OOC: Idle Chatter.   Posted by GM.Group: 0
 GM, 3 posts
Sat 25 May 2019
at 19:10
OOC: Idle Chatter
I can get you started with 5e even before you have a book. Don't worry. Especially if you're starting as "Level 0" without a class or anything. The 5e System Reference Document is free online I believe: http://media.wizards.com/2016/...DND/SRD-OGL_V5.1.pdf

That's pretty sneaky, slipping a 4e handbook in with a listing of 5e. Lots of people hate on 4e, but my group and I loved it a lot.

Campaigns can go forever, technically. I didn't have the ending of either in mind when I started, they just sort of evolved. Some player characters died along the way, and others left when players were wanting to try something new. These days I try to plan more in shorter arcs or seasons, so that there is a clear goal and narrative arc for about 6-8 sessions and then a different focus/goal for the next season, like a TV series.
 player, 3 posts
Sat 25 May 2019
at 20:35
OOC: Idle Chatter
That makes sense. Not everyone wants to be the same character for all eternity. Shorter story arcs give people the chance to opt out for the next scenario if they'd like to try something new.

I've ordered a proper 5e handbook from Amazon, but it won't be here until 5th June. I have been reading the PDF for a few days already, but I'm rather tactile when it comes to books and I much prefer having a real book in front of me. Everything seems to sink in better with hard copies. I tried to print the PDF off, not realising how large it was. I think my printer went into shock. I had to unplug it.

 I am persevering with the on-screen PDF though. I've also been looking at YouTube videos on how to play, and I think I have the gist of it. The PC starting stats are a little confusing from what I've seen, but there are so many guides on the internet I should be able to work it all out. I'll probably print out a few pages on character creation from the PDF, once my printer forgives me.
 GM, 4 posts
Sat 25 May 2019
at 21:36
OOC: Idle Chatter
I can also walk you through character creation one step at a time.
 GM, 5 posts
Sat 25 May 2019
at 23:37
OOC: Idle Chatter
Since weíll start at ďlevel 0Ē all youíll need are a race, background, and stats for your abilities.

To start, assign these numbers to your abilities however you desire: 15, 14, 13, 12, 10, 8

These are the abilities. If you have questions about what theyíre used for, feel free to ask or check the SRD or just google it.
  • Strength
  • Dexterity
  • Constitution
  • Intelligence
  • Wisdom
  • Charisma

 GM, 6 posts
Tue 28 May 2019
at 15:30
OOC: Idle Chatter
How's it going? Did you have a good weekend?
 player, 4 posts
Tue 28 May 2019
at 22:10
OOC: Idle Chatter
Hey, sorry I've been silent over the weekend. It was a Bank Holiday on Monday and as such my family schedule has been a bit hectic. I've also been reading on the Eberron Wiki in order to form a background for my character. Hopefully all is back to normal now and I'll be able to message more promptly.

 So here are how I think the stats should go:

Strength - 8
Dexterity - 15
Constitution - 12
Intelligence - 14
Wisdom - 10
Charisma - 13

I have a rough idea what the character backstory is, but I've only been able to draw on the Eberron Wiki for lore and history so therefore it's probably deeply flawed. This is a rough outline of what I've got:
Den is a Changeling who grew up in Breland and worked as a spy for them during the war, but lost comrades in the Mourning, and became disillusioned with government. She fled to Lhazaar to try to forget the things she saw and did during the war and to assert her own freedom. She relishes any chance to fly in the face of the governments of Aundair, Breland, Karrnath or Thrane, as in hindsight she holds them all equally responsible for the destruction she witnessed in her time as a spy.

As far as I can tell, this is Lore-friendly but as I said I'm going from limited source material so please pull me up if there's something wrong with it, or if you have any suggestions.

 Also, the people I bought the 4e handbook from have given me a refund but said I can keep the book, so if you ever feel like delving back into 4 some day, I'd be up for a playthrough!
 GM, 7 posts
Wed 29 May 2019
at 04:18
OOC: Idle Chatter
Looks great! Not at all deeply flawed. Brelish war-time spy turned Lhazaar runaway cynical of the main governments of the now shattered former Galifar Kingdom is splendid, rich in Eberron flavor, pulp and noir.

