, and the beasts of Bloodsand Arena. Can your group survive and earn glory in the world of Dark Sun?
Bloodsand Arena is a compilation of two short adventures for 4-6 players using pregenerated characters, and is meant as an introduction to the world of Dark Sun.
But, what is Dark Sun?
The world of the Dark Sun campaign setting is unique in several ways. Many familiar trappings of the D&D game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that draws on different traditions of fantasy and storytelling. Simple survival beneath the ancient red sun is often its own adventure. Newcomers to Athas have many things to learn, but the following eight characteristics encapsulate the most important features of the Dark Sun campaign setting:
1. The World is a Desert. 2. The World is Savage. 3. Metal is Scarce. 4. Arcane Magic Defiles the World. 5. Sorcerer-Kings Rule the City-States. 6. The Gods are Silent 7. Fierce Monsters Roam the World. 8. Familiar Races aren’t what you expect.
As with D&D, Dark Sun is a mixture of combat and non-combat, with roleplaying throughout. Combat takes place in the players' minds, augmented in most cases by a gridded map and an element of randomness provided by dice rolls. Character skills are an important aspect of the game, both in and out of combat. 4th Edition strongly encourages those who referee the game, called Dungeon Masters, to "Say Yes" to player ideas and creativity. Teamwork between players and their characters is strongly encouraged, even when character alignment is other than "good."
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Jayson Stevens
Canada Surrey British Columbia
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This is what I'm playing for SOPA Wednesday.
D&D Encounters, every Wednesday at Ye Olde FLGS.
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Val Ruza
Canada Elmira Ontario
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Items #2-38 listed in this GeekList (37 4th Edition items, all new and mint condition). Buy It Now: Make an offer!
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Calvin Wong
Malaysia Kuala Lumpur
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Ithayla Aman
Human Wizard Combat -1 Fortitude -2 Reflexes +0 Willpower +4 Hit Points 5 Sanity Points 3
'The Tavern of Falling Leaves,' says Ithy, looking at the sign. Her face peeks out from beneath the embroidery lining her hood. 'Sounds pricey.'
She turns to her (taller) companion. 'How much you got on you?'
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Eric Shearer
United States Loveland Colorado
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This year I received The legend of Drizzt from my wife and I'm thinking I can use it to slowly work my friends into real D&D.
The 4th edition looks like it would be a good place for us to start so any books from that would be a great help =)
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Derek Porter
United States Bangor Maine
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I've posted this in the trade forums and I realize it's a little late, but...
I've got a set of the 4th Edition D&D books, which includes: -Player's Handbooks 1, 2, & 3 -Dungeon Master's Guides 1 & 2 -Monster Manuals 1, 2, & 3 -Manual of the Planes -Player's Option: Heroes of Shadow -Adventurer's Vault -Forgotten Realms Campaign Setting -Forgotten Realms Player's Guide -Player's Strategy Guide
All are lightly used and in excellent condition. We've rebuilt an old campaign in Pathfinder and I simply don't see these getting too much use. So off to a good home they go! I hope!
I'd be happy to send these off individually. I was being lazy and didn't feel like posting an entry for each one.
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Sean Doubt
Canada Vancouver British Columbia
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We got back into our 4e D&D campaign on Friday. Only 3 PC's made it out with the DM, as others had to work late, had family stuff, but one player had a flood in his house from a broken toilet tank leaking all night!!!

We did manage to slay a bunch of baddies and negotiate with a young Dragon that had been enslaved to fight with us against it master. We'll see if the Dragon holds its side of the bargain as I don't trust it!!
(Anxiously awaiting the pre-release of Star Wars: The Old Republic later this week )
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Ant Brooks
South Africa Madibeng North West
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D&D 4e
The cosmology of the D&D 4e is a radical departure from the 1st Edition/2nd Edition/Planescape/Spelljammer model. It doesn't have crystal spheres, wildspace or the phlogiston. It does still have spelljammer craft though. In the Manual of the Planes, they are described as flying vessels powered by spelljamming helms, and they have the ability to shift between planes. There is even a vehicle stat block for a typical Spelljammer (a "Gargantuan Vehicle") at the back of the book.
The theme of planar ships is expanded on in The Plane Above: Secrets of the Astral Sea, and there are some excellent ship illustrations which would be easy to steal for a Spelljammer campaign.
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