|
Post by LabRat on Sept 18, 2013 10:33:39 GMT -6
Lets just say that I might play a cleric what deities would you be using. Core, pathfinder your own? I am in the middle of working on my own pantheon of deities. I should have them posted before Friday. If there is something in particular that you would like to see, let me know, and I can work it in.
|
|
|
Post by Rigil Kent on Sept 20, 2013 14:31:51 GMT -6
OK, so what do you need from US? For example, being a new GM, I'm presuming you want to avoid the party having wildly incompatible alignments which inevitably lead to silly alignment arguments, so what alignments are best for your game? Do you need/want backstories? What about long and short-term character goals? Help us help you.
|
|
|
Post by LabRat on Sept 20, 2013 16:19:19 GMT -6
Of course background stories will always help make things more interesting. I've already established that you guys have been in a war and that you got a hold of some of money in order to finance your ship and crew. So if you want to include details on that, then by all means. You don't have to do anything like a 3x3 unless you want to help me get to know your character a bit more.
Regarding goals- As I've said before, too often we plan our character out to 20th level and we hardly ever get past level 7. If you give me character goals then I would focus on the short term more than the long term. That doesn't mean that you can't have a long term plan for your character (because it does help in terms of when you level) but just know that I doubt we will get above level 10 based on our typical M.O.
Regarding Alignment- I need to ask you all what tone you would like your game to be. If it is fly by the seat of your pants care free adventure, then it would make sense for you guys to be more on the chaotic side, if you guys want to be bonafied cut throat pirates, then throw in some neutrality there. If you want to explore for queen and country, then maybe you're more Lawful. I have established that you guys have known each other for a while, and you like each other, hence the wanting to go adventuring, so it wouldn't make sense for you to be evil (unless you all are evil). Honestly, as long as it fits your character, then I can work around the alignment issues, and will be mindful of that. Keep in mind though, that if there are alignment conflicts, then you guys will probably be doing a lot more compromise and roleplaying in order to have a good outcome.
To me, the quality/amount of stuff you give me reflects how involved you want your own 'personal' story line to be incorporated into the campaign. So really it is up to you how much time you want to put into your character. If you are someone that doesn't have time and/or desire to put forth the effort, then that's fine with me. There will still be stuff to do, and things to kill. But if you want to be apart of the story, then I'll naturally need more info about your character.
I plan on hitting this really hard next week and ironing some things out. Things are still germinating in my mind so I hope to have a lot more info spelled out by the end of next week.
|
|
|
Post by LabRat on Sept 25, 2013 10:07:45 GMT -6
So, I read the core rulebook for Pathfinder over the weekend, and I can say with a reasonable degree of certainty that it shouldn't be a problem to run. Of course I need to gauge interest and see what you prefer.
Pros to running 3.5: Everyone essentially knows what they are doing, and it is familiar Cons to running 3.5: Everyone essentially knows what they are doing and it is familiar
Pros to running Pathfinder: It is something different Arguably a better system Better class choices for some with a particular concept Different flavor so may provide interest to those who are burned out with 3.5
Cons to running Pathfinder: Lack of Gm familiarity Potential for game boggyness due to the increased need to look stuff up Lack of familiarity in general so game play may not be as efficient. Potentially more prep work for players in case there are new spells/feats etc.
If everyone could tell me their preference, then I'll decide based on what the majority wants. It shouldn't be that hard for me to convert, so I'll do whatever makes the group happy.
|
|
|
Post by WxMAN on Sept 25, 2013 10:17:53 GMT -6
Pathfinder
|
|
|
Post by Magman on Sept 25, 2013 19:03:22 GMT -6
Pathfinder
|
|
|
Post by Gigermann on Sept 28, 2013 15:17:15 GMT -6
Really the only downside to PF is that it requires something other than HeroForge to manage the character
|
|
|
Post by Magman on Sept 28, 2013 18:57:20 GMT -6
A book, paper, pencil
|
|
|
Post by Magman on Sept 28, 2013 19:10:01 GMT -6
Alignment wise what are we looking at as far as the group goes. Not that it will matter when I decide.
