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21:48, 26th April 2024 (GMT+0)

OOC Discussion.

Posted by Alpha SGFor group 0
Player 13
player, 7 posts
Wed 24 Feb 2021
at 20:04
  • msg #51

Re: OOC Discussion

Player 4:
The book restriction is really weird. I don't even remember where half the Virtues originate and it seems odd to be locked out of something dumb and thematic like Nyctophalynx because of meta-gamesmanship... How hard of a rule is that? Can we get things approved piecemeal to fit a theme? I assume the worry is unintended interactions but I'm hard pressed to think of any that need more than Core and a single page from a book.

If that's part of your tight concept I think it would be part of the allowed virtues. For instance, Linguist is listed in the Bonisagus chapter and while I feel like an exception might be made for that virtue anyway I didn't feel the need to broach that question since it should be acceptable as part of my concept and I'm not taking any other virtues outside of the allowed books.

EDIT: Also it's easy to check where virtues are by using the free Virtue and Flaw finder pdf on Atlas' site.
This message was last edited by the player at 20:06, Wed 24 Feb 2021.
Player 7
player, 2 posts
Wed 24 Feb 2021
at 20:05
  • msg #52

Menagerie Covenant?

Player 6:
In reply to Player 3 (msg # 31):

If anyone is interested in forming a covenant based around a mengaerie, I'd love that.


My Hunter companion could fit into that, although my magus could take it or leave it.
Player 4
player, 13 posts
Wed 24 Feb 2021
at 20:16
  • msg #53

Re: OOC Discussion

Player 13:
EDIT: Also it's easy to check where virtues are by using the free Virtue and Flaw finder pdf on Atlas' site.

"Easy" to navigate a 27 page document. I generate characters with a spread sheet that just has all the virtues in it as a drop down. We didn't bother with citations. I think generally anyone who didn't get a bunch of options in their HoH:X chapter probably shares my frustration. Flambeau gave... Some mastery abilities and like 2 spell guidelines. But other magi not being able to use Vinny's Sling seems silly. It's not a secret, it's a natural consequence of existing guidelines given specific mechanics.

Guys, magi still suffocate under magical water, they can't drown but Parma doesn't generate air or force them to float right?
Player 3
player, 9 posts
Wed 24 Feb 2021
at 20:20
  • msg #54

Re: OOC Discussion

In reply to Player 4 (msg # 53):

Unless you got "Lungs of the Fish" or other such spell to allow breathing underwater, you'll definitely drown, even if it is magical water you're submerged in.
Player 4
player, 14 posts
Wed 24 Feb 2021
at 20:24
  • msg #55

Re: OOC Discussion

Player 3:
In reply to Player 4 (msg # 53):

Unless you got "Lungs of the Fish" or other such spell to allow breathing underwater, you'll definitely drown, even if it is magical water you're submerged in.

Suffocate, the water can't enter your lungs.

And yes, naturally you could have a spell or spont a spell to survive. Was thinking conceptually. Fog clouds are real easy to make, unbreathable fog clouds are a doable way to use a weather that bypasses MR, not that I should need it for Hedgies.
Player 13
player, 8 posts
Wed 24 Feb 2021
at 20:24
  • msg #56

Re: OOC Discussion

</quote>
"Easy" to navigate a 27 page document. [...]

Guys, magi still suffocate under magical water, they can't drown but Parma doesn't generate air or force them to float right?
</quote>
Yes, quite easy. It's a sorted list, the virtues are all in the first few pages and the flaws the following few, and then a repeat of both sorted alphabetically rather than by type.

Re: Air & Parma - I think that's true but the SG would know for this game.
Player 6
player, 7 posts
Wed 24 Feb 2021
at 20:28
  • msg #57

Re: OOC Discussion

In reply to Player 4 (msg # 53):

Or you could take Greater Immunity (Drowning), Or Faerie Blood (Selkie)
Player 10
player, 2 posts
Wed 24 Feb 2021
at 20:32
  • msg #58

Re: OOC Discussion

I saw what the Alpha SG said about not wanting gifted Mercere. Is there any reason for this, beyond how rare they are? I ask because I would like to play one. I think it would be interesting to have a character establish a Redcap base of operation in a new and foreign tribunal.  Plus, there is always the Roman roads and potential Mercurian interest in North Africa.
Player 9
player, 11 posts
Wed 24 Feb 2021
at 20:35
  • msg #59

Re: OOC Discussion

Lets not turn this into a game about defeating Parma before we even get started.
Player 4
player, 15 posts
Wed 24 Feb 2021
at 20:42
  • msg #60

Re: OOC Discussion

Player 9:
Lets not turn this into a game about defeating Parma before we even get started.

