So I'm thinking of running another game soon, and naturally that got me thinking about the system as well as all of the setting elements and themes I've been revising in my head over the past year or so. This thread is intended to accommodate both the development of the ruleset we'll be using and to allow me to figure out some general setting stuff without starting up a new thread or renovating an old thread for the setting.
SCHEDULING DOODLE (ignore dates; this is just general days of the week with times people can make) http://doodle.com/32fyxemwa43ef3a5
Current Roster (May change after scheduling analysis)
sparkletwist (Cleric/Ranger)
Numinous (Witch)
MagnusPym (Barbarian or Rogue)
Polycarp (Fighter)
Steerpike (Cavalier or Inquisitor)
HippopotamusDundee (Druid)
Llum (Oracle/Rogue [was mentioned in chat but not expected to play, will leave it here just in case])
SA (wizard)
Nomadic (co-GM/guest roles/Thatch, First Knight of Gilbany)
Did I forget anyone? I've talked to a lot of people about possibly playing the last few weeks.
Thatch is so excited he dressed up! (not actually my photo)
(http://www.trendytree.com/raz-christmas-and-halloween-decor/images/h3153361-crowH3153361blackcrows.jpg)
Game Mechanics
-Pathfinder e7
-7th is either a new level in your base class (if it is beneficial) or, alternatively, a level in a PrC from the approved list regardless of whether or not your meet the prerequisites (this includes wildly opposing character themes if you think it'd be cool and can come up with a good reason)
-All skills are class skills, everyone gets an extra feat and extra skill point at each level (in addition to the normal level progression feats)
-We're using the feat changes listed here: http://theworldissquare.com/feat-taxes-in-pathfinder/ . Should help make martial types more fun. Deft Maneuvers still makes feinting a move action. Bonuses given apply to CMB and CMD.
-3rd-level characters to start. Ability scores are 17, 15, 15, 13, 13, 11 arrange as desired. You may choose elf, dwarf, half-elf or half-orc as a race if you really want to for the stats/features but you're still of typical human size and appearance, just maybe a bit off.
-Animate Dead is a 2nd-level spell available to all full caster classes.
-Improved Unarmed Strike is a free feat for martial classes.
-If your class only receives 2 skill points/level, it now receives 4
-Every character gets an ability increase at 4th-level and again at 6th
-I don't like the way exotic weapon proficiencies work. Consider them martial for this game, but make sure to talk to me about choices first as some of them don't exist in the setting.
-you can spend 15 minutes or however long it takes to prepare one spell and change what you have prepared in a slot you haven't expended yet
Classes
That fit: Barbarian, Bard, Cavalier, Druid, Fighter, Inquisitor, Oracle, Paladin, Ranger, Rogue, Witch, Wizard
That don't fit: Alchemist, Cleric, Gunslinger, Monk, Sorcerer, Summoner
That could be made to fit: Cleric, Magus, Samurai
Note: None of these that don't fit are banned outright, it is just that the "default" fluff doesn't fit in Haveneast
Setting Stuff
-Demon-Gods and Associations (WIP): Moose (fear), Horse (storms), Goat (death), Snapping Turtle (the harvest), Bear (the lost), Whale (wrath), Coyote (famine), Snake (madness), Hawk (war), Owl (magic)
-No heaven/hell parallels. Nearest equivalent is a fabled outworld (the Inaershch), a seemingly endless series of supernatural domains connected by seemingly random or hidden pathways and/or techniques. Some of these are tiny domains as small as a single room; some are infinite (and yet contained within a smaller space if you were to draw a map of the Inaershch). Yes, this is heavily inspired by Lordran Dark Souls if you are wondering or have heard me ramble about it before :). Hopefully that will give one an idea of how some transitions between areas take place (long ladders, mysterious lifts, shattered stone walls leading into darkness, occasional leaps of faith, etc.)
-Reimagining power levels. Gods are killable. Gods aren't gods, they're mortals who've amassed power through experience, or are just powerful demons and the like (the example I keep using is that a Pathfinder Glabrezu would serve as an appropriate example of a "god"
-Still want to include angels. Given that religion in Haveneast takes a different form (there's no direct parallel to Christianity or any other religions in that vein) and the "enlightened" knights and their cultures follow more of a set of loose philosophies, my current inclination is to make angels raw manifestations of magic as a fundamental force. More on this as I figure it out.
The Dead Empire Crusade
Haveneast has had its magic level turned up slightly. While I am still shooting for a low-magic setting, my idea for a new campaign involves a declared crusade into an eastern kingdom that was corrupted and transformed into a dark, unforgiving realm of the undead. Naturally, that means the PCs are either members of a knightly order or have been commissioned or ordered to take part in this sacred crusade to reclaim the land. Who wants to smash some skeletons?
This post will be updated fairly often with new stuff. Feel free to post in the thread if you have suggestions or want to know more about the upcoming game.
THIS SECTION OUTDATED
Haveneast
The Lord Vicar of Hawnil has declared a cessation of hostilities on the western coast, and ordered all of those without binding duties and capable of hefting a sword to make for Arcanathraan, east of Gilbany, where the dead have turned the once-glorious land into a place of gloom and horror. It has been one year to the day since Arcanathraan fell, and nothing has been heard of those who did not escape the initial onslaught. It is speculated that various lords of the countryside may yet survive within the walls of their fortresses, and in addition to the rescue mission it has been determined that the knights of the West will cleanse and occupy the territory to prevent the tripartite alliance of Angorad, Lustolia and Perovia from making sovereign claim of the kingdom. Hildandi, the Knight of the Heavens and war consular to the Vicar has warned that this is no simple fight against humanity and urged that would-be crusaders do not journey ill-equipped and without the support of a warband.
[spoiler=Guilds]
The Vicar's call to arms has spurred many warriors and mercenaries into battle. Some are listed below:
The Knights of the Raven
Campaign Commander: Marchioness Aerne Kildragon of Gilbria
Strength: 40 knights, 200 soldiers, unknown mercenaries
Objective: Magnul Pass (east Arcanathraan)
The furthest venturing of the involved orders, the Marchioness of Gilbany's northern border has mustered a significant company and moved eastward in response to increasing boldness from Atagian and Hemnict barbarians. Knowing the barbarians will seek to seize the rich sources of iron, gold and lumber in the heart of the ruined kingdom, this contingent intends to reach Magnul Pass and prevent the Atagians and Hemnicts from using it as a quick way into the country's heart.
The Knights of the Raven are knights with some capability in magic. They wear black and purple garments.
The Guild of the Eagle
Campaign Commander: Horulchyd the Cruel, Prince of Tybetyr
Strength: 4-7 mixed specialists, 2 Shield-Swords, 5 retainers, 1 knight-observer
Objective: Castle Durg, Castle Acarthaan, Primwill Keep, Castle-on-Jugor
A special band ordered by the Vicar herself, the Guild of the Eagle has dispatched a party to Castle Barrawog, from which they will make incursions into infested territory. The goal is to recover surviving members of the House of Tybetzk, or, failing that, secure the royal heirlooms that allow claim to the throne of Arcanathraan. The leader of the Eagle warband has close ties to the conflict, as he is destined to take the throne in Arcanathraan should his father and his brother Purgolt are deceased. Having left just before the outbreak and having not heard from House Tybetzk since, Prince Horulchyd rushes to the kingdom for fear of the barbarians reaching it first.
