Thursday, June 09, 2005

Green Ronin continues to kick ass

Green Ronin Publishing is proud to announce to upcoming release of the True20 Adventure Roleplaying game. Based on the innovative new rules system from Blue Rose, our Roleplaying Game of Romantic Fantasy, True20 provides a complete set of rules for fast, easy, and fun adventure roleplaying. All you need is a single 20-sided die to play, and the system guides you through the process of creating your own heroic character, with plenty of options to choose from, letting you create the hero you want to play! True20 Adventure Roleplaying will be available next week in PDF format from RPGNow. Whether you are an experienced roleplayer or just looking for a new, simple, and fun game system, True20 is roleplaying done right!

I'd like to get True20 Adventure but I'm afraid it will just sit next to Castles & Crusades collecting dust.


  1. Heya Jeff,

    Come on, buy know you want to...:) Sorry to hear C&C is gathering dust. I'm actually finishing up reading it (most of it...I skip the spell descriptions and some of the class descriptions) and like it...I like the fact that combat looks more streamlined and that I could whip out some NPCs quickly...every time I read the 3rd Ed. PHB I get the heebie jeebs thinking about creating the NPCs/Monsters and the time it will take me to do it.

  2. Well, I'm making a concerted effort to actually do all the prep work that goes into making 3.5 fly. I've secured some largish modules to help out, and some free softwares (PC Gen, for instance). I don't like the fact that I need this stuff to make the new D&D work, but at least I'm making some progress.

  3. What are the largish modules you are considering using?

  4. I've got a three-pronged strategy going. Goodman Game's Dungeon Crawl Classics #14: Dungeon Interludes provides a sort of overarching theme good for about 13 levels. The product is called "Interludes" because you are supposed to run other stuff between the various chapters of the plot. That stuff in between will lagrely consist of the other two products. First off I'm using AEG's Adventure I, a large compilation of their "Adventure Keep" pamphlet modules. Each module is geared towards one session of adventuring. The compilation is updated to 3.5 standards, better edited, and with some additional material. Finally, I wanted a bigass dungeon good for mutliple forays. For that I turned to Necromancer Games. I'd like to use the forthcoming Rappan Athuk Reloaded, the 3.5 all-in-one book revamp of their most popular dungeon. Until that comes out I've got another Necromancer product: The Tomb of Abysthor. Sprinkle in some Dungeon adventures, maybe a converted 1st edition module or two, and *gasp* some original material and I ought to be good to go for a while.

  5. Funny that I had a similar lineup, the only one I didn't have was DCC #14...I own the Absythor and Rappan, what do you think of the Adventure I compilation? Also, I haven't really looked at 3.5 too it worth it to go from 3 to 3.5 (if I already have alot of 3 material)? Is it hard to uprgrade/downgrade?

  6. I've played in several sessions of a campaign that uses only Adventure Keep pamphlets and have had a darn good time. The DM complained on more than one occasion about shoddy editing though. I've run one installment from the compilation and it went fine. Thanks to my DM lending me a copy I also compared the compilation's version to the pamphlet version. Several little gaffs are corrected. Overall Adventure I looks like a solid B effort, but I haven't read it cover to cover yet.

    I only got into 3.5 because I wanted to try Living Greyhawk. I didn't own that much 3.0 material so it wasn't a terrible transition for me. But if you're happy with 3.0 and know what you want to do with it, then upgrading would probably be gratuitous. There aren't enough changes to really justify it on strictly mechanical grounds. Hell, you could probably get away with mixing and matching like I did with 1st & 2nd Advanced. Abysthor is 3.0 and I don't see any critical issues with running it for 3.5 PCs. In that Adventure Keep campaign I mentioned above I'm pretty sure some players are using 3E PHBs while others have 3.5. I've seen no real problems from that. Of course that DM isn't a game mechanic fetishist like many roleplayers I hang with.

    That's my 2 cp at least.