Rules, Guidelines and Character Creation.   Posted by Game Master.Group: 0
Game Master
 GM, 5 posts
 Aleatoric
 Actor-in-Chief
Mon 10 Oct 2016
at 03:17
Rules, Guidelines and Character Creation
How to prepare for Daring Deeds!

Current PCs
Wyn Auruma, human red dragonblooded sorceress
Parreck Chorster, human fighter, knight errant, hero of the people, dragonslayer, etc.
Aulus Decentus, half-elf cleric, skylark of Urian, dissident and agitator
Largos Kell, human rogue, ex-mage's apprentice, ex-brigand
Tharnok, half-orc barbarian, refugee from the Scourge
Cassian Black, human paladin, officer of Maal
Kai Sweetshot, human pistol saint from Khinrai
Malfesh, goblin bard, singer of sorrowful songs

Former PCs
Niccolo Rosso, tiefling artificer [NPC'd]


Useful Links
http://dnd.wizards.com/articles-tags/unearthed-arcana

This message was last edited by the GM at 22:36, Mon 13 Mar 2017.

Game Master
 GM, 7 posts
 Aleatoric
 Actor-in-Chief
Mon 9 Jan 2017
at 01:30
Character Creation
  • 1st level characters. Levelling will be at the GM's discretion rather than XP-based. Expect about one level per adventure.
  • Max HP at 1st level. At later levels, roll HP with advantage (i.e., roll two hit dice and take the best).
  • 27 point-buy ability scores.
  • All characters get a Feat at 1st level.
  • Humans must take the variant racial trait.
  • Renaissance-level firearms and equipment are available in select parts of the setting (mostly the Zragansa League). If you want to play a character with access to them, we can discuss it.
  • Material from Unearthed Arcana on the WotC site will be allowed on a case-by-case basis - though it's safe to assume I'll be permissive. The same goes for material from other sourcebooks (I only have the three core books, so you'll need to provide me with write-ups on anything else).

This message was last edited by the GM at 21:42, Mon 09 Jan 2017.

Game Master
 GM, 8 posts
 Aleatoric
 Actor-in-Chief
Mon 9 Jan 2017
at 07:52
Campaign Premise
To avoid unwelcome surprises, I'm going to outline the campaign's initial premise and starting situation here, because it's one that requires a certain amount of player buy-in and may influence the character concepts you choose.

The PCs will awaken in the Acorn's Cup inn in Ruetholm with foggy, at best, memories of the night before. They may be strangers or lifelong friends, locals or visitors or just passing through the town. They will soon discover that they are the subjects of a geas spell -  they have been magically compelled into forming an adventuring company, the titular Guild of Daring Deeds! According to the Guild's charter, they must remain together and accept any contract offered to them for a fair price, no matter how dangerous. Rather than simply dealing enough psychic damage to blow a low-level character's brain out their ears if they breach the geas, the spell is tailored so that they will each suffer a personalised, horrible and bitterly ironic curse if they refuse the call to adventure.

Finding out who put them under this spell (and why) will no doubt be a major concern of the PCs, in between dealing with contracts the geas compels them to accept. It is possible that it will not take them long to earn the favour of an NPC, or develop their own spellcasting talents to the point where they can remove the spell, and this is where player buy-in is particularly needed. If a character wants to leave if and when the geas is broken, I won't stop them, but they'll also probably be out of the campaign. I encourage you to create a character who can roll with the strange situation they find themselves in or roleplay them in such a way that the friendships, relationships, obligations born of shared survival and simple enlightened self-interest that develops during the game (adventuring is profitable work, after all) motivates them to stay with the group. Similarly, new PCs that join won't be bound by the geas, so should be created with personalities and goals that make them amenable to joining this peculiar enterprise.

Additionally, I am using the concept of the Five Room Dungeon ( http://roleplayingtips.com/readissue.php?number=156 ) as an inspiration for this campaign. This doesn't mean every adventure will be a dungeon, or that every dungeon will have five rooms or five encounters, but I'm using that structure in the same way a screenwriter might use the three act structure. My purpose with this is as a tool to attempt to counteract the tendency of PbP games to move sluggishly, and my own habit as a GM to draw out (I prefer the term savour) scenes longer than strictly necessary. Hopefully, it will lead to tighter, punchier adventures with a dramatic rhythm.

This message was last updated by the GM at 17:41, Wed 11 Jan 2017.

Game Master
 GM, 14 posts
 Aleatoric
 Actor-in-Chief
Wed 11 Jan 2017
at 17:49
GMing Style
Someone asked this question in PMs, and I think my answer to it might prove useful to other players as an indication of my GMing style and how I like games to go:

quote:
What do you expect from the players?


Blood sacrifices.

I like to be surprised as a GM - the thing about RPGs that gets me most excited, that makes it better than, say, writing a novel is the unexpected twists and curveballs that the PCs, their players and the dice throw up from time to time. I like proactive PCs who create their own attitudes and goals and plans and strive to achieve them. Fall in love. Cultivate a rivalry. Eat an orange. Decide the magic item your character craves and seek it out or craft it. Surrender to the adventure's villain when your back's against the wall. Maybe it's not wise, but it'll be fun, and I'm more likely to reward you for making things complicated and interesting than punish you for a 'sub-optimal play'. At the same time, this doesn't mean you have to go out of your way to disrupt and diverge at all times. If you don't have the inspiration for some in-character angle or subplot to take, well, that's what the plot's there for. Sometimes it's okay to go with the flow, too!

I want players to at least make an effort to familiarise themselves with the setting material I provide, to incorporate it into their characters pasts and presents, to react to and act upon the world.

I want players who make an effort to write colourful posts, describing their character's actions vividly and revealing something of their inner thoughts and emotions regarding the situations they find themselves in. Length isn't important in and of itself, and not every post should be drenched in ultraviolet-prose (gods know that that tendency is one of my greatest weaknesses as a GM), but more often than not a post should strive be something that is enjoyable and exciting to read in and of itself.

This message was last edited by the GM at 17:50, Wed 11 Jan 2017.

Game Master
 GM, 15 posts
 Aleatoric
 Actor-in-Chief
Wed 11 Jan 2017
at 18:05
RTJ Requirements
  • Please do not submit a full character sheet with your RTJ. Mechanics-wise, race, class and any future plans regarding subclass/archetype, and what they bring to the party in combat, exploration and interaction will be sufficient.
  • Do give me a name (if you can come up with one), some info on your character's background and personality (a couple of sentences is sufficient at this stage - more is usually welcome), where in the setting they're from, relevant relationships, subplots, goals, complications and plot hooks they come with.
  • Don't be intimidated by the size of the setting indodump. You can skip over the mythology, timeline and pantheon (unless you're pitching a cleric). Skimming the descriptions of the nations in the Gazetteer will give you enough of an idea of the setting's tone, flavour and conflicts.
  • RTJs will be open until the evening of Friday the 13th, NZ time (hey, that's ominous). I'll make my selection then.