That set of stats works great as well, and can fit a number of classes when we get there eventually, Go ahead and add them to your Character Sheet on here. Itís under the ďCharacter DetailsĒ menu on the left of the top bar. Then you can apply the Changeling benefits and note down the traits changeling gives you. Make any decisions related to those traits such as picking skill proficiencies or whatever persona is attached to your tool set, etc. Ask all your questions along the way.

It may be prexemptive since technically itís the next step, but if you want, you can also peek at which Backgrounds stand out to you. Many can go multiple directions. From the brief background you shared, I could see Criminal (in the sense of an agent or Lhazaar masterless renegade), or Entertainer, or Pirate/Sailor, or Sage (if more a bookish-style spy), or Charlatan, or even any particular undercover identity you lived into during spywork, like noble, or guild artisan, urchin, far wanderer, etc. The Eberron book has some suggestions for how the core backgrounds could fit various military roles during the last war. I canít copy it easily at the moment, but I can try tomorrow if you like. I can also share some advice from the book on selecting personality/bonds/flaws/ideals that fit Eberron style. Iím getting ahead of myself. Donít let me overwhelm you with the deep end too quickly.

To your earlier question about changelings and gender, I guess in my mind their natural form has a certain gender, but they donít have to identify by it since they are likely in their natural form far less often than in any other form, and their shapeshifting is biological rather than just illusion magic or something. So itís up to you however you want Den to identify, either psychologically in any persistent sense, or in any given context where it may go one way or another. One of the aspects of changelings that I enjoy is that almost alien fluidity they enjoy in appearances we who are stuck with our one body invest with so much fraught importance. Either way, weíll be keeping things on-screen appropriate to the Mature rating, but Iím not opposed if you are interested in exploring different facets of gender fluidity in romantic situations.

Haha. Nice score with the 4e book. You have no idea what kind of 4e nostalgia you spurred in me by getting that book. Iím strongly considering running it again with my live group in a couple months. Or something like it. Ah man. It had its flaws but it also was a great system for what it did. Yeah, if weíre still doing this in a while and youíe Content with understanding 5e, I could make enjoy teaching 4e too. Its combat system probably doesnít thrive as well for a solo PC as 5eís looser, more flexible framework does.

This message was last edited by the GM at 04:31, Wed 29 May 2019.

 player, 5 posts
Wed 29 May 2019
at 17:13
OOC: Idle Chatter
Great. I'm glad you like the idea for the character. Eberron seems like a mixture of a lot of great RPGs and young adult fiction that I've read. I'm a little bit in love with it already, so it was a great setting suggestion.

 I'm still waiting for the full handbook to be delivered. I've filled in the character sheet with what I know so far. I've noted down the traits and abilities, but I've yet to decide on a separate persona or what tool proficiency to have. Really I need to look more carefully at tools on the PDF and at what persona she'd find/have found most useful.

 I've been making a proto character sheet on scrap paper with some possible bonds, traits, ideals and flaws scribbled down, but obviously drawing from Eberron source material would be preferable. Any reading material from the book would be wonderful, so thank you for the offer.

 I think the gender fluidity aspect is fascinating. It's appealing actually, since it frees the character from all the preconceptions about gender roles which I sometimes get rather frustrated with - both in real life and in fiction. I imagine her original form as a female, but as you said she'd probably find freedom in not binding herself to it. It's an interesting way to explore a character: as the person, not the gender.

Glad I could bring back some good memories! It's nice to know I can get into people's brains. Hopefully this run will give me a good launch pad to start playing with 4e rules, but at the moment I'm still feeling a little brain clogged understanding 5! I'll be happier when I have the hard copy of the handbook so that I can flip through it rather than scrolling and taking half an hour to find the section I want.
 GM, 8 posts
Wed 29 May 2019
at 17:52
OOC: Idle Chatter
Great work. Waiting on the other stuff is totally fine. We can even leave it up in the air until it comes up in play and you decide what you'd want it to be.

It will likely help to put up in your description all the skills typically associated with each ability score, with marks by those that get your proficiency bonus, as shown on this sheet here: 5e Sheet

I'll actually probably just remove the character sheet, so you can just put everything in the Character description (rather than in 2 separate places).