|
|
|
Post by thedefiantbudah on Sept 29, 2013 12:38:03 GMT -6
I was thinking ng... as long as we're not a pirate group...
|
|
|
Post by LabRat on Sept 29, 2013 16:00:27 GMT -6
Really the only downside to PF is that it requires something other than HeroForge to manage the character That did cross my mind, so I went online and I found a pretty good 'pathforge' character manager. You can find it here www.nzcomputers.net/heroforge/defaultpath.aspLook for the Pathfinder-sCoreForge file that was released on 26 Sept. 13. That was the one I tired out and didn't have any problems making a mock character.
|
|
|
Post by Gigermann on Sept 30, 2013 15:18:35 GMT -6
I need to ask before you get in too deep : How much of my help do you want?I know quite a bit about ancient nautical stuff, and I have a lot of resources from when I was going to run a pirate thing, and just in-general. My tendency is to flood you with info, so: - How accurate are you going for? Really need to be certain about that, because if you aren't trying to be at all accurate, then I'm going to end up feeding you a lot of irrelevant info—good way to shut me up is to say, now, that you're doing it your way (which is fine; just need to know that)
- Related to the above: what historical period are we shooting for here? None in particular/hodge-podge is a valid answer. I can help narrow it down, otherwise, if you need it
- The later the period, the more we start running into cannon/muskets—if there's no stand-in for gunpowder, it seriously changes naval tactics
Outside the naval aspect, I also have a lot of other resources you might make use of, if you want: specifically, random event/stuff generators, sailing links, ship photo archives, a GURPS: Supporting Cast book featuring an entire sloop crew, visual examples of ship combat via Empire: Total War or Shogun2: Total War. If you find yourself in need of something, I may have it. If you've got it sorted to your satisfaction, better tell me to STFU now
|
|
|
Post by LabRat on Oct 2, 2013 9:52:42 GMT -6
My apologies, for some reason I just saw this I need to ask before you get in too deep : How much of my help do you want? I will start off by saying I know very little about nautical aspects. Therefore, I decided not to go into too much detail, for fear that I would feed you (universal) misinformation. Plus since this is a fantasy, I don't think it is the right atmosphere to delve into the nit picky details. That being said, I don't want to slap a sloop on the boards and call it a Dreadnought. So I guess on a scale of 1 to 10 with 10 being super detailed about every aspect, I would say maybe a 4 in terms of detail. That being said however, I would certainly appreciate a consultant now and again. Or someone to tell me if I am doing something momentously egregious. I really would like to do some sort of ship combat, so I would probably need advice on the mechanics in terms of ship movement or how to make this interesting without cannons (giant crossbows? spell casters? trebuchets?) I am still reading and finding different sources so I need some time to hammer out the details, so there may be a chance I can still find an answer to my question. I will ask you to let me know if I am driving you crazy. I know if someone would like to run a campaign around forensic investigation or something, I would want to jump in and give them all this detail. It would be hard for me to keep my mouth shut even if they say they aren't going for accuracy. So if you have a need to tell me something, then you are always welcomed to. [/li][li]Related to the above: what historical period are we shooting for here? [/quote] This is tricky. In my head I actually am picturing very early colonial (early 16th century), however that brings up the issues of technology, like gun powder. I could say in my world it wasn't invented yet but I feel like that is kind of a cop out. On the other hand, D&D was primarily set in medieval times so it would make sense to stick to that time period. I know this is isn't a definitive answer, probably because I am still deciding. If anyone has a preference one way or another, let me know. Outside the naval aspect, I also have a lot of other resources you might make use of, if you want: I will certainly take you up on that offer. It would save me a lot of time. I have found some random generators for weather, and wind, etc. but the sailing links and ship combat examples would be really helpful. If you've got it sorted to your satisfaction, better tell me to STFU now I haven't gotten it sorted out to my satisfaction. I have spent the last few days figuring out the world, and the stuff/logistics that you guys would do on land. I am just delving into the naval aspect of this campaign. I would like a bit of time to do some research and then say okay I am missing this, this and this, I need help. So I am certainly not telling you to STFU, but let me come to you in a day or so, after I have hammered some stuff out, so that I can ask questions/get advice.
