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							<channel><title>New Posts For Thread: What houserules for a new 2e campaign?</title><link>http://community.wizards.com/go/thread/view/75882/29387023/What_houserules_for_a_new_2e_campaign</link><description>I'm an experienced DM and I'm looking at running an AD&amp;D 2nd edition campaign starting in the new year. I both played and DM'ed 2e extensively, but I've been a 3.5e/4e player and DM since those editions released and I've forgotten a lot about the 2e</description><item><title>I liked the Dragonskull Throne module.  Most of it took place underwater, but it was made for land-based PCs.  It's an interesting way to introduce a new environment, at leasr.</title><link>http://community.wizards.com/go/thread/view/75882/29387023/What_houserules_for_a_new_2e_campaign?post_id=524306083#524306083</link><description>I liked the Dragonskull Throne module.  Most of it took place underwater, but it was made for land-based PCs.  It's an interesting way to introduce a new environment, at leasr.</description><pubDate>Wed, 19 Sep 2012 23:43:12 -0500</pubDate></item><item><title>I second this one wholeheartedly.The adventures within it take PCs from level 1 to level 10 and above. It is also made to be dropped into basically any campaign setting (with the exceptions being extreme ones like Dark Sun, but even then it's possibl</title><link>http://community.wizards.com/go/thread/view/75882/29387023/What_houserules_for_a_new_2e_campaign?post_id=524303085#524303085</link><description>I second this one wholeheartedly.The adventures within it take PCs from level 1 to level 10 and above. It is also made to be dropped into basically any campaign setting (with the exceptions being extreme ones like Dark Sun, but even then it's possibl</description><pubDate>Wed, 19 Sep 2012 20:35:04 -0500</pubDate></item><item><title>Night Below. A module worth looking into I think.</title><link>http://community.wizards.com/go/thread/view/75882/29387023/What_houserules_for_a_new_2e_campaign?post_id=524301927#524301927</link><description>Night Below. A module worth looking into I think.</description><pubDate>Wed, 19 Sep 2012 19:38:55 -0500</pubDate></item><item><title>A great module that can be altered a little bit to be a good group-geller/starter is Curse of The Azure Bonds. I used to mod it and use it as a first adventure, and it did a good job of bringing the players together as a cohesive unit.</title><link>http://community.wizards.com/go/thread/view/75882/29387023/What_houserules_for_a_new_2e_campaign?post_id=524298633#524298633</link><description>A great module that can be altered a little bit to be a good group-geller/starter is Curse of The Azure Bonds. I used to mod it and use it as a first adventure, and it did a good job of bringing the players together as a cohesive unit.</description><pubDate>Wed, 19 Sep 2012 17:14:03 -0500</pubDate></item><item><title>The first that comes to mind is ignoring ability maximums and level caps on female PCs. Also ignoring level caps on nonhuman PCs.</title><link>http://community.wizards.com/go/thread/view/75882/29387023/What_houserules_for_a_new_2e_campaign?post_id=524297419#524297419</link><description>The first that comes to mind is ignoring ability maximums and level caps on female PCs. Also ignoring level caps on nonhuman PCs.</description><pubDate>Wed, 19 Sep 2012 16:24:42 -0500</pubDate></item></channel></rss>
