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Hall of Fame Nominations 2021
It's that time of year again, time for one of the most anticipated events in the RPG Crossing calendar. It's time for the Hall of Fame! Seconding nominations should contain their own nomination and description so that the thread isn't cluttered with people just posting "I second this!" Nominations that are a simple 'I second this nomination' will be deleted. Please do not "third" or "fourth" or "fifth" a nomination. It's annoying. Two is plenty. Q & A
Last edited by Aethera; Mar 17th, 2021 at 12:23 PM. |
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Name: The Knick Knacks of Doom: Trinket Hunters
DM(s): DraconigenaArma Current Players: dbaque, goplayer7 Previous Players: Cancer, Jocularity, DoubleL1987, The Iron Dragon, Numen Wraith, dragune185, brann miekka, MagicallyMusing, Valistar, Bio Reasons for nomination: The Knick Knacks of Doom began in 2012 and has been running for nine years. Not only does it have an impressive longevity, but it is actually in the final stages of the final chapter. Though I have revised and re-written the story over the years, and the end of the campaign is not what I originally envisioned when I got started, the Treasure Hunters campaign of the Knick Knacks of Doom world is actively doing what no other game I’ve ever been in has done: it is finishing. Not dying, fizzling out, or petering off into nothingness: the story we started almost ten years ago is going to come to a resolution and the campaign won’t have just stopped, but it will be over. This game has endured. I have changed careers, multiple times, joined the Army, left the army, suffered tragedies, and experienced elation. The game began on a website named DnDO and now it’s on a site named RPGx. It started as 3.5 and now it is Pathfinder 1e. Not only has it been played through for so long, it has maintained the attention, interest, and activity of players for years, including a member of the original party seeing the game all the way through to the end. It is the fourth most posted in Pathfinder game on the site, has had threads in the year-end top lists multiple times over the years. The players in the game have been active members of the game, and the site to include Easter Egg Hunt Champions and Post of the Month winners. What I enjoy most about the Knick Knacks of Doom is how it has explored and championed the unique, literary aspect of roleplaying games which play by post can do in a way no other medium can. In this campaign I have been able to experiment with and perfect many cultural norms which enterprise on the aspects which can only be done through play by post gaming. Knick Knacks of Doom has shown collaborative storytelling can be done with game systems as a framework, and not a goal in and of themselves. In the game style I laid out with Knick Knacks of Doom I have found players are more inclined to spend time on side stories, puzzles, interpersonal conflicts, and the like without using these side quests as mindless experience grinding. The Trinket Tavern is a thread dedicated to side plots and conversations which may stall the game. Non-combat adventures have as much bearing on their character as combat ones. It has had a positive impact on exploration of the campaign, since playing two or three combats can happen in a day at the table but one combat can take weeks on site. Knick Knacks of Doom has become more than a long story, it is a dense and complex tale with personal stories, parallel plotlines, recurring characters, love interests, and a wealth of established and ever-expanding lore. I have experimented with many ways to balance story and action in a play by post environment to make the game flow while remaining engaging and challenging. KKoD has a unique world, with exclusive cosmos, calendar, and topography. The effects of the campaign have influenced the backstory and lore of the campaign world, and influenced the events of other campaigns set in the future of the same universe. This custom world has provided room to build and explore off-shoots and side games over the years. The disc has hosted off and on again projects such as the Rabid Halfling Swarm and the Ultimate Dungeon. The custom world has been further explored and expanded on by players who have taken on projects for themselves, creating art and stories of their own to flesh out the world. I take it as an honor, and a rare treat, to see players taking ownership over seeds I have planted. Despite any changes or theory I impose upon the game, much of it has flourished because of the enthusiasm of the players embracing the concepts. Their influence is much of what makes this game one of my favorites despite its slow nature now. My experiences on this site has shown "build it and they will come" is insufficient to make a game great and enjoyable. It takes players who run with these ideas and make them their own to go from playable to incredible. I love how my players care about the ramifications of their actions, and not because I demand they do so. More than any other game I have participated in Knick Knacks of Doom is the epitome of collective storytelling over mindless gaming and all I did was open the door for my fantastic players to take my ideas and improve on them.
