I've started to do a little campaign revival, reboot, what have you. I'm looking back at the Thranconia Campaign, of the notorious Low-Rollers fame. I'm going to re-vamp the house rules a bit. I've already made the hex-map seen above to replace the hand-drawn map.
I'm doing a lot of work on the Thranconia wiki, adding stuff for a new campaign: THRANCONIA WIKI
My general idea is to not make this our regular Sunday game, but instead make it a side-game. I might do some solo games, and some side games other than our usual time. I'm going to try to use one of the West Marches concepts of not having a "game night" for this game, but rather playing when I can and anybody feels like it, probably mostly virtually. Maybe I'll have "Old School Saturday" or something if it seems worth it.
Campaign management, I'm going to try to keep the game calendar and the real calendar in as close alignment as possible, at least to start, if things take off in some other direction, I'll change things.
A few things I'm going to test out. Thief Skills: instead of the d100 traditional style, I'm going to rip off the Gangbusters Game I reviewed below. Roll a d6 for each thief skill, don't get a 1-2. I'll increase the die roll to 1d8, don't get a 1-2, at a higher level etc. I've also created a series of general adventurer skills that work on a similar system that people can take (not nearly as many as a thief gets). I don't want to skills for everything--no riding, athletics, lore, profession, etc, just cool stuff you need on an adventure.
Lots of ability checks (1d20, Ability Score or less) for trying basically anything you can think of.
More late.