RTJ and Ground Rules.   Posted by Watcher.Group: 0
 GM, 2 posts
Mon 4 Apr 2016
at 01:22
RTJ and Ground Rules
Ground Rules:

Before you RTJ, here are my ground rules:

1. Posting frequency of at least once per 48hrs. I've played enough games on RPOL to learn that anything slower than that drags and dies. If you don't keep up that rate, I will skip/post for you. Once we get to combat, once/24hrs is preferred.

2. RL WILL get in the way. In that case, I ask that you warn me that you won't be able to keep up the pace. If I don't hear from you and you haven't posted for a week, I reserve the right to drop you and give your character to someone else.

3. On the flip side, players need to post at about the same rate as everyone else. Again, based on my experience, one or two players dominating the posts detracts from the game for everyone else. A good rule of thumb - if you're posting twice as much as other players, it's probably too much.

4. One-liner posts are discouraged, but so are really long posts. Just generally try to keep your posts interesting and entertaining.

5. Be respectful OOC. IC, play your character's personality. I'd prefer if it stays respectful IC as well - this is a team game, and a highly dysfunctional team isn't going to work.

6. I will not be flagging the game as adult. Keep it pg13.
 GM, 3 posts
Mon 4 Apr 2016
at 01:29
RTJ and Ground Rules
Include the following in your RTJ:

1) Confirm you've read and agree to the ground rules.

2) Let me know the following:
   - Your experience level with Cortex and the various derivatives and what you like most about it.
   - Any characters you've played before in Marvel Heroic games.
   - Your experience level with D&D and what you like most about it.
   - What you hope to get out of this game.
   - Your optimal posting rate.

3) A few basic concepts. Shoot for 5-8 sentences that give me an idea of your character. You can reference D&D races and/or classes as shorthand - they make great archetypes. If you're familiar with Cortex, work in a few distinctions. If you're familiar with FATE, make them a high concept, trouble, and at least one other distinction about your character. Try to include a picture of your character and send me the link.

If you have a longshot concept, feel free to pitch it. This ruleset can handle just about anything. You should probably pitch something more standard as well, just to be safe.

Be prepared to play any of the concepts you pitch. I'll make choices to best balance out the party.
 GM, 4 posts
Mon 4 Apr 2016
at 01:29
RTJ and Ground Rules
After I've accepted characters, I'll want everyone to do a quick 10 minute background:


You don't have to follow it to the letter. Just work through it once to get a sense of your character.
 GM, 16 posts
Thu 13 Oct 2016
at 16:37
RTJ and Ground Rules

The game will take place in Greyhawk. However, that's more because I'm recycling old TSR modules set there and less because I'm an expert in Greyhawk. It's mostly "ye standard fantasy setting."

I like a lot of the stuff they did in Eberron (minus the psionics), so if there's something related from there you're interested in, feel free to pitch. I especially like the new races - warforged, shifters, and changelings would all be acceptable races.

The rules can also definitely handle non-standard races. However, a significant portion of the early game will take place in civilized places and that will make it difficult for any obviously monstrous character. Half-orcs and Half-ogres could work (although they'd been looked at really funny). Full on ogres, orcs, minotaurs, trolls, etc would likely be attacked first, questioned later, and at the very least would be told to stay a safe distance away from town.

Please no drow. There are several modules I would like to use that are based on nobody ever seeing drow before, so in order to keep those viable, I need a no drow policy. I know I showed Drizzt as an example in the RTJ text. That's because I think everyone is familiar with him.

Rules can also handle non-standard classes, although I will say the core D&D classes are pretty archetypical. One example of a completely acceptable variation on a D&D class would be a non-LG paladin. Really any deity could have something like a paladin, not just the LG ones. The defining characteristic of the paladin is that they are a living, walking paragon of their deity's Ethics.


One way you could go about thinking of your character's class are the three main pinions they set up in D&D: is she mostly a warrior, spellcaster, or skill monkey? Once you decide that, think about one or two ways that she's different than the typical pinion.


I'll post up more as I think of it. If you have something kind of zany, feel free to ask about it. I tend to like zany and these rules are much more flexible than D&D. I just have to make sure it would fit reasonably well with what you're going to be doing, especially at the beginning.