|
|
|
Post by Rigil Kent on Oct 2, 2013 11:22:36 GMT -6
how to make this interesting without cannons (giant crossbows? spell casters? trebuchets?) Firearms exist in Pathfinder. In Greyhawk, the gods simply don't allow it to work. You might actually just have our particular region not have the appropriate expertise, sort of like how China had gunpowder loooooong before Europe did (which could lead to some later issues if we run into a ship actually equipped with cannon) - perhaps this region of the world is simply less advanced that people might expect... Or alternately, gunpowder exists and functions, but it just isn't worth the trouble in a world where you can hire a dude to hurl fireballs from his hands... To be fair, D&D really isn't medieval. Full plate armor, a staple in D&D, doesn't really show up until really late, so I'd argue it's more of a bastard medieval/Renaissance era. I'm totally cool with not playing medieval because it would be a more unique flavor...
|
|
|
Post by LabRat on Oct 2, 2013 12:41:22 GMT -6
Well then that is more promising for me. I would like to change the time period up a bit, so if no one has any objections then I would like to have it be more colonial. Also please bear with me in terms of switching my head over to another system If I say D&D, I really mean Pathfinder, and I need to remind myself that if I think one thing in D&D is true, then it may not be the case with Pathfinder. So my apologies in advance
|
|
|
Post by Gigermann on Oct 2, 2013 13:19:38 GMT -6
Pre-gunpowder naval tactics were far simpler, mostly consisting of getting in close and boarding—not much else to do with it.
What do you mean by "colonial?" The more traditional Age-of-Sail and the Medieval period—well, late-Medieval/early-Renaissance —actually overlap quite a bit. Caravels and carracks were around in the 1400s, and were sometimes armed with small cannon.
I suspect, though, that you'll probably want to stick with the typical Fantasy take, that is, a bit of a hodge-podge, not really traceable to a particular historical period. This means you could have a "galleon" armed with ballistæ in a technological situation that technically predates their introduction.
|
|
|
Post by Rigil Kent on Oct 2, 2013 13:20:38 GMT -6
No worries. I actually think that D&D has some firearms rules somewhere too - just not in the core rulebook. And to be fair, I just happened to notice the firearms rules in PF the other day myself!
|
|
|
Post by Gigermann on Oct 2, 2013 13:47:41 GMT -6
DMG has firearms, too
|
|
|
Post by thedefiantbudah on Oct 2, 2013 16:03:46 GMT -6
I like where Rigil was going with the whole gun powder thing...maybe other areas have it and it hasn't made it to our part of the world...and when we run into it, we'll just have to improvise...and if we win the day...TADA! we have cannons lol
|
|
|
Post by Rigil Kent on Oct 2, 2013 18:39:35 GMT -6
Or we all sink and die.
|
|
|
Post by Magman on Oct 2, 2013 19:11:12 GMT -6
I say no to firearms, it would change the whole game and greatly unbalance it.
|
|
|
Post by Rigil Kent on Oct 2, 2013 20:03:59 GMT -6
How does it unbalance the game? If you think about the time period, we're looking at best flintlocks, which are for all intents and purposes one-shot items. How is that any different than me sticking a wand of (insert spell of choice) on a hand crossbow?
Or are you referring to cannon? Again, I don't think they'd really unbalance the game at all ... I just don't see the point in a world where you can have a magic user or three accomplish the exact same effect by waving their fingers and muttering some words.
|
|
|
Post by thedefiantbudah on Oct 2, 2013 20:40:28 GMT -6
would a cannonball be able to penetrate a Wall of (insert type) ?
|
|
|
Post by Gigermann on Oct 2, 2013 20:53:57 GMT -6
Personally, I don't think gunpowder would be OP. We've played in a setting that had it before—Iron Kingdoms; though not my favorite setting ever, but I actually liked the gunpowder stuff. That said, there are a few good (though perhaps weak) reasons to not include gunpowder: - We have to learn to use it, in a system we're already going to have to adapt to some things for
- It may prevent the use of some modules, adventures, etc., that don't already include it—or at least, require a lot of conversion and thought
- I have a lot of Fantasy ship-design PDFs that do not feature guns; they would have to me modified before use
|
|
|
Post by LabRat on Oct 3, 2013 12:51:22 GMT -6
I have thought about it, and I think I am going to forgo gunpowder for now, however, that doesn't mean that you won't come across it later in the campaign. The idea that you might discover it in game has piqued my interest, and you might as well incorporate something new by way of story. Is that okay with everyone?
