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Post by thefishofdoom on Feb 22, 2015 11:58:16 GMT
thing about running a game with the rules as-is from as existing pnprpg is that there are way too many things to keep track of unless we organize much much better than now, so straight SR or masq would be problematic not having played them normally before. The problem with taking existing rules is the back and forth needed from the DM. I'm trying to progress my plot as slowly as possible so everyone has a chance to pitch in and not those who have th most time to read what's going on. The trade off is that people lose interest. Also props to bozza for figuring out the kalidas. problem with that in turn is when the time you take to do that leaves someone out because it's actually the time someone does have available to play, and they'll get left out when the plot does advance.
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Post by Mascarenhas on Feb 22, 2015 12:05:55 GMT
The problem with taking existing rules is the back and forth needed from the DM. I'm trying to progress my plot as slowly as possible so everyone has a chance to pitch in and not those who have th most time to read what's going on. The trade off is that people lose interest. Also props to bozza for figuring out the kalidas. problem with that in turn is when the time you take to do that leaves someone out because it's actually the time someone does have available to play, and they'll get left out when the plot does advance. Yeah. It's a difficult balance. I'm glad sloth and I went opposite ways, future DMs have a better understanding of how to set up a game. The wizard of oz game works well IRL but there are a lot of changes I've made for the forum which has made the rules confusing.
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Post by BodyShot on Feb 22, 2015 14:38:43 GMT
Hey all. Thanks for the feed back, looks like I have volunteers for the priest, theif, and wizard, that's an awesome start for the first day. Fighters shouldn't be hard to find so no worries there. A few other points I suppose would be helpful, I'm not stingy with the coin but it doesn't flow freely like some golden waterfall, some players find that frustraiting at first but I find that by giving a notice before game play most players can deal with it. Another note on fighters in my world, as I mentioned magic items arntt in abundance that means fighters in my game need to be smart you'll have to use all the tools in the box so to speak this means knowledge of equipment and tactics are about all that will be helping you, its a great way to break in new fighter pc,'s. Now all that said there are magic items in my dungeons, if you like loot you'll find some, no worries, you just won't find half a dozen of them. Its not a political intrigue game, its a bit hack and slash, there's a plot and a few twists but you won't be expected to spend tons of time quibbleing at the debate table with governers or the like. I keep it real, your an intro level character nobody knows you nobody wants too your not heroes or experts at dungeon delving so don't be expecting any special treatment from people in my world, in fact most people see the adventuring type as a bit irresponsible and to roudy, only mages have it worse in my game, if you play a mage in my game you'll want to try and keep it a secret at least until people get to know you. Its been many a game I've lead that the towns folk have chased the group wizard out of the village brandishing torches pitch forks and clubs. There's a reason for that so let me explain. The church has united its self into one large organization with one God and a ton of saints, the elder Gods have been out lawd a hundred years ago. The church is extremely involved in politics in my game, rulers seek/need the churches approval in my game. A large uprising of wizards attempted to rise to power about a hundred years back, the attempt was thwarted by the church and the unified kingdoms, the result is that most people believe magic is evil save clerical magic which they view as a divine blessing. Magic isn't illegal per say but anyone caught casting spells of any kind on good folks can expect to burn at the stake, kinda harsh consider this your heads up. As far as where this will take you, expect a little bit of everything, deep forest, highways, subterranean dungeons and abandoned castles are all settings in my game. Bring what you need, again consider this fair warning, sometimes going into town isn't a option right after a dungeon or mission, you roll right into another quest hot the heels of some bad guy or fair maiden in need of rescue. All in all it should be alot of fun, hopefully I get to do this. Thanks for reading and happy dungeon delving. In terms of posting and turns and how we will handle game play this will be my plan. I will post/reply to all once a day. Any questions or PM's I get will be handled in the order I receive them I will ask that everyone keep it simple though. I will not post until everyone has had a chance to reply to the publicly posted adventure text. Combats will be handled simply, the monsters get an initiative roll the PC's get an initiative roll all the monsters will attack and then all the PC's will attack, its a good bit unreal as you can see but that keeps it simple and allows me to post then all of you to post, its chain mail simple. OK that's it for now.
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Post by southpaw on Feb 22, 2015 15:22:52 GMT
Pacing is the only issue I could see. I -think- one of the reasons Sloth moved towards a speech based game is the forum style doesn't work that well with dungeon crawling. There will be a lot of downtime waiting for people to take their turn. Which I'm fine with and could actually be a plus since there's already two games being played throughout the day and a third, slower one could be good. But its something to bear in mind.