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Current Games: By Your Own Grace, The Knick Knacks of Doom: Fated Children & Trinket Hunters, The Tomb of Xhancar Ckancil Open to invitations. Last edited by DraconigenaArma; Mar 16th, 2021 at 11:41 PM. |
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Name: Reluctant Heroes
https://www.rpgcrossing.com/forumdisplay.php?f=17130 Game Setting: An alternate timeline 13th century Earth where the current age was preceeded by Robert E Howards Hyborea and JRR Tolkeins Middle Earth Longevity – The game has been on RPG Crossing since 2018, but the gameworld has been in play continuously since the 1980's, and the game has been online since 2002. DM(s): the game has 3 DMs Rasgorn(Sr DM), Horseman(game designer), Gibbon(the rudder), Current Players: Players in Reluctant Heroes: Reasons for nomination: Reluctant Heroes integrates the old-school spirit of gaming and fantasy adventure while using a homebrew system to mechanically integrate different versions of D&D; focusing on the story, using historical and fantasy sources as a backdrop, to build a shared world and community. 1) Unique Setting - The game blends historical facts with fantasy; Feudal nations and structures resemble the real 13th century Europe, but are tweaked just so in order to allow for creativity and fantasy adventure—yes, there are Magyar tribes, but they are hobgoblins; yes, fierce Welsh warriors exist, but they share their heritage with burrow-dwelling halfling farmers, Edward Longshanks has just signed a treaty with the Elves for joint rule of Albion, The Blue Wizard has returned from the east and is searching out artifacts in Flanders, Hobgoblin Magyars rule over much of Germania after their successful invasion, these are a few of the subplots the players navigate in the game. 2) Game Community – This is a game of interlocking scenarios that weave in out and out of each other as times passes. Every year in December, all the characters join in a common thread for a Yule celebration, there is drinking, storytelling, poem, song and contests, this year thre was a wedding of a player character and NPC. The event builds a lot of commaraderie and shared memories. Often players discuss what they have learned in the last year, perhaps build new a new adventuring parties, and sometimes devise strategies to defeat a particular enemy. 3) Depth of the Game World - Players actions, successes and failures affect the course of the game over the long haul. Characters actions from 2004 in real time, continues to affect the game in 2021. In game time 1275 (2004 real time) Percy Trapspringer planted a magical seed, Illian only recently found the tree that grew from that seed in the game today 1297 (2021). Links: Reluctant Heroes has players spanning a wide range of levels, the links are good examples of the game play, writing and shows both low level and high level campaigns. Last edited by Horseman; Mar 17th, 2021 at 10:57 AM. |
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Nomination HoF
Last edited by MoonZar; Mar 24th, 2021 at 07:32 AM. Reason: illegal third link |
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![]() Name: The Founding DM(s): Wodine Current Players: Gulvor - Black Jim Jurgen Bauer - Crocodile Kyarek Ironheart Ziether Corrivander - Squeak Kayal - Thaco Uncle Istvan - ManicMonky Theo's - Imveros Adeena Flokart - Jarl11 Catrin Gantzlan - dalarangreen Hawke Amill - Seekr34 Previous Players: Raelia Auldiven - PopCultureBard Cina O'Shami - AximusLokar Ranor Durant - DraconigenaArma Avaline "Whisper" Leafsong - Firecat Reginald 'Reggie' Miller - taleteller50 Senieth Ros’linor - Sarsprilla Zenevieva Sileny - Cristal08Darkmoon Reasons for nomination: "The man who moves a mountain begins by carrying away small stones." - Confucius Wodine opened their ad with that quote, and I couldn't think of a better mission statement for what we've done over the last two and a half years than that. They built a living, breathing world littered with shiny stones pulled right from our backstories. Not only that, but the moment we move one stone, we uncover three more begging for our attention. NPC's introduced as villains so full of life that, through RP, become trusted misunderstood friends (The Colonial Governor). Vibrant custom Pantheon's begging for unique methods of worship (My name for them, not Wodines XDThe Many and The Few). Complex combats with multiple layers and nail-biting difficulty (Just read that fight below!). Then we move those stones to make the world our own! On the practical side, Wodine has kept us focused and motivated for several years. Every member of our current team is an original selection. That shows you the kind of dedication this game fosters and Wodine's character selection prowess to make the most tightly knit game I have the pleasure of being a part of. We have phenomenal group chemistry in and out of character, with similar writing and posting styles. Hopefully, you all enjoy reading Wodine's world as I've had living in it! Links:
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No trees were harmed in the creation of this message, but a large number of electrons were terribly inconvenienced. Last edited by Aethera; Mar 17th, 2021 at 12:22 PM. Reason: illegal third link |
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Madquitex Eglantine. In the game Barovia Wants You!, MadEg is possibly a key to the entire plotline as the Lost Soul of Barovia, or she's just another cute sidequest lizard baby—the party is still trying to figure this out.