Eagle coat of arms are primarily midnight green with black and silver touches.
The Winter Lions
Campaign Commander: Crown Prince Granvald iz Ilander, Duke of Thasalreach
Strength: 100 knights and spearmen, 7 warlocks, 50 Gilbanian Legionnaires
Objective: Cleansing of main roads and villages; reaching Wolfgate to establish contact with Verkemian crusaders from the east
Defying the King's wishes to stay clear of the undead , Granvald has organized his own warband with intent to make the roads between cities in Arcanathraan safer and easier to traverse. This complicates the nature of the danger in Arcanathraan, as opposing factions from both the barbarian fronts and the Angorian border know Gilbany, with only one living heir to the throne, would be brought to its knees should the Crown Prince fall.
The Winter Lions wear light blue with a white lion's head in the center, bordered by dark green.
[/spoiler]
[spoiler=Opposing Factions]
The Bringers of Steel
Once a stalwart ally of Kangdemar and its lords, the Bringers of Steel betrayed the West in the recent Heartland War and now operate from Angorad in the north. Seeking to seize the land for the Angorian princes, who under their seemingly ageless queen grow tired of squabbling over petty holds and desire to divide Arcanathraan among themselves. The Steel work to cleanse Arcanathraan and also to slay any crusaders from the West.
The Bringers of Steel wear black and yellow tabards, typically with full helms.
Atagia
The fledgling kingdom Atagia is one of the kingdoms to arise in the wake of the Heartland War, wherein the kingdom of Haviland fell only five years ago. It lies on the northeastern border of Gilbany, separated by low mountains that eventually slope upward into the Arcadians in central Arcanathraan. The Atagians are an ancient people lacking in the modern luxuries often enjoyed by the West, and were it not for the support of Angorad, Lustolia and Perovia, Atagia would not pose a serious threat to Gilbany or its allies. The kingdom began when Warskaria first fractured, allowing hostile peoples to sail unhindered from the Isles of Kerroe, through the northern pass and land on the Havilian shore; their invading brutes pillaging and burning much of the countryside. The Heartland War began when Gilbany and Warskaria marched eastward to attempt to halt the horde of Atagian barbarians from conquering Haviland uncontested. Having designs on the Havilian soil and the ores in its mountains, Angorad allowed its former ally to be overrun and then quickly rushed to aid the Atagians and Hemnicts in repelling the West. Angorad has an unknown number of foot soldiers and cavalry situated on the Atagian side of this barrier, known as the Sorcata Range.
Atagian warriors specialize in small loads, simple equipment and light weaponry and as a result are a very mobile force, given to ambush tactics and archery to gain an advantage over the disciplined, armored and often mounted warriors of the West.
Hemnia
The Hemnicts, like the Atagians, are a weak people without the protection of Angorad, Lustolia, and Perovia. Also like Atagia, their leaders are of Kerric descent and formed a pact with the Atagian warlords to split Haviland up. The Hemnicts are otherwise much the same, as is the region they dwell in, however they are among the most spiritual of all peoples now a part of Haveneast, and are viewed with particular animosity by the West for cavorting too carelessly with the sinister demons the pagans of the West revere reluctantly. In a mockery of the former kingdom of Haviland, the Hemnian rulership wear headdresses like many on the continent, understanding that the adornments are sacred to the native peoples.
[/spoiler]
Gods and Religion in Haveneast
There are no direct analogs to any current religions in Haveneast; there are pagan pantheons, animism, and more modern philosophical movements that various nations aspire to (it wouldn't be unrealistic for you to hear a king at coronation declare the country to be adopting a more humanist and utilitarian approach to society). People who worship typically practice expiation, performing acts ranging from the burning of incense to a would-be hero's journey depending on the nature of their desire and the environment they are in; some local spirits may prove particularly malevolent if these needs are not met. Shrines may sometimes be hastily constructed in private locations by unpracticed petitioners, and in these cases the bastardized
[spoiler=Pagan Demon Gods]
Megalu, Turtle Demon
Known chiefly as the god of the harvest, Megalu's likeness is that of a giant, char-black turtle with a shell made of ashen bone and glowing yellow eyes. Megalu is appeased by pagans whose lives revolve closely around the sprawling farmlands, with special importance in countries like Gilbany, Arcanathraan, and the Plains of Storms. A typical sacrifice to Megalu is a small offering of wheat, corn, or another cultivated plant left on an altar to rot.
Abisai, Horse Demon
The wasting, rotting equine form of Abisai is associated with weather and disasters such as the tornadoes of the plainlands and the fierce snowstorms of the northwest. Abisai's favor is sought when the forests of northern Gilbany are dry and in need of rain to quench the wildfires as often as he is offered sacrifice for fear of the coming storm season. His encompassing relation makes him a well-known and widespread entity whose shrines can be found quite often in the wilderness, particularly at random on the Great Plain southeast of Arcanathraan. A typical sacrifice to Abisai involves a clay vessel to be shattered, but more sinister rituals involve the forceful drowning of small creatures as a gruesome tribute.
Axaycatl, Coyote Demon
Axaycatl (sometimes pronounced 'axe-cattle') is the essence of pestilence, but also the dark patron of secrets and appears as an oversized, ageless coyote with wicked features and fur made black by altogether too much dried blood. Savage and wrathful, the coyote demon has wrought plague upon kingdoms seemingly at random. She is particularly difficult to please as a prayer must be spoken over rotting organic material, but it must be done in Old Ingari, an ancient language few can speak. Axaycatl's shrines are usually small stone structures with small troughs dug in a symmetric pattern on the floor. In the center sits a coyote effigy that must be decorated with the flora of the season. These are often built very close to priests' longhouses in the south but in the West are found on the edges of small fields in loosely-packed forests.
Umgamet, Moose Demon
The embodiment of fear, Umgamet is a huge, primal-looking moose with glowing eyes and an unnerving gaze. He is unique in that prayers and offerings are undesired (or at least ineffective), but for fear of the Witching Week and the Night of Two Souls (pagan "holidays"), people sometimes seek to appease him. Umgamet is associated with things that go bump in the night and that lurk just beyond the trees; many a warrior has sought to wear the moose's likeness into battle, and in cooler regions of the West it is considered a rite of passage into adulthood for an adolescent noble to put down a bull moose.
Methecus, Goat Demon
Also known as the Goat-Witch and Rottinghorn, the demon known as Methecus is the lord of the undead and patron of dark magic. His avatar is a large goat-man whose form is decayed, his fur often hanging unnaturally from the skeleton that remains. Gruesome offerings to Methecus are not unheard of, usually from the distraught or insane but also from warlords who worship him as a deliverer of power. Other than severed body parts or excised organs, the only method by which to summon the attention of Rottinghorn is to burn the rare Ingarian Lotus found growing sporadically throughout the West, particularly on old and abandoned paths.