Here are some ideas the Eberron 5e book Wayfinder's Guide to Eberron for motivations, flaws, ideals, or backstory depth based on noir-style regrets and debts:

Everyone Has Regrets. Player characters are remarkable people, but that doesnít mean theyíre perfect. 5E already encourages you to pick a flaw for your character, something that helps define your motivations. But if you want to add a little hard-boiled flavor to your character, you might consider a few additional aspects: Do you have a debt you need to repay and, if so, do you need to resolve this in a week or in a year? Did you make a tragic mistake, and if so, is it something you can ever undo? The Regrets table provides a few examples of missteps that might haunt you.

You can roll randomly or choose one of the following.
1While you were serving in the Last War, you were forced to abandon an injured comrade. You donít know if they survived.
2You placed your faith and your fortune in the hands of a lover who betrayed you. You donít know if you can ever trust anyone again.
3You murdered a rival. Your actions may have been justified, but your rivalís face still haunts you.
4Someone put their trust in you and you betrayed them for personal gain. You may regret it now, but you can never repair the damage youíve done.
5You squandered your familyís fortune and brought shame and ruin to your household.
6You engaged in covert operations for a nation (either as a spy or soldier). While you were serving your country, you did unforgivable things.
7You abandoned your family to pursue a life of adventure. Your village was destroyed in the war and you donít know if they survived.
8You made a bargain with an extraplanar entity that you now regret.
9You made a promise to a child or a lover that you failed to keep.
10You volunteered for mystical experiments. These may be responsible for your class abilities (sorcerer spellcasting, barbarian rage), but you donít know if there will be side effects.

Debts are another great characterizing feature. Again from the book Wayfinder's Guide to Eberron:

A flaw or regret is something that shapes your personality, something that plays an ongoing role in your story. But perhaps you have a problem that needs to be resolved right now.

This is entirely optional: As a player, you could choose to roll or select an option from the "Why do you need 200 gp?" table.

Why would you possibly want to take on a debt? Itís a way to add depth to your character and to provide a compelling, immediate motive for adventuringóyouíre not just out to get rich, you need gold to get that bounty off your head. Itís also an opportunity to establish something that can be part of your character moving forward. If youíre trying to reclaim a magic item from a pawn shop, it lets you establish that your character has that magic itemówhich could be an heirloom, something you created, a gift from a mentoróyouíve just temporarily lost it. If youíre trying to raise money to join a secret society, it establishes that your membership in this organization may be a part of the story later on.

Establishing a debt requires collaboration and approval by both player and DM. Work together to develop the details: who is blackmailing you? Whatís this secret society? Whatís the story behind the magic item youíve pawned, and what sort of item is it? As a player, you present ideas but the DM has final approval.

You can roll randomly or choose one of the following.
1You committed a crime during the Last War, and now youíre being blackmailed by someone who has proof. Your actions may have been justified, but the law wonít care.
2Youíve got a gambling problem. If you canít repay Daask (see chapter 6), youíre going to be playing tag with a cockatrice.
3You own an uncommon magic item, but you had to sell it to a pawn shop. If you canít reclaim it within the month, theyíll sell it off.
4You were making a delivery on behalf of the Boromar Clan (see chapter 6) and you lost the merchandise.
5Someone knows the whereabouts of a sibling or loved one you thought lost in the Mourning, but that information is going to cost you.
6You have a degenerative disease that canít be cured by mundane means. If you canít get a lesser restoration soon, youíre going to start showing symptoms.
7Your family lost everything in the Last War. 200 gp would get them a stake in a new (farm/inn/stagecoach).
8Youíve got a price on your head. Until you settle things with House Tharashk, youíd better keep an eye out for bounty hunters.
9Youíve got an opportunity to join an influential secret society. But youíve only got one month to raise the membership dues.
10Roll again. Itís not your debt: itís youíre loverís problem. Can you solve the problem before they have to face the consequences?

 player, 6 posts
Thu 30 May 2019
at 21:04
OOC: Idle Chatter
I've updated the character sheet with the associated skills, along with the proficiencies in bold. I've been doing some more research on Breland and it seems to me that if Den was a spy she would have been in the Dark Lanterns faction, or at least related to them in some way. If she was, then they are bound to service for life (or until retired) and she would probably have the King's Citadel in pursuit. Paying off a bounty hunter would be a good motivation for a debt, I think.