Name and Link: Barovia Wants You! DM: Exfilia Current Players: Another Dragoon (playing the Reasons for nomination: What does it take to sustain an adventure of 2,972 IN-GAME GAME-THREAD posts in a period of only 365 days? The ongoing game of Barovia Wants You! thrives on richly written daily posts that explore the depths of Curse of Strahd and expand the popular 5e D&D module's lore.
Links: A Ceremonial Healing, A Ceremonial Fortune Telling This section of posts begins after a battle with a coven of hags. The party has survived, but caused considerable damage to the surrounding forest, straining relations with a flock of helpful ravens as well as an encampment of wandering travelers known as Vistani. To make amends, the party's wood elf (with surreptitious help from the party's sorcerer) leads a tree-healing ceremony that appeases both birds and humans. In fact, Madam Eva, the powerful Vistani matron, is so pleased that she grants the party an audience and gifts them a ceremony in return—the iconic fortune-card reading at the core of the module. This series of posts demonstrates how the game weaves unique twists around a standard plot element and reveals the individual character of each PC as they react to the card-readings. Sacrifice a Cleric, Escape from Ravenloft This is another classic Curse of Strahd scene with a twist. Count Strahd has invited the players to his castle for a bizarre dinner that is half-courtesy and half-condescension. Given free rein to explore, the party stumbles upon a teenage village girl who has been seduced away with books suspiciously resembling The Twilight series and the mystique of Barovia's ultimate bad boy. It's an age-old, tawdry tale and her impending corruption is all too apparent. This sequence of posts begins with the girl, Gertrude, defying the party’s concerns and forcing the party to employ logic, pleas, warnings—and finally a chamber pot to the head. Strahd's return, however, precipitates a hasty rescue operation that causes the party to sacrifice their cleric and a celestial familiar, who makes a valiant last-ditch—but ultimately doomed—show of resistance.
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Last edited by bananabadger; Mar 28th, 2021 at 10:53 PM. |
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Name: Reluctant Heroes Second to Nomination
https://www.rpgcrossing.com/forumdisplay.php?f=17130 Game Setting: An alternate timeline 13th century Earth where the current age was preceeded by Robert E Howard's Hyborea and JRR Tolkein's Middle Earth Longevity – The game has been on RPG Crossing since 2018, but the gameworld has been in play continuously since the 1980's, and the game has been online since 2002. Reason for Seconding Nomination I second this nomination. I am one of the newest members of the Reluctant Heroes family, but I am not new to RPGs. I played D&D when it was an index and supplement in a game called Chainmail. When the first boxed set came out I rushed to buy it and I have been playing D&D and other RPGs ever since. In those 46 or 47 years I have played a lot of campaigns, from those developed by Gygax and Arneson to ones developed by a local DM. Some were incredible and some not so much. In Reluctant Heroes, I have found a campaign that not only has longevity, but is incredibly well managed and well mastered. By the last I mean the DMs have created a believable world where it is familiar in that it is 1200s Earth, but the history has been merged with JRR Tolkein's Middle Earth and Robert E Howard's Hyborea. I feel like I know the history and the lands but there is just enough I don't know, and that my character doesn't know, to make things tense and exciting, and isn't that what we all crave. On top of this there is a team of DMs who are incredibly talented. You can have a great campaign but if the DMs are bland the game becomes bland. These DMs are anything but bland. They weave the actions of PCs and NPCs together with care and make all actions believable. You have to role play rather than roll play to be successful. And when they describe scenes it's like reading a great book, you are part of it. I sometimes feel like I'm living in an alternate aspect of the Silmarillion while I play this game. There was even a wedding recently where a PC married an NPC. Lastly, I said something in my first paragraph that I need to emphasize, this is a family. Some of the players have been playing this game since its inception. They have moved the needle and changed history. But they also have lower level characters and they play them as if they are young and without using the player knowledge that would make them overpowered. These same players are incredibly helpful to new players. The site is set up with a thread where we can all get together and chat. We talk about real life as if we were siblings. There are also one off scenarios where all the PCs get together to interact, like during Yule, which I just missed. All in all, this is the best thought out and run campaign I have ever had the good luck to be a part of. Again, I heartily second this nomination.