Hlohovah, Bear Demon
[/spoiler]
more coming
Perhaps angels re manifestations of what the people consider good? Like the opposite of warhammer daemons. Perhaps angels from different cultures have different personalities, and mad cultists are striving to create evil angels by engendering some really twisted morality in people?
I am interested in how Clerics don't fit and could be made to fit, as my "new" character for this setting was a Cleric.
(Of course, when picking that Cleric's patron god, I would have a hard time picking anything other than the Horse.)
Having played a Sorceress in this setting already, I'm also curious how Sorcerers don't fit-- especially since you turned up the magic level.
Clerics don't really fit the setting because the class kind of implies a connection with the divine on a level not really present in Haveneast. They are still playable but thematically I think it is more off than druid, inquisitor, paladin and oracle. They would be viewed more like a wizard.
Sorcerers don't fit but I think Lisette's backstory will, as I want to turn sorcerer powers into something you can enter into a pact for and trade some aspect of you for it. I'm still developing this but I want a few different ways to access magic.
Humabout, I like that idea but that is probably going to be only one depiction of them. I want angels to be more chaotic to represent the force of magic, so there will be some like that but "evil" ones definitely are already a part too. They're essentially my creatures from beyond sort of thing.
One thing I would encourage would be to consider the fluff and crunch of classes somewhat separately.
Something like Monk is a good class to leave out on both counts because its fluff doesn't fit at all and mechanically it is a terrible class, but some classes like Sorcerer and Cleric may not have suitable fluff but are mechanically sound and on some level the game doesn't really "feel like Pathfinder" if you leave them out. So I encourage you to re-fluff rather than just exclude, like you have already started to do-- viewing the power sources of Clerics differently (even vanilla PF somewhat supports this, with Clerics that don't have a specific deity) and rethinking the sources of Sorcerer power and whatnot. There are probably ways to change the fluff around to make Alchemists and Summoners fit too, which might be a good idea unless you really hate their mechanics as well.
Yeah. I'm not banning them outright but fluff-wise the list is pretty accurate, I should've clarified. Just means you can't really fit the PF concept in, although gunslinger just plain doesn't work so I should probably just say it isn't allowed.
I'm assuming that Gunslinger doesn't work mainly because of its reliance on guns, which you don't want to support in Haveneast. However, one option is to change its rules slightly so that its various bonuses and abilities can be applied to crossbows, thrown weapons, or whatever. This gives another ranged combat option-- which is nice, since those are kind of lacking in Pathfinder.
Quote from: HoersSo I'm thinking of running another game soon
Hooray... well, not that I would have time now, but a theoretical "hooray" anyway.
Quoteor, alternatively, a level in a PrC from the approved list regardless of whether or not your meet the prerequisites
Interesting, though I wonder how many PrCs have anything worthwhile in their first level. For some PrCs like Duelist or DD it's basically pointless (+1 to AC, yay). Even if it is worthwhile, it's usually just one ability - for a shadowdancer it's basically sacrificing a level for HiPS, while for an arcane archer it's Enhance Arrow +1, and so on. At that point I'd wonder if it wouldn't be better to throw out PrCs and just give PrC-like bonuses as if they were feats, either for hitting 7th or as "bonuses" after 7th. Granted, that probably requires more system design work.
QuoteAll skills are class skills, everyone gets an extra feat and extra skill point at each level
I still dislike this, but you know that already :P
Interesting that demons are animals. What does this mean to druids/rangers and such, I wonder? Is the natural world considered somewhat threatening/demonic as a result? That wouldn't surprise me in Ath (scary woods) but it's notable as a setting-wide phenomenon.
Regarding angels, you could also make them - to use simple alignment terms - more "law" and less "good." Rather than manifestations of magic, perhaps they're the keepers of the cosmic order, charged with maintaining all those supernatural domains and the structure/composition of the world against possibly meddlesome "gods" (who are, after all, only upstart mortals anyway).
NNNOOooooo! Horse, why not come back where we previously left? I loved my barbarian...
Quote from: sparkletwist
I'm assuming that Gunslinger doesn't work mainly because of its reliance on guns, which you don't want to support in Haveneast. However, one option is to change its rules slightly so that its various bonuses and abilities can be applied to crossbows, thrown weapons, or whatever. This gives another ranged combat option-- which is nice, since those are kind of lacking in Pathfinder.
Yeah, it could be refit for crossbows. I'd be okay with something like a less high-power Demon Hunter from D3 running around.
Quote from: Polycarp
Quote from: HoersSo I'm thinking of running another game soon
Hooray... well, not that I would have time now, but a theoretical "hooray" anyway.
Quoteor, alternatively, a level in a PrC from the approved list regardless of whether or not your meet the prerequisites
Interesting, though I wonder how many PrCs have anything worthwhile in their first level. For some PrCs like Duelist or DD it's basically pointless (+1 to AC, yay). Even if it is worthwhile, it's usually just one ability - for a shadowdancer it's basically sacrificing a level for HiPS, while for an arcane archer it's Enhance Arrow +1, and so on. At that point I'd wonder if it wouldn't be better to throw out PrCs and just give PrC-like bonuses as if they were feats, either for hitting 7th or as "bonuses" after 7th. Granted, that probably requires more system design work.
QuoteAll skills are class skills, everyone gets an extra feat and extra skill point at each level
I still dislike this, but you know that already :P
Interesting that demons are animals. What does this mean to druids/rangers and such, I wonder? Is the natural world considered somewhat threatening/demonic as a result? That wouldn't surprise me in Ath (scary woods) but it's notable as a setting-wide phenomenon.
Regarding angels, you could also make them - to use simple alignment terms - more "law" and less "good." Rather than manifestations of magic, perhaps they're the keepers of the cosmic order, charged with maintaining all those supernatural domains and the structure/composition of the world against possibly meddlesome "gods" (who are, after all, only upstart mortals anyway).
The 7th-level thing with PrCs is admittedly not a very nice choice given the way most PrCs are no longer frontloaded, but there are a few that would be worth it (such as the arcane archer, which you mentioned in the chat). Keep in mind too that when I say you can take a level in it without meeting all the prerequisites, a 6th-level fighter for example could take a level in arcane archer without having the ability to cast spells. Still, I expect most levels would just be taken in the base classes or as a dip into another class.
Druids and rangers operate mostly the same, however they almost take on a bit more of the priestly role given their association with nature and the way most deific entities are demonic anthropomorphs. Some people in Haveneast refer to common animals as aspects of said gods, but actually encountering the god or one of its minions clearly shows the difference. The increased level of hostility throughout the setting ties well with the overall way I want magic and the supernatural to kind of seep into the setting through the wild, unexplored, unknown and forgotten/ruined areas of the setting. You aren't likely to see much supernatural stuff near a large city, but if you're in the middle of the Gilbanian Highlands in the dead of winter your compatriots might be unnerved for fear of running into something.
I like the angel idea. It still kind of works with their chaotic mentalities in a sense. I think I'll make fallen angels (as always) and have them be the truly destructive ones (or maybe just have them seem a little more like Tyrael from Diablo?)
Quote from: Magnus Pym
NNNOOooooo! Horse, why not come back where we previously left? I loved my barbarian...
