Yeah, that’s me. I’ve been running a homebrew Final Fantasy d20 game since 2004 for four players. We went down to three when one went to law school, took a year and change off, and then got back into it last June. The game’s gone for almost 150 sessions, plus a lot of smaller solo sessions or smaller group stuff. While it started in-person, we shifted to IRC as schedules and life demands changed, and now we run with a dice-roller script, as well as background music (every FF game has music!) and generally fun is had by all.
The system itself started out as a smattering of 3.5 with Final Fantasy names grafted onto it, and then that changed and got more streamlined as time went on and I re-geared the game for my players, who aren’t the tactical battle type but are the flashy special effects type.
The music is fun – IRC lets you play music if everyone has the same track, so each week before we game I upload a zip file with the new music to Adrive.com and send an email to my players to get the music. We have character themes that play during limit breaks, city themes, villain themes, about 40 different battle themes, and a lot more – probably around 140 individual tracks at this point. I’ve started doing very limited remixing, syncing up tracks and having one flow into another for particular moments, as well as recording voiceovers for dramatic scenes to make up for the fact that I can’t do my silly villain voices in person anymore. Our current sidequest arc is a large tournament (there’s always a tournament) for which I’ve done one-minute introductions for each team/competitor, complete with professional wrestling-inspired announcer stylings.
Character class-wise, we have a heavy swordsman with Chaos-themed powers, a summoner/technology specialist, a light dual-wielding swordsman, a ranged debuffing gunman/conman, a dragoon with guardian-esque powers, and a battle summoner (what you get if you cross Tifa with a druid, with aeons). It’s probably not balanced but no one really minds. I built the classes largely from scratch, and used a 4E philosophy when I rebuilt them this summer but made up all the numbers and abilities myself, trying to pull from Final Fantasy as well as other interests each player had outside of the game.
The plot is deep and confusing enough that, when we relaunched it, I had to write about 100,000 words to sum up the plot and the 125+ NPCs. I couldn’t run it for anyone but these guys – everything’s built around them, it’s very character-focused. The player who left is still on the update mailing list and chimes in with comments to me when he has time to read the sheer amount of stuff I put out.
Oh, there are airship battles, too. Not that those work too well in my opinion, but they’re fun as hell thus far and I use them sparingly.
Whoa, word explosion. This is pretty much what I do with my free time. I plan gaming sessions and build systems. It’s incredibly satisfying, and -incredibly- geeky.