Not Parma. The infernal MR no doubt possessed by the magicians of Africa. Wink wink, but also maybe seriously...
Player 9
player, 12 posts
Wed 24 Feb 2021
at 20:46
  • msg #61

Re: OOC Discussion

If we’re sticking to the minimum 12 magi, 4 covenants, requirements for a new tribunal, should we go for 3 man covenants or break it up more. For day to day living in the laboratory it might not mean much, but a 5 magi covenant would be a real powerhouse in such a small tribunal and we might want to avoid that.

Or not.
Player 13
player, 9 posts
Wed 24 Feb 2021
at 20:57
  • msg #62

Re: OOC Discussion

In reply to Player 9 (msg # 61):

I'm assuming that Covenants for this purpose are always 2+ magi which makes a covenant of 5 within those requirements less likely. Probably best to shoot for covenants of 2-4 magi anyway for the power disparity you're talking about. Also, due to the starting vis allotment instead of BP for covenant creation (which seems to be the case, maybe I misunderstood) it makes that power disparity even greater. Also, with these being all new covenants a lot of time will be spent improving the covenants rather than in the lab so those extra vis to spend will make them even more extreme. But that said, some covenants might be very focused in their "mission," such as a covenant researching some ruin near them, and not care about a political power disparity so much.
Player 6
player, 8 posts
Wed 24 Feb 2021
at 20:59
  • msg #63

Re: OOC Discussion

In reply to Player 9 (msg # 61):

Looks like we have 12 players, that's 12 Magi, but there are likely to be 2-3 redcaps, who could as magi for the purpose of a Tribunal, and covenant, so that would mean we could have 4 covenants with about 3-4 'magi' each.
Player 4
player, 16 posts
Wed 24 Feb 2021
at 21:06
  • msg #64

Re: OOC Discussion

Player 6:
Looks like we have 12 players, that's 12 Magi, but there are likely to be 2-3 redcaps, who could as magi for the purpose of a Tribunal, and covenant, so that would mean we could have 4 covenants with about 3-4 'magi' each.

I think a lot of us pitched a Redcap because he mentioned "We should have at least 1 redcap" Not sure it is that many of our #1 choice for our only companion. If the Praelican starts swearing in Hedgies his covenant is going to quickly accumulate votes. While a Mercer house with just a Mercere and 3 Redcaps will have only 1 vote defending their interests (plus considerable political capital probably).
Player 3
player, 10 posts
Wed 24 Feb 2021
at 21:15
  • msg #65

Re: OOC Discussion

In reply to Player 4 (msg # 64):

Well to clarify, in my case at least Redcap isn't my first choice for a companion. Don't particularly want to play one, but I'd be fine with it if nobody else does. Turns out half the players got a redcap as one of the companion ideas.
Player 4
player, 17 posts
Wed 24 Feb 2021
at 21:17
  • msg #66

Re: OOC Discussion

In reply to Player 3 (msg # 65):

That's my point, I think we all said "ya, sure if we need one" like we were volunteering to be the cleric in a misguided D&D group.
Player 8
player, 3 posts
Wed 24 Feb 2021
at 21:53
  • msg #67

OOC Discussion

In reply to Alpha SG (msg # 1):

I was looking at the Hermetic Costs relative to Starting Mages. I am mathematically challenged. (easiest way to explain it) Multiplying by a negative number in a fraction confuses me. If Level of a ability summa is 6 or 7, for example, and quality is 12-14, what would the costs be? If I understand better, I can plan better.
Alpha SG
GM, 15 posts
General rules
Wed 24 Feb 2021
at 21:58
  • msg #68

Re: OOC Discussion

Player 4:
1 redcap with teleport boots should be able to do 4 covenants.

For two seasons. But there are two more seasons. That's why I was saying it could be managed by two Redcaps if they can travel quickly.

Player 4:
Well as we go east we start to run up against Levant, since there is no hard physical boundary separating them from us. They don't technically extend down that far, but that is probably just because they don't need to, since no one else is claiming it. It seems reasonable that we would have a some story about inter-tribunal politics if we settled as far east as Alexandria. Granted, I love that idea and if my other ideas don't pan out I have a Jerbiton concept that would totally dig it.

Yup, far east and west there will be questions from neighboring tribunals. And then there is the Roman Tribunal to the north of central northern Africa, getting pretty close to it. Part of the fun. I was waiting on the tribunal decision for a precise starting year in case there was something interesting historically, but I do want to make sure we have a second tribunal meeting before the upcoming grand tribunal. And this could certainly show up some there.