I would've just tried rebooting the campaign but I lost most of my logs a while ago in a system wipe. :( I don't want the stories of the previous characters to fizzle out though, so I think over time we'll develop a timeline or something for them, maybe even have them appear in some fashion in future games.
Ok, well I'd be interested. I'd probably play a rogue-type character, or another barbarian. We'll see when the time comes.
I'm potentially interested, somewhat depending on times/frequency of play. I'd probably play as an Inquisitor or maybe a Cavalier as they're kind of underused I think. Maybe a mutilated knight covered in scars from a demonic ritual gone wrong, or a master medieval detective along the lines of William of Baskerville.
Most excellent. I'll be putting up a Doodle vote as soon as I've finished my exam. Inquisitor or Cavalier would be awesome; that would put us at a theoretical group makeup of Cleric, Inquisitor or Cavalier, and Rogue or Barbarian with room for a couple of others. We could definitely use an arcane caster. Also I hope it's clear from the description that undead will be the major focus of the campaign, so it'll really come in handy if there's a character or two who's really really good at bashing (bare) skulls.
Is there any more room in this merry band?
Quote from: Numinous
Is there any more room in this merry band?
We haven't actually solidified a group or scheduled times yet, so definitely! When I get around to posting the scheduler we'll see who can play and when. I'm willing to go as high as 6 characters in the party.
Quote from: Hoers
Quote from: Numinous
Is there any more room in this merry band?
We haven't actually solidified a group or scheduled times yet, so definitely! When I get around to posting the scheduler we'll see who can play and when. I'm willing to go as high as 6 characters in the party.
That's great. I usually like to crush skulls or get devout. I'm thinking Oracle or Witch right now, unless we need something else?
Personally, I'd suggest Witch. I'm playing a Cleric and we might get an Inquisitor, so divine spellcasting seems to be covered. We don't have an arcane caster, though.
(Not that Oracles aren't fun and useful, so play what you want, really... :grin: )
Quote from: sparkletwist
Personally, I'd suggest Witch. I'm playing a Cleric and we might get an Inquisitor, so divine spellcasting seems to be covered. We don't have an arcane caster, though.
(Not that Oracles aren't fun and useful, so play what you want, really... :grin: )
I've proven consistently underwhelming when I play arcane casters, and I'm not much for the theme either. I think Witches are pretty sweet though, so I'll see what I can come up with.
I was thinking. I'd really love to play barbarian because it actually gives me an excuse to not overthink my moves and just plunge myself into fights with bare fists if weapons are not handy.
However, seeing as we might not have any spellcaster type, it occurred to me that playing a necromancer with an interesting background could come in very handy. I'll wait until our party is a bit more solidified to make a final decision though.
Quote from: Magnus Pym
I was thinking. I'd really love to play barbarian because it actually gives me an excuse to not overthink my moves and just plunge myself into fights with bare fists if weapons are not handy.
See? You know what's up! Hulk smash!
If this game occurs in a time frame convenient for me, it had occurred to me to play a thuggish fighter/rogue. It sounds like there are a number of caster ideas being floated around and I have a thing for non-magical mundanes anyway.
I was thinking of maybe something like a hedge wizard with semi-druidic/shamanic elements.
So provided everyone interested can meet the time that gets decided upon, the group currently consists of a Barbarian, Cleric, Fighter/Rogue, Witch, Inquisitor or Cavalier, and Wizard or Witch or Druid or something similar. Pretty solid group. As soon as I'm done my exam I'm going to post a general Doodle quiz for people to post times they can make games during the weeks. Obviously no guarantees that everyone can make the time that I go with but hopefully there is one that works for everyone. It'll be whichever one the most people can make. I won't ask anyone to start finalizing character builds until that happens.
I too would be interested in playing. I think I'd go for an undead-hunting ranger, which should mix well with those other character types.
Hmm, I forgot that the proposed campaign was somewhat undead-focused. Perhaps a rogue is not the best choice.
In Pathfinder, Polycarp, undead are subject to sneak attacks.
Quote from: SteerpikeIn Pathfinder, Polycarp, undead are subject to sneak attacks.
I actually just realized this myself a minute ago, and stand corrected. Nevertheless, I gather they're still not subject to intimidation/demoralize, which is where I was thinking of going mechanically with my thuggish fighter/rogue. You can backstab skeletons now but presumably you can't frighten them (unless you're a cleric). :)
Added some houserules to the first post. Will be adding more relevant setting info soon.
There are two things I want to pass by all of my potential players before anyone gets too into it (although I know you've already mostly finished your character, sparkle): I'd like to implement a "mana" system instead of Vancian magic; we'd essentially copy the Psionics rules for casting if you guys were down.
Also, a much larger aspect of Haveneast that I've never properly been able to convey is the Skyrim-esque level of alchemy available. I'd like to include a list of possible ingredients and write up some DCs for locating them via foraging. I'm not even sure if people would use this.
I know I've said it before, but I'm not too much into rules. I'll let the others with more experience playing the games express their opinion.
On another note, whatever adds depth and realism in a roleplaying game is something I like, so emphasizing the importance of alchemy a little more would be cool in my opinion.
Also, talking of potential players, I know we're a ways from actually starting to play, but it might be cool to keep a list on the first post of the potential players and the/their class(es) that they want to play.
Quote from: Magnus Pym
I know I've said it before, but I'm not too much into rules. I'll let the others with more experience playing the games express their opinion.
On another note, whatever adds depth and realism in a roleplaying game is something I like, so emphasizing the importance of alchemy a little more would be cool in my opinion.
Also, talking of potential players, I know we're a ways from actually starting to play, but it might be cool to keep a list on the first post of the potential players and the/their class(es) that they want to play.
Good idea. Added.
I don't much like the Vancian system, so having it replaced with mana-based casting would be fine with me. Not that I'm the most relevant player to voice opinions about this since my planned character won't have any spells at the start and won't be gaining many of them even if he should level up.
Alchemy sounds like it could be a nice addition. Not sure whether it'd be worth the effort it'd take to make the rules though.
I am neither in favor of nor opposed to a "mana" system, really. I worry a little if you are going to base it on psionics rules because D&D psionics rules are generally not very good, at least any that I've seen. I also think it might make Clerics really powerful (which I'm not completely opposed to, since I'll be playing a Cleric and all!) because they don't really have any "spell known" restriction, so removing the limits on prepared casting gives them a very deep bag of tricks.
As for alchemy, I remember talking about this before. I like the idea of alchemy, and one way to close the mundane-magical gap is to make magical rituals that can have spell-like effects available to anyone (or at least anyone with the right craft skill) but I personally found the way you were actually doing it in practice to feel really video gamey and it just didn't seem like it'd be fun in practice. But that was just my impression back then.
Good points. I'd like to introduce spell points but I think I'll just stick with Vancian for now (maybe with recharge). The alchemy probably won't work in standard Pathfinder; I'd have to make a heavy system mod for it to work. It would essentially revolve around players knowing areas of my setting (which is unfair IMO) to get the most out of it, although just looking at a list of ingredients with their biome stats and a Survival DC to locate them would possibly work.