 As for regrets, perhaps she had an ex-lover in Cyre who died in the Mourning. Here's an idea for it:

She was on a mission in Cyre and had an affair with a human actor in Metrol, but despite falling in love with him broke it off when her mission was concluded. He eventually found a way of tracing her to her home in Sharn and sent a letter offering to cross the border to be with her. She never replied, worried about his safety and exposing her own vulnerability. The Day of Mourning occurred two months later.

As I say, these are some ideas. If they don't fit there are other flaws etc. that I have on rough paper that we can mess with.
 GM, 9 posts
Thu 30 May 2019
at 22:09
OOC: Idle Chatter
Great ideas! (I updated the formatting of your character sheet. Let me know if you don't prefer it that way and I won't be offended. I also added the +2 Charisma bonus from being a changeling, and you get a +1 bonus to either Dex or Int, and so far I added it to Dex since that puts it to a round 16 and therefore increases the modifier from +2 to +3).

Having a personal stake in the Mourning is a huge asset for drama potential. The entire War is at a standstill only because nobody knows what caused the Mourning so they're worried it will happen to them. So it's basically a cold war now with most parties using the ceasefire as an opportunity to rebuild forces and advantages with which they can rejoin the War with a vengeance (and a winning strategy) as soon as possible.

I love that you seem to enjoy reading up on setting lore and whatnot. The dragonmarked house Tharashk is a bloodline of humans and half-orcs who handle most of the bounty hunting (and dragonshard prospecting) throughout Khorvaire. They are good at it because about half of them manifest the Mark of Finding, which kinda works like a weak version of Captain Jack Sparrow's "whatever you desire" compass, but built into a tattoo. They're indefatiguable in pursuit, and many Tharashk scions live as international inquisitives or private eyes. If it's Tharashk that's after you, it may be tricky to pay off whoever's tasked to find you, since their House reputation is often more important than an individual's whims for personal profit or compassion or whatever. Sounds like a fun persistent problem.

(The dragonmarked houses are my absolute favorite part of the setting and I've ported them into non-Eberron worlds as often as possible).

As far as flaws and whatnot go, Feel free to have a normal flaw that you had written down, plus a regret, plus a debt. All these, plus Ideals, personality, and bonds, all serve as roleplaying cues and mechanically earn you Inspiration whenever they come into play, especially if they cause you some trouble. Especially for flaws (and regrets and debts), you're the main one in charge of deciding when you want them to cause you complications in exchange for Inspiration.

Inspiration, meanwhile, can be spent to gain advantage on any d20 roll (advantage means you roll 2 d20s and keep the better one). I think technically you're supposed to use inspiration before you roll, but I always let players spend it to reroll a failed roll after the fact. That makes it more useful.

(In my live game, I've actually tried about a million alternate rules for inspiration and the personality/bond/ideal/flaw elements in 5e since the core system hasn't worked well for me at the table. Maybe it'll be easier in solo pbp, but I don't like having to adjudicate when a feature has come into play sufficiently enough to grant inspiration. In a solo story, I'll probably just err on the side of frequency being fine since it rewards playing your persona rather than 'to win'.)

So what are the other personality, ideal, bond, flaw ideas you're toying with?

Also, we pretty much have enough to start at least some 0 level play. I'll work on some scene ideas. Selecting a background with fill you out a bit more, especially regarding starting gear and more still more ideas for personality/ideal/bond/flaws. :)
 player, 7 posts
Tue 4 Jun 2019
at 18:30
OOC: Idle Chatter
So my handbook arrived today! It's amazing how much easier I find it to learn from a hard copy than from an e-book or PDF. I think it's the tactile experience and - strangely enough - the smell. I'm a closet book-sniffer. Don't tell anyone.