Player 3:
I got one question regarding character creation. Would it be possible to start with some breakthroughs being available? For example; Ritual Charged Items is something I'd be interested in.

No, I want to stay closer to core than that. It is something you could work on if you'd like.

Player 4:
The book restriction is really weird.

I can be flexible if people want it adjusted. I was trying to make a simple rule that would prevent cherry-picking and keep characters focused while still allowing many options. But if it's not a popular solution, it can change.

Player 4:
This game isn't even publicly advertising on RPOL?

Nope. I started with players I knew were asking or had already been trying to play, and that has provided plenty.

Player 4:
But other magi not being able to use Vinny's Sling seems silly.

Spells aren't restricted. I encourage custom spells, so anything you want for spells, so long as it's vetted. The Flambeau chapter also has lots of alternate Virtues, which are handy.

Player 10:
Is there any reason for this, beyond how rare they are? I ask because I would like to play one.

Mostly that they are very rare and it would be unlikely they'd want to have one head off to a tiny tribunal that doesn't even exist yet. But, unless I miswrote, I didn't 100% rule it out in case someone really wants to play one.

Player 9:
If we’re sticking to the minimum 12 magi, 4 covenants, requirements for a new tribunal, should we go for 3 man covenants

Don't forget that Redcaps count toward that 12. We'll have 14 + Redcaps magi, so 16-17 probably.

Player 13:
Also, with these being all new covenants a lot of time will be spent improving the covenants rather than in the lab so those extra vis to spend will make them even more extreme.

Yes, but that doesn't include vis sources, and I was planning to make those fairly balanced between locations. So two magi get a bigger share than four.
Alpha SG
GM, 16 posts
General rules
Wed 24 Feb 2021
at 22:03
  • msg #69

Re: OOC Discussion

Player 8:
I was looking at the Hermetic Costs relative to Starting Mages. I am mathematically challenged. (easiest way to explain it) Multiplying by a negative number in a fraction confuses me. If Level of a ability summa is 6 or 7, for example, and quality is 12-14, what would the costs be? If I understand better, I can plan better.

Ability summa level 6, quality 13:

(13+8*6-25)/2 = (13+48-25)/2 = 36/2 = 18 as a ballpark, precise at covenant/character creation.

That is a crazy-good book for an Ability, so the price gets crazy. That's near, maybe in, the territory of no one ever having been capable of writing it.
Player 3
player, 11 posts
Wed 24 Feb 2021
at 22:29
  • msg #70

Re: OOC Discussion

Say, I'm curious about one aspect of "Comprehend Magic" most often possessed by Pralixians. The very last sentence about it:

"At the option
of the storyguide, this Ability might also
give an insight into adapting non-Hermetic
magic into Magic Theory." - HoH:S Page 129.

What is your stance on this? Do you take this to mean an automatic Insight Text or Breakthrough Points? Or something more minor?
Player 13
player, 11 posts
Wed 24 Feb 2021
at 22:38
  • msg #71

Re: OOC Discussion

In reply to Player 3 (msg # 70):

Thanks for asking that because I was going to ask it myself and might swap around a virtue or two depending on the answer.
Player 4
player, 18 posts
Wed 24 Feb 2021
at 22:46
  • msg #72

Re: OOC Discussion

Was there another Quaesitor out there? We should probably have one and I'm trying to decide between my two concepts.
Player 11
player, 2 posts
Wed 24 Feb 2021
at 22:55
  • msg #73

Re: OOC Discussion

I see there's a lot of slaying-hedge-magi magi but are there any hedge magi that want build an hedge covenant?

I would like to play an hermetic sahir, is there anyone else?
Player 6
player, 10 posts
Wed 24 Feb 2021
at 23:00
  • msg #74

Re: OOC Discussion

Am probably gonna build a Criamon. They're not really a hedge magician, but they're equally baffling to most of the other houses... :-)
Player 7
player, 3 posts
Wed 24 Feb 2021
at 23:03
  • msg #75

Going forward

I'm trying to understand the next steps in getting the game started.

So far it looks like:

1. Select a location for new Tribunal
2. Choose the number of covenants
3. Submit detailed characters - get p.v.f based on experience of the magus.
4. Assign magi and companions into covenants.
5. Create Boons/Hooks for covenants.
6. Spend p.v.f
7. Begin play.

Is there something missing?  I think that's the order it has to be in, so the magi can work together on library acquisitions and avoid overlap.

My character is going to be one year past Gauntlet.

John (Player 7)
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