One house rule I've seen that is somewhat common that takes quite a bit of the annoyance out of Vancian is the ability to "re-prepare" a slot. That is, if I have spell X prepared in a slot but not expended, I can spend 15 minutes or some other reasonable amount of game time and change that slot to spell Y. That makes a prepared caster not truly spontaneous or anything but it means that any time there is a little bit of downtime they can adjust their tactics to the situation.
Quote from: HoersThere are two things I want to pass by all of my potential players before anyone gets too into it (although I know you've already mostly finished your character, sparkle): I'd like to implement a "mana" system instead of Vancian magic; we'd essentially copy the Psionics rules for casting if you guys were down.
My fighter and I
care deeply about this don't really have an opinion.
As for alchemy, I like the idea of interested PCs being able to use alchemical/herbal skills productively, but to be honest I'm not sure a complex alchemy system really adds much over a more ad hoc system (as in, make a Knowledge [Herbalism] check, get a circumstance bonus to some thing you are trying to do). I suppose, like many things, it depends on the implementation. At any rate, my character is unlikely to get much use out of it.
http://doodle.com/32fyxemwa43ef3a5
Ignore the actual dates in the quiz for now; just post times you have available on a regular basis and we'll see how well that works. If we can't get it to work out that well I'll be going with whichever date the most people can consistently meet. If you're not sure about availability you could still take part in other ways if interested.
If this method doesn't work out, I'll just be posting a doodle every week to pick a time everyone can make.
Ima just drop dis here.
Covetous Evgen
"Elf"
HP 15
AC 14 (+3 Dex, +1 Dodge)
BAB +1
CMD +4
Str 11 Dex 17 Con 13 Int 19 Wis 13 Cha 13
Feats
Combat Casting, Dodge, Improved Initiative, Spell Penetration, Toughness
Skills
Appraise +10
Escape Artist +6
Linguistics +10
Perception +4
Spellcraft +10
???????? +Profit
Spells/Day
4/3/2
Spells Known
1 (5) Colour Spray, Enlarge Person, Grease, Silent Image, Sleep
2 (2) Invisibility, Levitate
Are the "Caste" and "Lineage" ideas from the old campaign still going to be making an appearance and, if so, will it be an identical, similar, or different set of options?
Quote from: HippopotamusDundee
Are the "Caste" and "Lineage" ideas from the old campaign still going to be making an appearance and, if so, will it be an identical, similar, or different set of options?
They weren't really all that effective for what I intended so I'm not using them this time. I'm allowing players to pick any of the medium-size PC races instead of just humans, though. You can play an "elf" but you're just a human from a different region than the default human race or a dwarf, etc.
I believe I successfully doodled.
Tentatively replied to the Doodle. My schedule may change/fluctuate.
Man this would be an awesome group. Looks like scheduling might be tricky, though. I listed my weekends as unavailable, but there might be some possibility of me playing Saturday afternoons... maybe.
I have doodled as well!
I'm not 100% sure about my exact availability but generally speaking weeknights are good-- Tuesdays and Wednesdays not quite as much so, and I might also be able to make Saturday afternoons as well.
So based on the way the doodle has shaken out, there are two timeslots where 6 players can make the game, and I'm leaning towards these. The problem is that it puts either MagnusPym and Ghostman out (Monday nights) or Ghostman and Hippo out (Wednesday). In the interest of keeping the process simple, are any of you three unsure if you'll be able to make those timeslots (Monday 7PM Eastern, Wednesday 7PM Eastern) in the future?
Alternatively, is anyone interested in possibly taking the role of a recurring character or characters rather than a standard party member? There are a lot of potential storylines that could receive more attention if someone were down to play what would almost be a series of mini-campaigns on the side (we might even be able to start a 2nd "group" that plays very streamlined situations and then makes regular session appearances). This would be a good option if you want to play but suspect work or other events may get in the way.
I'd much prefer to get in the action, however if it'd suit the whole group better I can play a side-campaign with a recurring character.
I have no set schedule until mid-January, so posting on the doodle is sort of pointless for me. Whatever you figure out will probably work for me (or not, but there's no way to predict it).
So I've been having some computer troubles that prevented me from posting last night. We're going to go with the Monday night timeslot, 7 PM eastern. Can everyone still make that this week?
I'll be on the chat often this weekend getting things prepared so if you want help creating your character or tailoring it to the setting I'll be there. I'd like to get everyone to write a very brief background for their character.
Primary game final roster:
sparkletwist (Cleric/Ranger)
Numinous (Witch)
Polycarp (Fighter)
Steerpike (Cavalier or Inquisitor)
Llum (Oracle/Rogue [was mentioned in chat but not expected to play, will leave it here just in case])
SA (wizard)
Nomadic (co-GM/guest roles/Thatch, First Knight of Gilbany)
Barbarian game:
MagnusPym (Barbarian)
Hippo (Druid)
In the interest of making sure everyone's as ready as possible I'm going to postpone the first session until the 30th. If you can't make that day we'll run it and introduce other people later on. Send me PMs or just post here if you have character questions.
Quote from: Hoers
In the interest of making sure everyone's as ready as possible I'm going to postpone the first session until the 30th. If you can't make that day we'll run it and introduce other people later on. Send me PMs or just post here if you have character questions.
Sorry for not responding, I'm still stuck in the last few bits of finals. The 30th works for me.
Nnnnnooooooo. That's my birthday (31st, Brisbane time).
dad is a New Year's Day baby. says he went 20 years with a hangover on his Bday
:(
To accommodate that, I'm going to move the game to Monday, January 6th, which should give everyone time to get back into their groove.
Adding a lot of material over the next week or two.
Works for me (I assume).
Quote from: Hoers
To accommodate that, I'm going to move the game to Monday, January 6th
Think I may be working that day, but as I'm in the side-group that isn't (I hope) too much of an inconvenience.
Quote from: HippopotamusDundee
Quote from: Hoers
To accommodate that, I'm going to move the game to Monday, January 6th
Think I may be working that day, but as I'm in the side-group that isn't (I hope) too much of an inconvenience.
Nah that'll be fine. I'll have you guys start the week after on Sunday, most likely.
I'm going to move this back once more to the 13th, as it's looking like I may be pretty busy in the weekend and early next week. How do people feel about bi-weekly, to reduce the pressure of making it all the time?
If it's the 13th I should be able to make the first session. Which would be kinda cool.
Bi-weekly (as in, every two weeks) suits me very well, personally. The advantage of weekly is that if someone has to miss a session it's not as big a deal; but, on the other hand, with bi-weekly sessions people would probably miss fewer sessions.
Changed the thread name to match the poll name. First session is coming up. I'll be sending everyone PMs about character prep and whatnot as necessary. Also trying to get more useful setting information up as soon as I can.
[ic=Sorin Tiomir iz Verdain]
[spoiler=Picture](http://i.imgur.com/Wf3fygq.jpg)[/spoiler]
Quote from: DescriptionSorin is an imposing man, large and broad-shouldered, but still a young man in his early 20s - though the beard makes him look older. He has dark brown hair and blue eyes. Though rather hirsute with shoulder-length hair, bushy eyebrows, and a full (but short) beard, he keeps himself impeccably groomed. He wears a polished and finely engraved breastplate, with a vivid crimson tabard that displays his house's arms (http://i.imgur.com/JEtzy2O.png). His adventuring clothes are not colorful or ostentatious, but the fur trim makes it clear he is not merely a sell-sword or petty knight. He is usually seen carrying a four-foot stave, shod with steel on both ends, which is actually a witch steel flail - when not in use, he keeps the ball and chain coiled about the end and wrapped in a knot of crimson cloth that can be undone in an instant. Out of combat he carries it like a gentleman's cane, though it is obviously much stouter and heavier than that.