Thanks for reformatting the character sheet for me. It's fine. Obviously you're better acquainted with the best format for ease of reference so I'm happy for your input. I do get a bit confused by the modifiers, though. The Race-related modifiers make perfect sense, but I don't really understand the standard ability modifiers. For example: the handbook says that if you have an ability score of 1 the modifier is -5? Wouldn't this make the real score -4? and isn't this increasing the handicaps for lower scores? Sorry if this comes across as a strange question, but the handbook isn't very clear on why, when or how these modifiers apply and I can't seem to get my head around it.

The Dragonmarked houses are my next port of call for research, I think. Seems like they play a huge part in the events of Eberron so it would probably be a wise time investment to look into them. If the bounty hunters are really that tenacious it would give her good reason to a)be paranoid and b) aspire to own a skyship (for ease of escape).

Having a look at Backgrounds it seems to me that the Criminal/Spy background would be the best fit. Again, it's an obvious choice but I think obvious is a good thing while I find my feet.

So inspiration is like a safety net? It's a nice way to encourage people to lean into their characters.

I've got a list of Traits, Ideals, Flaws, Regrets and Debts to choose from. I'm happy to use all of them or one of them, since all of them feed into her personality.

 Paranoid - Will not sit with back to a room or a door, will not sleep without double checking windows and doors, and/or setting up some sort of early warning mechanism.

Dislike and Mistrust of Organised Authority - Those in power rarely have their subjects' best interests at heart.

Restless Hands - Will often fiddle with things in pockets, run a coin through fingers, tap the table, pick at surfaces etc.

Would rather trick or goad an enemy into crippling themselves than enter into a contest of strength - brain beats brawn.

'Life Without Freedom is not Life' - She would rather die free than be bound to someone else's will.

Money can buy freedom - The more money she has, the fewer rules she has to follow.

She will try at all times not to cause grief to common people - after growing up poor in Sharn, she knows too well how it feels to be preyed upon.


Determined to own a Skyship.

On the run from the King's Citadel for desertion.

She had an older brother who joined the Dark Lanterns before her. He disappeared. Someday she hopes to find out what happened to him.


Magpie Syndrome - The prospect of owning shiny things (treasure, gold) makes her willing to set aside other tasks and take unnecessary risks.

Can't resist a challenge - well-guarded objects, drinking competitions, daring her to streak through the local temple... any chance to show her mettle is a huge temptation.

Prone to bouts of melancholy and binge drinking when left alone with her thoughts too long.


She was asked to sabotage a noble's lightning rail carriage. She didn't know his family was travelling with him. They died because of her bad information.

A former lover died in the Mourning. It was partly her fault that he was there.


She owes a smuggler a debt for facilitating her escape from Breland. If she doesn't repay him he will tell the Brelish authorities where she is.

That's what I've got as far as character depth goes. Let me know when you're ready to play, or if I need to do anything else before we start. I'll be swotting up on the handbook in the meantime.

This message was lightly edited by the player at 18:32, Tue 04 June 2019.

 GM, 10 posts
Thu 6 Jun 2019
at 16:59
OOC: Idle Chatter
Oh man! These are all so awesome. Truly. I may just have you keep them all and you can have inspiration pretty much all the blessed time!

I'll try to get time to give more thorough response tonight after work and the kids' bedtime.

In the meantime, don't feel like you have to dig too deep into understanding the Dragonmarked Houses. I mean, they're fascinating and one of the most unique parts of shaping the magical-industrial economy and society of Eberron. That said, Den may be less aware of how the Houses work other than what they'd need to know for daily functioning (like go to a Sivis station to send a 'telegraph' across the continent; go to Orien if you want a ride across the continent; go to Vadalis if you want an exotic pet).

Ability Scores
As far as Ability Scores, maybe it helps to think of it this way. 10 is default for normal humans, which gives a modifier of +0, basically neutral. Scores better than average give better bonus, up to a max of 20 (with a modifier of +5). On the flipside, scores worse than the average of 10 give maluses, down to a minimum of 1 (with a modifier of Ė5).

D&D assumes most beasts have Intelligence of 1 or so, while smarter animals might have up to 4ish, while most functioning sentient humans would really need 5 or more. Similarly, someone with Strength of 1 probably can't get themselves out of bed very well, or even stand for very long (unless they're a little bird or something with a smaller/lighter body to move).