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Post by BodyShot on Feb 23, 2015 4:05:54 GMT
Pacing is the only issue I oneI -think- one of the reasons Sloth moved towards I speech based game is the forum style doesn't work thatI wwell with dungeon crawling.I There will be a lot of downtime waiting for people to take their turn. Which I'm fine with and could actually be a plus since there's already two games beI ng played throughout the day and a third, slower one could be good. But its something to bear in mind. Your right about that. My whole idea will be to basically run the game one scenario at a time and one encounter at a time, i will set up a thread for players to banter on and then i have the story thread where i post adventure text and players post their final actions after discussion. The game might move slow but all five players will have a chance to act before i move on. now as for races i thought it would procide a good look at my realm if i provided some info on how that breaks down in my game. humans. By far the most common race, they rule the entire kingdom. dwarves. Uncommon, available for play as any class. Were pushed from there mountain kingdom about fifty years Forrest a a horde of orcs that arrived by sea for some unknown reason. There are three dwarven settlements in the kingdom. elves. Very rare, completely antisocial aristocrats wo do not trade with or deal with any other race. They live in an ancient forrest and protect it from other races. Not violent but they dont like trespassers. Orcs, gnomes and sometimes dwarves are kill on sight in elf opnion. half elf. None gnomes. Gnomes are an evil race that inhabit the same forrest as the elves, they are extremely sneaky so much so that gnome hunting is tricky even for elves. halflings. Good hobbit like folk that dont care for adventure or monsters. There is one large hobbit village in the kingdom Pixies. The only creature that can sneak up on an elf or gnome as easy as she can scratch her own arse is a pixie. Totally onry and completely carefree, pixies can be any class except cleric. those are the main pc type races i allow in my kingdom, for this first game i wont allow anyone to play an elf, not at first anyway. I will post info on monsters at some point just to give people an idea of what my realm is like. happy gameing.
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Post by BodyShot on Feb 24, 2015 0:28:54 GMT
Alright, so I've put some serious thought into things and I think I've come up with a pretty solid game and could likely turn it into somewhat of a campaign. So here's the thing, I'm still about ten days or so from running a game, until then I'm going to post here with details about the realm, I will then make a detailed compilation of facts concerning this new realm in my actual game, again that depends on rather or not I get to run it at all lols. Now I've recently taken a second job, about three days a week I work what we call a double, so I want to reiterate that I will post about once in a twenty four hour period and reply once or twice to any game related PM's usually before I post adventure text. A bit slow but I promise my adventure can hook any gamer out there OK. Below are a few more details concerning Agron, which is the name of my Kingdom, so named for the hero credited with discovering it, Agron is relatively small and a quarter of it is covered in mountains in fact the whole northern coast from west to east is a mountain range except for a few miles between the mountain range and ocean. Players could walk from one end of agron to the other in about ten weeks, so yea its small. Its cold there, winters are pretty harsh, the crop season is limited to the few warm months that Agron enjoys, highland cows and sheep are the main live stock. Its ruled by a King who has seperated it into five Dukedoms, each duke has his own army which is made up of a reserve force of citizens who can be called upon in times of need, the king however controls a small standing army. As mentioned before the church is quite powerful and they play a large role in politics in Agron. Weapons in Agron are taxed, in fact most black smiths can't afford to pay for the license it takes to make weapons, there for weapons in agron are not cheap at all nor is armor for that fact. Below is a monetary chart I have set up for use in the game.
Copper. 100= 1 silver, 1,000 = 1 gold Silver. 10= 1 gold, 1= 100 copper Gold, 1 gold =1000 copper or 10 silver gold coins in Agron are relatively small com paired to other cultures.
The average wage for an employed laborer in Agron is two silver a week, the average rent is about four silver a month, just to give you an idea.
Here's a list of monsters you'll find in Agron and where you can expect them Kobolds, in the swamps Goblins, in the forests Orcs, in the mountains Ogres, any where they wanna go. Giants, there are a few mainly at the base of the mountains nobody bothers them and for the most part they don't bother anyone else Undead, super super rare in Agron but you've heard stories Treants, hmmm tree men, more myth than fact and rumored to reside in the Elvin forest. Rock elementals, again more myth than fact however the rumor is that they live in the mountains Winter wolves, tons of em, they bread like rats, the provide warm fur and good reason for halflings to stay home. Dragons, only in stories from distant lands. A dragon has never been sighted or rumored to live on Agron.
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Post by zerojoke on Feb 24, 2015 1:52:41 GMT
Could you give me any information about playing a mage? Say, what ruleset we're playing? I am not interested in abusing the rules to create a powerful character, just kind of figure it's worth wondering what kind of character I can play. Would love to be some sort of a gypsy type mage, oppressed class that relied upon transience to shade their mages and magicians. My character would be a hedge wizard, secretly tracking down old libraries and old founts of forbidden knowledge while performing magic shows in a local circus. His cover is improved because any time someone thinks he's actually performed a spell he just says "It's part of my new act, of course I can't show you how it's done." He carries no spell books, but has tattooed the entirety of his body with tattoos of curses, blessings and destructive magics. Fiercely loyal towards his family and protecting their secrets.