His horse, Istav, is a massive black charger with a white patch on its head. It doesn't look very friendly.
Samurai (Standard Bearer) 4STR 18 (+4)
DEX 17 (+3)
CON 15 (+2)
INT 11
WIS 13 (+1)
CHA 13 (+1)
Hit Points 36 (28, +8 Con)
AC 20 (+3 Dex, +6 Armor, +1 Dodge), 24 vs. movement AOO
Melee Attacks:WS Heavy Flail +9 (1d10+7) 19-20/x2 [disarm, trip, +2 crit confirm]
Dagger +7 (1d4+4) 19-20/x2
Ranged Attacks:Javelin +6 (1d6+4) x2 [Range 30 ft.]
Dagger +6 (1d4+4) 19-20/x2 [Range 10 ft.]
Initiative +3
CMB +9 (+14 trip, +13 disarm, +11 dirty trick/reposition/steal)
CMD 22 (24 vs. disarm/trip/dirty trick/reposition/steal)
Fort +6
Ref +4
Will +2 (+2 morale bonus vs. fear)
Speed: 20ft (50 ft. mounted)
Carrying Capacity: 86/87-173/174-260
Skills (ACP -3):
Climb:
+6 (2+class+Str-ACP)
Handle Animal:
+5 (1+class+Cha)
Intimidate:
+12 (4+class+Cha+Str)
Knowledge (nobility):
+9 (4+class+Int+½ level)
Perception:
+8 (4+class+Wis)
Ride:
+7 (4+class+Dex-ACP)
Swim:
+7 (3+class+Str-ACP)
Class Features:Challenge 2/day (+3 damage, DR 2/- vs. target, -2 AC to other foes)
Resolve 2/day (remove condition, roll Fort/Will save twice, or remain conscious)
Honor in All Things 1/day (+4 morale bonus to save or skill check)
Banner (+2 saves vs. Fear, +1 attack on charge for all allies within 60 feet)
Weapon Expertise (Quick Draw and +2 crit confirm, heavy flail only)
Feats:Combat Reflexes
Deft Maneuvers
Dodge
Furious Focus
Fury's Fall
Intimidating Prowess
Mounted Archer
Weapon Focus (Heavy Flail)
[spoiler=Equipment]Equipment, on Sorin (55 lbs):
Breastplate, Masterwork (30 lbs)
Soldier's Uniform (5 lbs)
Heavy Flail, Witch Steel (10 lbs)
Heritage Book (2 lbs)
Dagger (1 lb)
Tabard (1 lb)
Journal (1 lb)
Sealing Wax (1 lb)
Signal Horn (2 lbs)
Grooming Kit (2 lbs)
Inkpen
Ink
Signet Ring
Flint & Steel
Equipment, on Istav (146 lbs + 255 lbs = 401 lbs)
Military Saddle (30 lbs)
Barding, Chainmail (80 lbs)
Saddlebags (8 lbs)
Lance (10 lbs)
Javelins, 5 (10 lbs)
Waterskins, 2 (8 lbs)
Equipment, on Pack Horse (216 lbs)
Pack Saddle (15 lbs)
Chain Shirt (25 lbs)
Small Tent (20 lbs)
Cot (30 lbs)
Bedroll (5 lbs)
Cask of Wine (16 lbs)
Rations, 8 days (8 lbs)
Animal Feed, 8 days (80 lbs)
Rope, hemp, 50 ft. (10 lbs)
Lantern, Hooded (2 lbs)
Oil, 5 pints (5 lbs)[/spoiler][/ic]
That's a pretty mean-looking character sheet.
First session went well, mostly served as a prologue and I kept it pretty rolling-light. The characters got a brief introduction to the people around them and the state of affairs, watched some traitors hang, then saw some foul magic overtake two of Verdain's knights (and Baron Verdain?). Sorin acted with restraint in the presence of his father, Triske got to eat a lot of mutton while Aliya began asserting her dominance and Aradia was quite flustered at the whole situation. Next session this new warband packs the horses and moves east to the Pyre Line on the border before making their excursion into Arcanathraan, where they'll likely be running into a lot of undead.
[ic=Aradia Bristlewatch][spoiler=Picture](http://i.imgur.com/mENYKev.jpg)[/spoiler]
Quote from: DescriptionIf Aradia were summed up in a word, it would be unremarkable. She's not very pretty or tall, outspoken or charming. She stands a towering 5'2" and is immovable as a mountain at 93 lbs. Her form is often obscured to the best of her ability in baggy robes or dresses, all the most muted browns or grays she could find. Generally, she prefers not to speak over others and is content to blend into the background, except when upset. Her age leads her to be credulous, prone to tantrums, and fearful of even the most trivial threats. Still, she has dreams and she intends to live long enough to see them out.
Despite this, she is firmly loyal to House Verdain, for services rendered. This loyalty manifests in her bringing her compassion and gifted healing hands into Arcanathraan on the crusade. With her comes her constant companion, the white weasel Havadian Magnul-Gare and her horse, Daisy.
Witch 3STR 11
DEX 15 (+2)
CON 15 (+2)
INT 13 (+1)
WIS 19 (+4)
CHA 13 (+1)
Hit Points 17 (11, +6 Con)
AC 12 (+2 Dex)
Melee Attacks:Sickle +1 (1d6) x2
Initiative +6 (+2 Dex, Imp. Initiative)
CMB 1
CMD 13 (+2 Dex)
Fort +3
Ref +5 (+2 Familiar)
Will +7
Speed: 30ft
Carrying Capacity: 38/39-76/77-115
Skills (ACP -3):
Craft (Alchemy):
+11 (3+class+INT+Cauldron)
Handle Animal:
+7 (3+class+Cha)
Knowledge (Arcana):
+7 (3+class+Int)
Knowledge (Religion):
+7 (3+class+Int)
Perception:
+10 (3+class+Wis)
Ride:
+8 (3+class+Dex)
Survival:
+10 (3+class+Wis)
Class Features:Spells
Hex (Cackle, Cauldron, Evil Eye, Feral Speech, Healing, Peacebond)
Witch's Familiar
Feats:Improved Initiative
Accursed Hex
Extra Hex(Cackle)
Extra Hex (Feral Speech)
Extra Hex(Healing)
Extra Hex (Peacebond)
[spoiler=Equipment]Equipment, on Aradia:
Bones
Chalk
Mysterious Egg
Potion of CLW (5)
Potion of Enlarge Person (5)
Pouch, Spell Components
Portable Alchemist's Kit
Sickle
Bone Totem (Healing spells have a +2 to their effect)
Equipment, on Daisy:
Bedroll
Cauldron
Trail Rations (7)
[/ic]
What archetype are you using that lets you use Wis as a casting stat?