The scores themselves are pretty unnecessary for play actually, and are mostly a historical holdover from older editions. All you ever really need to know is the modifier. The scores stick around because it's classic to generate scores by adding up 3d6 (or more commonly, rolling 4d6 and adding the highest 3 results). In older editions it was common for monsters to reduce or enhance your ability scores, but those are less common now since they cause a ton of math recalculations that aren't usually worth the effort.

As far as I can tell, though, in 5e, ability scores themselves only ever matter as prerequisites for things like heavy armor and qualifying for some feats, and maybe qualifying as a target for some spells (e.g. some enchantment spells require targets with Intelligence of 4 or more, or something). You could achieve the same clarity by specifying modifiers as prerequisites instead of scores.

Does all that over-long explanation help make sense of why Ability scores and modifiers work the way they do?
 GM, 11 posts
Thu 6 Jun 2019
at 17:02
OOC: Idle Chatter
Oh, I forgot to say, Criminal/Spy works great for a background by the way, so just add the proficiencies, gear, and special feature gained from that background to your sheet. I'm open to customizing options if things don't fit what you have in mind.

Also, if you gain proficiency for a skill or tool or language you already have from some other source, you can instead take proficiency in anything of the same type instead (the types are skills, tools, languages). Let me know if you have any questions about that.

By the way, I'm debating if I should change the format of your sheet again to something that's less annoying to edit. Hmm..
 GM, 14 posts
Fri 7 Jun 2019
at 19:48
OOC: Idle Chatter
I added the benefits of the Criminal/Spy background to your sheet. It grants you the following:

Skill Proficiencies: Deception, Stealth

Tool Proficiencies: Thieves' tools, one type of gaming set (your choice, Three Dragon Ante cards are a classic choice, basically fantasy poker)

Equipment (in addition to what you'd get from a class, which you don't yet have): A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Feature: Spy Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other spies (or criminals). You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Bonus starting weapon and armor
Since you don't have a class yet, you should probably start with leather armor and either a pair of daggers or a shortsword. A shortsword deals more damage (d6), but daggers can be thrown (20 feet, or up to 60 feet with disadvantage). Which weapon(s) do you choose?

Leather armor gives you Armor Class (AC) of  11 + your Dex mod, which is +3 for a total AC of 14. I'll add that to your sheet.

This message was last edited by the GM at 20:11, Fri 07 June 2019.

 player, 8 posts
Tue 11 Jun 2019
at 14:13
OOC: Idle Chatter
Thank you for the updates. I kept trying to get time to reply but every time I settled down to write it something else came up. I didn't mean to be ignorant or leave all the character sheet development to you.

So from what you've written about stat mods, I surmise that 10 is the base value for any given skill, and the + or - indicates how above or below an average ability they are. Is this right?

I'll go with daggers, weapon-wise. Seems to me that she'd prefer to keep her distance if she can, as her strength is her weakest stat. Also the cards are fine. I'll go and add these to the character sheet.

 I'll try to whip up a post IC in the next couple of hours. Hopefully I won't get disturbed this time. Thank you for being patient with me!
 GM, 15 posts
Tue 11 Jun 2019
at 14:48
OOC: Idle Chatter
No worries. If you were playing a live game, the sheet would be made for you in paper. On pbp, the formatting is more DIY anyway so Iím happy to lessen that distraction.

Ability scores get translated to modifiers, but modifiers are all that matter usually. So 10 is average and it translates to +0 modifier. Ability score of 16 is better than average and equates to +3 modifier.

The modifier is what you add to any die roll result of the related ability score. For instance, climbing a wall uses Strength with the Athletics skill, so you would roll 1d20 and add your Strength modifiers (-1 in your case) plus the proficiency bonus if youíre proficient in Athletics.

Keep in mind that weapons marked with the ďfinesseĒ tag can be used with either Dexterity or Strength. So a shortsword can be used in close range melee with Dexterity if you prefer.
 player, 9 posts
Tue 11 Jun 2019
at 15:13
OOC: Idle Chatter
I think I understand the modifiers... in theory. We'll have to see if I actually know what I'm doing when it comes to a real roll, though.

I didn't realise about Finesse. I'll switch her to a shortsword then. If she can use her Dex with it that would make more sense than the daggers. I'll go and edit that now.

