Once I agreed to help Colm playtest a new Star Wars roleplaying game on the condition that I could play a Jedi with the ability to turn into a shed at will. Of course, as soon as I turned into a shed he informed me that I'd forgotten to stipulate the ability to turn back again. Then the game stopped being fun and I left. The end.
A strong contender would have to be a Vampire LARP I was in a few years ago. My character, Jonathan Flyte, started as a brash, iconoclastic, rebel (a young anarchist dance music and electronics loving chaos magician in a house of mostly old, ultra-hierarchical, and conservative magicians), out to prove his worth and independence -- and a couple of years of game play later, was a sometimes brutal enforcer of the established order, his old ideals quite thoroughly compromised (or perhaps just his old brash immaturity and posturing worn away by responsibility and necessity
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There are two I found most enjoyable, and both I played around the same time.
Leonard's Saviours of Dol Sallac is the first. I think it was Saviours, anyway. Whichever one I played Branoic the Lion, the paladin that wasn't a Paladin.
The second was your Star Wars d20 campaign, where I played the Miraluka Force warrior (whose name now eludes me).
I found them both very enjoyable because the storylines were very energetic. My characters could face the challenges thrown at them head on. Although they weren't the best in every situation, they were both given their time to shine.
It was the Chronicles of Tarith Morn. Saviours was the sequel campaign.
Chronicles certainly had by far the most satisfying ending of any campaign I've played. The story was really good too, but for me, the way that it all wrapped up with everyone doing something different, memorable and significant is what makes it stand alone in my experience. The way that the characters' legacies were reinforced in Saviours made it even stronger.
A 'friend' I gladly fell out of contact with called Steven (great DM on this occasion, fucking HORRIBLE as a fellow PC) ran a Darksun campaign once. I was playing an elf wizard/psion. Nothing outstanding really, I got to do the typical Darksun rules-raping you had to indulge in to survive, and lots of strange customisation, fair bit of roleplaying, was a character concept I'd never touched before or have since. Don't really know why, but that campaign was fucking awesome.
Think the DM's grasp of the setting is a very big factor.
Probably Deus Volte, your first campaign. I played Sam Tyrrell, a Catholic priest in a world where that meant something, who started out kind of overzealous and unimportant but gradually became a sort of saviour figure through consistently making hard decisions. The game was great for a lot of reasons - the investigation-type story, the setting and plot that inspired a lot of philosophical and theological discussion, and the wonderful way the personalities of all the players meshed together (even though some were completely dysfunctional people
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Leonard's Saviours of Dol Sallac is the first. I think it was Saviours, anyway. Whichever one I played Branoic the Lion, the paladin that wasn't a Paladin.
The second was your Star Wars d20 campaign, where I played the Miraluka Force warrior (whose name now eludes me).
I found them both very enjoyable because the storylines were very energetic. My characters could face the challenges thrown at them head on. Although they weren't the best in every situation, they were both given their time to shine.
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Chronicles certainly had by far the most satisfying ending of any campaign I've played. The story was really good too, but for me, the way that it all wrapped up with everyone doing something different, memorable and significant is what makes it stand alone in my experience. The way that the characters' legacies were reinforced in Saviours made it even stronger.
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Think the DM's grasp of the setting is a very big factor.
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