And I return one month later, jeesh...
Now then, when I mentioned "gamming" as part of my interests I probably should have mentioned that this includes both digital and more tradititional game with physical supplements. And yes, that also includes tabletop roleplaying games, though this part of my hobby and interest is relatively new. And yes, it also includes "Dungeons and Dragons" games.
The first version that I've ever been acquanted with was 3.0 and 3.5 version of the games in the form of videogames like Icewind Dale II and Pool of Radiance, but I've never actually gone far in those games. Neverwinter Nights, however... that is one of those games that I return to from time to time. Well, I, actually, replaying right now, but I digrace...
The point is, that I was introduced to a particular part of the hobby during the 3.0-3.5 era, but since I lived in the area where this hobby wass not known at all I was left with playing only the digital solo manifestations of this gameset and rules.
Years later I had a few good runs paying the the later incarnations of the gameset as it intented with a party. But, sadly, it didn't sttuck for long. And to be honest, I'm not a very good teamplayer or an interesting gamemaster. Though I got to say that I've foun myself GM'ing more than playing. Life and work never alowed me to indulge with this game in its full. And as such I started to look at the today's incarnations of the hobby from the point of solo gaming and trying to build the coherent game experience for this one party-less guy. The only problem I had was that the gameset's modules and adventures of late incarnations of the hobby (Pathfinder and D&D 5, specifically) are not exactly intented for the solo playthrough where the player is also a gamemaster, the experience leads to a lot of spoilers which could kill the mood. Sure there are also a lot of gamebooks around, but the problem is with me loving them they are all pre-programmed and tend to have a lot of "rock falls every dies" entries, which I tend to stumble upon while reading-playing such books... A lot. They don't have this chaos and the crazy shenanigans that players can come up with changing the flow of the game in a new direction.
A few years back I've found a few good suggestions about how to deal with Lone Wolf gaming experience fruitfully and soon enough the book "Scarlet Heroes" appeared in my life.
A wonderfull book to someone who has no permanent group or lot's of time to play. And though the book was rather compelling and the generators were exactly what I needed and a step forward from the ordinary charts of random (and sometimes awkward) encounters. But the setting of Red Tides didn't grab my attention back then.
So, I started tinkering. I'll tell you how "well" it went next time.
Now then, when I mentioned "gamming" as part of my interests I probably should have mentioned that this includes both digital and more tradititional game with physical supplements. And yes, that also includes tabletop roleplaying games, though this part of my hobby and interest is relatively new. And yes, it also includes "Dungeons and Dragons" games.
The first version that I've ever been acquanted with was 3.0 and 3.5 version of the games in the form of videogames like Icewind Dale II and Pool of Radiance, but I've never actually gone far in those games. Neverwinter Nights, however... that is one of those games that I return to from time to time. Well, I, actually, replaying right now, but I digrace...
![]() |
and the Holy Spirit |
![]() |
... The Son |
![]() |
The Father... |
The point is, that I was introduced to a particular part of the hobby during the 3.0-3.5 era, but since I lived in the area where this hobby wass not known at all I was left with playing only the digital solo manifestations of this gameset and rules.
Years later I had a few good runs paying the the later incarnations of the gameset as it intented with a party. But, sadly, it didn't sttuck for long. And to be honest, I'm not a very good teamplayer or an interesting gamemaster. Though I got to say that I've foun myself GM'ing more than playing. Life and work never alowed me to indulge with this game in its full. And as such I started to look at the today's incarnations of the hobby from the point of solo gaming and trying to build the coherent game experience for this one party-less guy. The only problem I had was that the gameset's modules and adventures of late incarnations of the hobby (Pathfinder and D&D 5, specifically) are not exactly intented for the solo playthrough where the player is also a gamemaster, the experience leads to a lot of spoilers which could kill the mood. Sure there are also a lot of gamebooks around, but the problem is with me loving them they are all pre-programmed and tend to have a lot of "rock falls every dies" entries, which I tend to stumble upon while reading-playing such books... A lot. They don't have this chaos and the crazy shenanigans that players can come up with changing the flow of the game in a new direction.
A few years back I've found a few good suggestions about how to deal with Lone Wolf gaming experience fruitfully and soon enough the book "Scarlet Heroes" appeared in my life.
A wonderfull book to someone who has no permanent group or lot's of time to play. And though the book was rather compelling and the generators were exactly what I needed and a step forward from the ordinary charts of random (and sometimes awkward) encounters. But the setting of Red Tides didn't grab my attention back then.
So, I started tinkering. I'll tell you how "well" it went next time.
Комментариев нет:
Отправить комментарий