I've just read the introduction posts. I love that you've integrated the character's background into the setting. It's also a wonderful place to start. I'm a fan of in media res openings: it gives the story a bit of a boost forward.

Before I get around to a reply I need to ask: do you have a preference in style? Do you prefer first or third person responses and past or present tense? Also, would you prefer me to use a coloured text for speech like other games do? Do you prefer deep detail in responses or prefer concise replies: action, thought and speech only?

 I'm pretty flexible style-wise, so just let me know what you'd prefer and I'll prepare a reply.
 GM, 16 posts
Tue 11 Jun 2019
at 23:24
OOC: Idle Chatter
Glad you like it! I hoped I hadnít overstepped in presuming Den did this or that prior to now. Some players get touchy about that. Let me know if you have any questions about stuff Den would know or about setting, or even gamewise, like what you might do or how things work etc. for the most part though, feel free to just have Den do or try stuff and Iíll introduce you to rules and details as they come up.

As for style, I personally prefer present tense, and actually first person for players, so itís like an inner monologue, if you donít mind of course. I like colored speech, anything readable is fine, and orange for OOC mechanics chatter like die rolls.

I guess medium detail is fine, more than just surface actions, but not like 1000-word posts, otherwise I take longer to get the gumption to read them. Less is probably better at beginning games, so I can be more responsive about interjecting wherever mechanics come into play. Weíll feel that out and I am let you know if itís too

As far as modifiers, just use the ones listed by each skill or attack as they come up and you will do fine.
 GM, 17 posts
Thu 13 Jun 2019
at 03:58
OOC: Idle Chatter
Awesome stuff! I squee-ed at the spot on Karrnath reference! Salt and iron and hot decay is so perfect and fitting the moment.

No worries about style. I donít know what you consider strange about it. Youíll get the hang of first person before too long. It took me a while too when a GM encouraged me to try it, especially when beforehand I was acquainted with how a PC talks to themself in their inner monologue, judging what they see, connecting to memories and emotions like you did, and expressing intent through physical gesture or expression. I hope you find it fun. No judgement from me. I think you did splendidly on this post. Perfect amount of detail, reflection, and action.
 player, 11 posts
Sat 15 Jun 2019
at 18:23
OOC: Idle Chatter
It's been a long time since I've heard anyone use squee in a sentence! Takes me back to my manga fangirling days back in the 00's. Oh MSN Messenger, how I miss you...

I suppose first person present just feels strange to write. I keep getting the tenses wrong and having to go back and edit it all. Bear in mind my big passion is creative writing so I criticise my own writing obsessively. I'm aware of this, and I've come to terms with my insanity.

I've rolled the die. It's a terrible one! Do you get to see die rolls or do I need to post it up on the thread?
 GM, 19 posts
Sat 15 Jun 2019
at 18:44
OOC: Idle Chatter
I can see die rolls if I look, but if you post it up in the thread, that feels more 'official', and then I see a 'new post' notification which feels more action-inspiring. Your post can be just OOC, or if you want to add a line of narrative interpretation of why or how a roll is good or bad, that's fine too.

First person tends to flow well for me when I think more about how the character may be processing through their situation and less about me writing out what they do in the situation. That's just me though. We can try it for a bit, and then reassess.
 player, 13 posts
Sat 15 Jun 2019
at 22:40
OOC: Idle Chatter
Don't worry about it, I work my way into different styles pretty easily. It might be a few posts before I get it right, that's all.

I've posted the dice roll. I didn't really think there was anything else to say at this point except the outcome though!
 GM, 20 posts
Thu 20 Jun 2019
at 20:13
OOC: Idle Chatter
Sorry for the delay. I was staying up too late last weekend so I've been trying to catch up with more disciplined sleep and took a day off work for a family day yesterday.

I'll try to progress the scene soon.
 player, 14 posts
Fri 21 Jun 2019
at 13:58
OOC: Idle Chatter
Don't worry. You're talking to someone who's a full time carer for two disabled parents, and a part time carer for two nephews with ADHD and Autism, so I understand how easily time can get away from you. Don't rush, I'm not going anywhere!