In which we discuss the history of AD&D through to Pathfinder and its impact on what one could play over time. In the early days of D&D, there was no rhyme or reason about how strong one thing might be against another. In the early days you could play a 'young' balor (demon) as part of the PC party. Later, with D&D, you could play were dragons, faeries, or other creatures of all sorts (BECM), and by the time AD&D came around there were half-ogres, drow, and a variety of other creatures of varying power. With 2nd edition AD&D, things became a bit more formalized. Level Adjustment was added to the mix, increasing the effective level of a character by their race. If you were strong enough, you were treated as one or two levels higher to determine how much XP you needed to level. This carried on into 3rd edition AD&D, which allowed players to play stronger characters at the cost of slower level growth. Then we get into Pathfinder. Here, level adjustment was ...
A Review I've had the luxury of picking up pretty much every one of the current e20 books by Renegade Studios -- including GI Joe, Transformers, Power Rangers, and My Little Pony. Because of the campaign I ran, I'll mainly focus on the first three, but you can expect that my comments would hold true for MLP as well. For this review I'll be using short form from time to time: GIJ: GI Joe, TF: Transformers: PR: Power Rangers, MLP: My Little Pony, and CRB for 'Core Rulebook'. So where to begin. Renegade Studios is using what they call the Essence 20 or 'e20' engine. Each of the game books uses the same engine, allowing for ease of play and of bringing one's characters from one setting to another (or fusing the settings together). Because of the order the books came out (I believe PR, TF, then GIJ) there are some slight bits of difference in the mechanics as Renegade got more comfortable with the engine and had a few more months or more...
World Building The short of it is simple: we love world building. We are fascinated by culture, religion, magic, and how this all intersects. What's the point of having a campaign if the characters aren't given the chance to immerse themselves in some aspect of the society they're in or reflect where they're from? We're really not that interested in lots of combat, or delving into dungeons, or world-shaking plots. We're really interested in looking at the cultures of the people around us, what the local faiths are and how they're reflected in the culture, and how these reflect the style of magic used by the local cultures. We're not interested in generic magic or generic faiths or in a culture which matches every other culture in every other fantasy game out there. If it's vanilla, something's missing. For an example? Well. We've a campaign world, Inspiritus . We've not had a chance to run things in that world in over 30 years, but we...
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