Quote from: sparkletwist
What archetype are you using that lets you use Wis as a casting stat?
That would be the "forgot how to read" archetype.
Quote from: NuminousThat would be the "forgot how to read" archetype.
I thought that was a barbarian archetype
Quote from: Polycarp
Quote from: NuminousThat would be the "forgot how to read" archetype.
I thought that was a barbarian archetype
There's a reason that's my favorite class.
Next session currently scheduled for Monday, same time. I have to work fairly early on Tuesday though so the session would be pretty short (2 hours ish). Anyone unable to make a 6 eastern slot? We could start earlier to keep the game longer.
I can do 6 EST!
6 EST works for me.
I can do 6.
Cool, we'll do it then.
Reminder that there is a session tomorrow night at our regular time, 7 eastern.
I just realized I've never actually posted my character. So I'll do that now!
[ic=Aliya Mevin]
[spoiler=Picture](http://oyster.ignimgs.com/wordpress/write.ign.com/65813/2012/05/female-DH.jpg)[/spoiler]
Lawful Evil Human Cleric 2/Ranger 1
STR 13 (+1)
DEX 17 (+3)
CON 13 (+1)
INT 11 (+0)
WIS 15 (+2)
CHA 17 (+3)
Max HP: 24 [10 + 5 + 4 + 3 con + 2 FC]
Ranged attack: Bow +6 (d8+2), x3 [+8 (d8+4) against Undead]
Melee/Ranged attack: Throwing Axe +5 (d6+1) [+7 (d6+3) against Undead]
Melee/Ranged attack: Dagger +5 (d4+1) [+7 (d4+3) against Undead]
Melee attack: Cestus +5 (d4+1) [+7 (d4+3) against Undead]
BAB +2
AC 18 [4 armor + 3 dex + 1 dodge]
(AC 23 when moving within or out of a threatened area)
Init +3 [3 dex]
CMB +3 [2 BAB + 1 str]
CMD 17 [10 + 2 BAB + 1 str + 3 dex + 1 dodge]
FORT +6 [3 C + 2 R + 1 con]
REF +5 [0 C + 2 R + 3 dex]
WILL +5 [3 C + 0 R + 2 wis]
Speed: 30ft.
Carrying capacity: 50/100/150
Skills (20 points) [14 class + 3 human + 3 bonus]:
Bluff +7 (1 + 3 cha + class)
Craft(Carving) +4 (1 + 0 int + class)
Diplomacy +7 [1 + 3 cha + class]
Disable Device +7 [1 + 3 dex + class] (+6 with ACP)
Handle Animal +7 [1 + 3 cha + class]
Intimidate +7 [1 + 3 cha + class]
Linguistics +4 [1 + 0 int + class]
Knowledge(Local) +6 [3 + 0 int + class]
Knowledge(Religion) +4 [1 + 0 int + class]
Perception +8 [3 + 2 wis + class]
Ride +7 [1 + 3 dex + class] (+7 with ACP)
Sense Motive +7 [2 + 2 wis + class]
Spellcraft +4 [1 + 0 int + class]
Stealth +7 [1 + 3 dex + class] (+6 with ACP)
Survival +6 [1 + 2 wis + class] (+7 when tracking)
Languages: Ghosmian, Old Ingari
Class Features:
Favored Enemy: Undead (+2 to attack and damage vs. Undead)
Track: +1 to Survival checks for tracking
Some kind of Ranger communing with animals thing
Channel Negative Energy (d6) - Save DC 16 (18 for Undead)
Usable 6 (3+Cha) times a day.
Cast any level 1 non-domain spell slot as Inflict Light Wounds
[spoiler=Domains]
Ambition Domain:
(based on http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/glory-domain/honor )
When you channel negative energy to control the undead, the save DC is increased by 2.
Snap out of it! (Su): With a slap to the face (touch attack), grant an ally a new saving throw against a charm or compulsion. You can also use it on yourself as an immediate action. Usable 5 (3+Wis) times a day.
Domain spells: (1) shield of faith (2) zone of truth (3) searing light [refluffed as being dark purple and spooky rather than divine radiance]
Imagination Domain:
Bit of luck (Sp): Touch a willing creature as a standard action. For the next round, any time the target rolls a d20, roll twice and choose the better result. Usable 5 (3+Wis) times a day.
Domain spells: (1) silent image (2) minor image (3) major image
[/spoiler]
Tattooed holy symbol
Feats:
(H) Command Undead
(1) Scribe Scroll
(+) Precise Shot
(2) Rapid Shot
(3) Improved Channel
(+) Dodge/Mobility
Spells: 4 Orisons
Level 1: 3 + 1 domain (save DC 13)
[spoiler=Equipment]
[Spent 100 gp on tattooed holy symbol]
(1700 gp) Witch Steel Composite(Str+1) Longbow [Reskinned as an automatic/repeating crossbow]
(250 gp) Masterwork Chain Shirt [Reskinned as reinforced studded leather]
(50 gp) Masterwork Backpack
(8 gp) Throwing Axe
(5 gp) Cestus
(2 gp) Dagger
(25 gp) Belt pouch with spell components and silver holy symbol
(20 gp) 20 durable arrows
(1 gp) 20 common arrows
(2 gp) 20 blunt arrows
(5 gp) 5 red dye arrows
(50 gp) 5 smoke arrows
(1 gp) Whetstone for sharpening arrows (+1 damage on first hit)
(100 gp) 8 scrolls of Cure Light Wounds (CL 1) [Reskinned as small wooden discs with runes carved into them]
(25 gp) 2 scrolls of Silent Image (CL 1) [Reskinned as set of ornately carved animal bones]
(25 gp) Scroll of Summon Minor Monster (CL 2) [Reskinned as animal fur and bones shaped into a small talisman]
(25 gp) Scroll of Comprehend Languages (CL 2) [Reskinned as bits of carved wood bark stained with ink and blood]
(25 gp) Scroll of Hide from Undead (CL 2) [Reskinned as runes etched into a shard of a human skull]
(110 gp) Combat trained light horse with:
(10 gp) Saddle
(4 gp) Saddlebags
(16 gp) Cleric's kit (Food, bedroll, torches, etc.)
(1 gp) Animal feed
(5 gp) Light mace
(50 gp) Bag of vicious caltrops
385 gp
[/spoiler]
Game last night was fun. Feels good to finally have our old friend Thatch back in the mix, doesn't it guys?!
EDIT: In all seriousness though, I felt it was important to establish the Nightmare as an alternative way to travel between areas in the mortal world. Thatch can teach any of the characters how to find areas susceptible to dream leaks (or do it for the group if they want) and they are a little more common in Arcanathraan than they would currently be elsewhere due to civilization being overrun by the undead in the kingdom.
Next session this Monday. Anyone not able to make it?
Hey guys something's come up, I'm gonna have to cancel the game tonight. Can everyone make next Monday?
I'll be on.
Me too!
Is there supposed to be a game tonight?
If so, I'm sorry but I won't be able to attend.
I'm pretty occupied today as well so I may move it to next Monday if that works for everyone? If not I'll do a doodle up
Hey guys, apologies but I'm gonna have to push the game back again to next week
Are we up for today, and at what time? Usual 7 eastern?