|
|
|
Post by Rigil Kent on Oct 3, 2013 15:37:41 GMT -6
Works for me!
|
|
|
Post by WxMAN on Oct 3, 2013 15:46:25 GMT -6
Nuclear fission is still on the table though right?
|
|
|
Post by Magman on Oct 3, 2013 19:06:48 GMT -6
I am ok with it also The nuclear fission that is
|
|
|
Post by LabRat on Oct 25, 2013 11:56:00 GMT -6
Just wanted to give you a blurb about where I am right now and a little bit about the campaign expectations. Not so much my expectations for you but how I see the campaign progressing.
Right now I have designed this as a 'carnival' type of campaign. Meaning that there are many things to do and see, but the order of how you progress or what you discover is entirely up to you. A new quest can appear at any time. Sometimes NPC's have different quest icons, there will be known places that you can go to where there will be a different quest icons, and some just might happen upon you. There is no real overarching story. Your job is to get out there an explore for king and country, and the story will unfold as you progress. How you deal with the things that you find may become an overarching story of its own. You might make some enemies, or some allies along the way that will pop up a time or two. Your presence on these different lands may spur exploration in another civilization and the consequences therein. Pretty much everything you do will matter to some degree, so bear that in mind when making in game decisions.
The exception to this rule is going to be the first session. There are people that I need you to meet, and understand the resources you have at port. So this is going to be really railroad-y so that I can make sure that you get the information you need. This is also a refresher course for me since it has been a while since I have GM'd anything. So bear with me for the first session. After that week I will turn you lose.
Since you can essentially stumble upon a quest at any time, there was the unforeseeable pressure on the GM to have multiple quests ready at any given time. That was kind of dumb on my part, but I have managed to have 7 pretty solid adventures, with 4 or 5 loose ideas that can be fleshed out. That's what I have been working on for the past few weeks, and why I've been kind of quiet on the boards, the players obviously couldn't be apart of what I was doing. These next few weeks are going to be doing the 'GUI' of the campaign (getting obsidian portal squared away, Ppt presentations, gathering avatars, making ship grid maps/photos/diagrams, maps,etc. etc.). The visuals were less important to me, so I saved them for last, but I am confident I can get them completed.
As of right now, most adventures are going to happen on land. The use of your ship is kind of like the 'traveling' portion on any land campaign. There are always encounters and problems but they aren't the real meat of the adventure. This will probably change as I get more comfortable with the idea of being on sea. Since I have never done it before I will admit my bias towards land adventures.
I'll go ahead and say that this isn't going to be perfect. I'm still new at this GM-ing thing, I'm running an adventure style that is out of my comfort zone, and a system I haven't experienced playing. I don't think that I bit off more than I can chew, but things aren't going to be as smooth as I would like. I just want to put that out there, and I will welcome any suggestions, comments as the campaign progresses.
By next Friday (Nov. 1) I will need a completed character, with any other info that you want to give me (background story, 3x3, avatar, whatever you want to do). Once again I will stress that your participation will be a major influence on if you want your story to be a part of this campaign. If you are okay with being Joe the Fighter, then you will be Joe the Fighter...and you will fight things. But if you give me a rich background with characters, then I will endeavor to put them in the campaign, if that is what you wish.
I think that's about it. Nate and I are going out of town tomorrow and will be back on Wednesday. I don't know if we will have internet, so I will try to answer any questions you have for me today. If I can't get to them, then I will get to them on Wednesday.
|
|
|
Post by Rigil Kent on Oct 25, 2013 12:02:12 GMT -6
By next Friday (Nov. 1) I will need a completed character, with any other info that you want to give me (background story, 3x3, avatar, whatever you want to do). Done.
|
|