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”Come back carrying your shield, or on it.” ἢ τὰν ἢ ἐπὶ τᾶς Last edited by Ildrahil; Mar 18th, 2021 at 03:59 PM. |
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Name: Contagion: Find a cure before it's too late
https://www.rpgcrossing.com/showthre...72#post8919872 DM: From the 80s Players: penbeast0, bananabadger, the Rat Queen, Don Cricri, HogwartsDragon Reasons for nomination: Truth be told, it's one of only two games on this site (out of close to 100 that started) that carried through to a conclusion. It had been announced as a short run game in the announcements and only lasted 4 months. But it was a blast; it pushed the action and provided a feeling of urgency and impending doom using the disease and exhaustion rules. Combine that with a lighthearted and fun group in a dark and depressing situation and we had a really fun run. Links: https://www.rpgcrossing.com/showthre...=197730&page=5 Start with the GM post about halfway down the page. The GM had set up a series of skill challenges, made increasingly difficult as we lost attribute points to the disease and started to be hit with exhaustion as well. This challenge was to come up with a plan to cross the one bridge across a deep ravine with a goblin army on one side and an orc army on the other side. Rule #1: No plan survives contact with the enemy, especially if it relies on goblins being intelligent and predictable. Rule #2: Roll with it, improvise and keep going! Everyone had a part. Things got darker later, but the lighthearted banter and teamwork never really failed us even when we were down to 3 living wasted characters trying to hold off the zombie apocalypse while barely able to stand and losing everyone but 1 in the final battle. It was NEVER a sure thing, and never felt either easy or impossible. Good times. Last edited by penbeast0; Mar 20th, 2021 at 03:33 PM. |
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GM of Uncaged: Found Family, a folklore-inspired D&D 5e one-shot adventure. Last edited by Wynamoinen; Apr 2nd, 2021 at 07:29 PM. |
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"Kill them all!" |
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![]() Last edited by Marshmallow; Mar 30th, 2021 at 11:36 PM. |
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![]() ![]() Dramatis Personae
DaysUntold as the Dungeon Mistress A city goes missing off the face of Faerun. Will Baldur's Gate be the next target? Xenophobia erupts during a refugee crisis, and a city already on the edge threatens to topple into the Nine Hells themselves. Baldur's Gate: Descent into Avernus is an adventure of dark temptation and unlikely redemptions, with the immutable DaysUntold at the helm. She is our steadfast leader, maintaining our interest and keeping us going. She gives us fantastic NPCs as foils, a fully-realized setting, and more impressively, she is running two groups. If that's not impressive, given that we're basically at the same point in the adventure and she has to maintain two separate continuities, I don't know what counts as impressive. Days has fully fleshed out the city of Baldur's Gate, making it reactive to us as players. Dark forces are at work and we are all of us deeply curious and ready to dive into Hell to find out more. Maybe you can dive into Hell with us, too.
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