I have a somewhat disjointed site up for my "Monsters of the Midway" campaign. I need to organize it a little better. Still, I've got the general look I was going for. I think that in Call of Cthulhu fashion, spells and objects of power can be found in game, but to use them beyond that particular scenario the players will have to pay for them with xp. And the only way to learn new magic is to find it; You can't "make" new spells.
I can't be the only one who has wondered just how long they can keep doing this hobby? At 38 (nearly 39) aren't I near some kind of imperative to quit fantasizing and start living? On the other hand, I see the rest of my gaming group, of which I believe I am the second youngest. If these guys are in their 40's and have no qualms about swatting bad guys at that age, why do I have trepidation? Perhaps it's that so much of my off-time goes into it. They all have wives, ...
Oh, it took me back. Though I remembered little of the game, I looked forward to playing it when I heard a 4th edition had finally been set up by Black Games. Our GM proferred a copy and following our first RPG session in 3 months, we decided to break it out and play. As the Dwarf, I was pretty hapless, as was the minstral played by another player. The real battle was going on between the Ghoul, the Prophetess (and her ever-regenerating spells) and the Thief... who took plenty ...
Until just now, I wasn't even aware we had Blogging capability. Guess I'll write something about the campaign I'm designing. Monsters of the Midway "Monsters" May be a slight misnomer. Stealing elements of HBO's Carnivale and Bradbury's Something Wicked this way Comes, this is essentially a campaign of low level magic based around a traveling circus troop. It's 1934. The great stock market crash is a few years in the past but the great depression ...