Running: A homebrew D&D (mainly 1st and 2nd ed) game in a homebrew world called Elwarne - the game is called Making Myth. Been running it since August, but I have only had a full complement of six players for the last few weeks. The basic idea is that rather than running an old world with millenia of history and buried treasure and ruins and dungeons filled with creepy crawlies, it is a new world - created by the gods a mere 52 years ago - and the sentient races have all been given 'gifts' which they alone can use (some are cliché like dwarves and stonemasonry, but some are less so, like elves and literacy, or bugbears and martial arts). Humans have the unique gift of being able to both learn and teach the gifts of other races. The current characters are a human kensai and an ogre mage who grew up together, a dwarf bard and an elf cleric of the creation goddess who are married, a dwarf cleric/fighter of the god of justice, and a rather easily irritable centaur ranger. If you're interested in knowing more, check out my
obsidian portal site (the
adventure log is best to read, but there are bits and bobs in the other sections too).
Playing: A 4e D&D game run totally by-the-numbers from store bought modules. It's a pretty stale grind at times in my opinion, but at least I get to play, and the people are nice. I play a Dragonborn Paladin of Kord who lives to get into combat, and is only an adolescent.
Working on: A one shot con game called "Hammers Without Nails" using the 2nd edition Mage: The Ascension rules. The basic idea is I have five reasonably powerful battle-type mages who get put into a situation where they can't simply fight their way out. How will they creatively use their far weaker powers of persuasion and negotiation to get out of the bind? I'm running it at
MacCon, a university gaming convention here in Sydney in mid December.
I am jealous of all you guys who are running and playing so many games. I remember the heady days of uni, when I was running four games and playing in one or two. Good times.