D20 Crossover


Title
Game Masters
Players

Game Information
  • Created Mar 28 '12
  • Last Post Jun 16 '12 at 4:47pm
  • Status Complete
  • System D20 Modern

Game Description

Crossing Over


In April 2012, in a world almost entirely like our own, a US army company sets out to establish a new forward operating base in the wilds of Afghanistan. Halfway to their destination, on a road truly in the middle of nowhere, the sky erupts in a cloud of dust. This sandstorm, concealing and smothering, crackling with power, is completely unlike anything the Company has ever seen. In a moment, everything goes dark. They awake in a foreign land, more different than they could imagine in their wildest dreams...



This is a campaign I've been wanting to run for quite a while now. In the most basic sense, it's d20 Modern characters thrust into the "generic" D&D 3.5 setting. While that may sound simple, I think the RP potential is massive. You'll be reacting to these mystical creatures and magical abilities in much the same way as you would yourself.

Your characters will be members of the 1st Special Forces Group (out of Fort Lewis, WA), a small unit temporarily traveling with the Company before meeting up with the rest of your battalion further north. Of course, things rarely go according to plan. The Company is very well-equipped, and will basically be around to back you up throughout the campaign as your unit goes off on adventures.

I won't be emphasizing military realism in the campaign (particularly in your relationship to the rest of the company), but I'll leave it up to you to decide how you handle intra-party organization. You can go realistic or cinematic, I just ask that the whole party sticks to it.

While you'll start the game as fairly traditional soldier-types, there will be a lot of room to expand once we get going. Magical advanced classes, D&D feats, and possibly even modified D&D prestige classes will eventually become available.

This campaign will be loosely structured. I have the first few encounters planned, as well as the main plot, but most of the game will be player-directed, through both in-game choices and OOC suggestions. I'll be using some (heavily modified) pre-made modules as well as homemade ones.

I'd like this game to be fairly fast-paced, but I'm sure that the posting schedule will work itself out as we go along. My only firm rule is at least one post per week, or I'll consider you to have abandoned the game. Obviously, if you let me know you'll be gone and when you'll be back (and stick to it), there won't be a problem.

A little about me: I've been playing and running RPGs for about 12 years now, although I took a break for a couple of years and am only now getting back into it. I started with a system of my own design (stupidly simple as I look back on it), before moving on to GURPS, 3.5, and finally d20 Modern. I prefer play-by-post to tabletop, and really miss the good old days on the d20 Modern forums on Wizards.com. I live outside of Seattle, WA and mostly post in the evenings and weekends. You can call me "Scary."

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