Cmon, this is badass.
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New Game
Feb 24, 2015 2:04:03 GMT
via mobile
Post by Hannibal on Feb 24, 2015 2:04:03 GMT
Vinculus!
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Post by zerojoke on Feb 24, 2015 2:14:52 GMT
Say what now?
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Post by Hannibal on Feb 24, 2015 3:19:51 GMT
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Post by southpaw on Feb 24, 2015 6:31:29 GMT
Hmm speed is still a concern then body shot. I said a slower paced game is fine and fits in nicely with the others but that was with regard to a dungeon crawler forcing initiative-based gameplay. But I would think that type of game is also going to rely on a dm being available to track combat. And to take the npc turns if nothing else.
If you're only going to be able to post a couple times a day then I see this stagnating quickly. That doesn't leave enough time to solve combat and advance plot. Unless you take the route of saying we can solve most combat automatically without rolls, but I would think that kind of defeats the purpose of dungeon crawling if it lacks that challenge.
If you're only going to be available properly on certain days of the week I'd personally consider a live game to make the most of when we'll have you here.
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Post by zerojoke on Feb 24, 2015 9:18:37 GMT
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Post by BodyShot on Feb 24, 2015 20:11:32 GMT
Pacing is the only issue I could see. I -think- one of the reasons Sloth moved towards a speech based game is the forum style doesn't work that well with dungeon crawling. There will be a lot of downtime waiting for people to take their turn. Which I'm fine with and could actually be a plus since there's already two games being played throughout the day and a third, slower one could be good. But its something to bear in mind. Agreed, it is a challenge to work out. I think it could be a fun game though, and if i could find four or five guys that dont mind the pace then it would really work for me considering my new scheduel is pretty full now that i have two jobs. Two posts a day will be be slow during combat as you mentioned but i think it will roll along during more dramatic play. Let me come up with my rule set, im not completely sure how im going to play it, im leaning at something really simple, you wont need a d and d degree to play it.
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Post by BodyShot on Feb 24, 2015 20:26:26 GMT
I dont disagree, he sounds like a tough charicter. Unfortunatly he dosent fit the Agron setting, i could allow you to play him as a charicter from the desert kingdom to the south, it lay about three months journey by ship from Agron. The carnival part is ify, the best i could do on that is say you took a ship to agron, out of work and growing hungry you joined a troop of entertainer, muscians, jugglers and acrobats and worked for them doing odd jobs. The real issue is that people in Agron are gun shy when it comes to magic users. In fact when they hear of one most people call the guard and promptly have him removed, in cases where they can prove he was using magic on unwilling folk burning at the stake is the common punishment. The fact is there are only a dozen wizards in the whole land of Agron so training while you are there will be difficult however not impossible.
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Post by BodyShot on Feb 25, 2015 3:22:10 GMT
Alright this just in, I did a little more work on my game today and here's what I got.
Races. 1.human 2.elf 3.half elf 4. Half orc 5. Dwarf 6. Half long 7. Gnome
I will fill in there racial bonus at a later time. I came up with the idea that we should use a a skills system to flesh out our characters and add abilities. So far everyone will have a major skill kinda like a trade and a minor skill which is kinda like a hobby or raw talent. Here's the list, these are available to any class.
Major skills 1. Black smithing/includes making weapons and armor 2.engineering/includes building,using and repairing gates, walls and siege craft. 3.forestry/ hunting,trapping,fire building in extreme conditions, identifying edible plants and such, navigating in extreme weather 4.mining/ tunneling and excavating as well as navigating in dungeons can identify metals and gems can identifie edible fungus in dungeons 5. Mountaineering/ climbing mountains and cliffs, rope use expert, repelling expert, fire building in extreme weather. Identifies food sources on mountains. 6.sailing/ repair sails, fishing, boat repairs,navigating at sea can swim in extreme conditions 7. Diplomat/ can gain an audience with almost anyone, gains a reaction bonus with officials and guards and watchmen. Knows the law. 8.merchant/ buys at reduced prices and sells at higher prices can appraise items and gems 9. Acrobat/ can tumble and preform acrobatic feats including large falls and tight rope walking 10. Healer/ can stableize players players at 0 hit points or less from bleeding out and restore 1-4 hit points , set bones, pull teeth, deliver children, diagnos illness rather magical or mundane. 11.apothecary/ can create healing potions and poisons that restore 1-4 hit points or cause illness or death, requires three days to find propper herbs and brew. 12. Soldier/ can carry more, move faster under load and can travel farther than non soldiers, and gains a plus one bonus with his organizations weapon of choice, receives a bonus to critical mises when fighting near comrades which means his less likely to hurt friendly players. 6.
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