Yeah, we're on for tonight
ah, go crazy! Go, Hoers!
Last night's session featured an encounter with a bloated undead known as The Tanner, which spilled its guts on Triske, inflicting him with disease. Following the battle, Triske acquired The Tanner's cleaver-like weapon - and nearly hacked Aliya (or Aliya's horse) apart with it before the group freed him of its magic (for now). Also featured some discussion as to Thatch's motives and value to the group.
EDIT: Also, I'm gonna try and tidy this thread up soon.
Are we on for tonight?
I thought this was every other Monday, and we played last Monday. We've just been thrown off a little because Hoers had to cancel twice.
At any rate, if it is today, I won't be able to make it.
Hey guys, sorry I've been crazy busy the past couple of days. Next session is Monday the 14th.
I'm going to have to cancel this session, with the next one tentatively scheduled for the 21st. Is Monday becoming difficult for anyone? I'm tempted to post a new Doodle to see if other days are easier.
I'm around after all. Anyone still here?
I'm not sure I'm going to be able to make this game either. Mondays are getting difficult for me. I'm going to post a doodle.
I've got two weeks until graduation and I'm utterly swamped. I can't make it today and I'm unlikely to make anything for these next two weeks. My apologies to the crew.
Next week is likely off as well for me, as I will be moving that day and don't expect to have internet for a few days.
I can't make it either. But I guess that won't be a big problem!
Are we going to try to play on Cinco de Mayo?
(I don't have any plans, but I don't know about anyone else... :P )
I am not sure. I'd like to but I'm still pretty busy settling into my new job/place. I will make a decision by midday Saturday.
I'm still likely to be busy until graduation on the weekend of May 9th.
I'm going to have to postpone this until I can figure out a more convenient day of the week; Mondays are getting pretty much impossible for me. That doodle I was talking about will be up soon
Alright, so I've been looking at my schedule trying to find days when I have guaranteed time to GM and they're few and far between. I don't want to abandon the game completely, so there's always the option of PbP if everyone is interested in doing that but even that I may be slow to respond to. Thoughts?
Personally, I'd not be a huge fan of any attempt to still play a Pathfinder game that way. Something more loose in structure seems to work a lot better; I've rather liked Storium.
I'm also not particularly keen on Pathfinder PbP but wanted to present it as an option. Storium isn't terribly expensive but I don't want to force people into backing it to play. What other options are there?
Quote from: HoersStorium isn't terribly expensive but I don't want to force people into backing it to play.
I'll just point out that you don't strictly have to. You can invite people and they can play for free. You only have to back it if you want to
create games.
So the narrator (i.e., the GM) would have to back it but the players would not. (They don't make that very clear... probably because they want to get more money. :P )
That said, setting the game up there would probably be a decent amount of work for you, and as you said your time is scarce, I'm not that sure it'd be a good idea anyway.
As for other options... I don't know. I guess either a PbP with a lighter system, or freeform PbP, or less frequent IRC games, or... we give up? I don't know. Sorry I'm not much help.
I'm not really keen to make a dramatic change to the system and style in the middle of the game. I feel like I'd rather play PbP PF than change to another system entirely, but then again I've never played a tabletop RPG by PbP, and I don't know firsthand how well that works.
Unfortunately your schedule seems to be getting difficult just as mine is becoming free. If you can spare any time at all I'm willing to be flexible regarding IRC times, but to be honest if any IRC game is unmanageable for you I'm not sure whether we'll be able to pull off an alternative that might take just as much time.
I like this game, but my optimism related to the longevity of PbP PF games is nonexistent. If we changed the medium to PbP, I'd be down for free form RP or a story-based system. With that said, I've wanted to play in Haveneast for years, so if y'all quit now I'll pout.
I'm an outside observer here with no legitimate stake in the conversation, but some unsolicited advice: I'd suggest avoiding a transition to a new system (especially from rules-heavy to rules-light there can be a feeling for those who enjoy the former that something has been "lost") and I wouldn't recommend PbP. Back when I was GMing my Cadaverous Earth game we went on hiatus for a while and then successfully brought the game back for a good long time afterwards. It can be done.
Thanks for your input guys. There are two legitimate options I see here given your responses:
1) We put it on hiatus and come back to it once I've stabilized schedule-wise
2) We do something I've been considering for Haveneast for a long time: make it a community setting. What this would mean for the game is that we would have to develop a system by which we each contribute a "turn" to the game (kind of like that old "finish this sentence" or whatever forum game it was, but on a larger scale) where we can each have much more individual control over the story than the GM/players dichotomy presents. I've got some free time this weekend, so if anyone's down for this we can discuss it over IRC. I've been considering this because as much as I love the setting, I haven't been able to give it the proper treatment I've wanted to, and we haven't really had a community setting as far as I know for some time (somebody correct me if I'm wrong). Feel free to shoot this option down as it has its difficulties too, and I don't want to sound arrogant in thinking this is something everyone would be gung ho about, or that regulars like my setting enough to want to contribute to it as a side project of sorts. However, if this is enacted, people can contribute as much or as little as they see fit to a setting that's already got a definitive but very diverse and mutable theme. Going back to game-wise effects, would this be like what Storium wants to do? That's what I'm shooting for in this option.
Let me know what you guys think.
EDIT: Storium is also an option here, once I hear more from those who have used it and buy a copy myself (can do it at any time). The main issue with #2 or Storium is that it expands the role of players too into something they may not want, especially considering what everyones' roles were when you signed onto the game.
Well, option 1 is pretty simple. It has been so long since we've had a game I personally would already call the game "on hiatus," really.
As for option 2, it is quite an interesting idea. I sort of like it, and I sort of don't. I like the idea of continuing the game, of course, and (as you probably know) I am generally in favor of a more collaborative approach and mechanics that empower players to make a greater mark on the setting. I like Haveneast, and I think I'd be interested enough in continuing along this road. However, I do like Aliya as a character, so I sort of don't like that it might diminish the chance to get to play as her-- it feels more like I'd be "writing stories about stuff Aliya did" rather than "roleplaying as Aliya," if that makes sense. That said, no longer having to be stuck with Pathfinder mechanics for her actions and accomplishments would be fun. Anyway, as much as I like a collaborative approach, I also worry a bit that if the focus is on "community setting building" as such then everyone chiming in their own contributions might dilute the feeling of Haveneast or step on your toes, as I'm not 100% confident in my ability to add to the setting and I don't want to mess something up.
Quote from: sparkletwist
Well, option 1 is pretty simple. It has been so long since we've had a game I personally would already call the game "on hiatus," really.
As for option 2, it is quite an interesting idea. I sort of like it, and I sort of don't. I like the idea of continuing the game, of course, and (as you probably know) I am generally in favor of a more collaborative approach and mechanics that empower players to make a greater mark on the setting. I like Haveneast, and I think I'd be interested enough in continuing along this road. However, I do like Aliya as a character, so I sort of don't like that it might diminish the chance to get to play as her-- it feels more like I'd be "writing stories about stuff Aliya did" rather than "roleplaying as Aliya," if that makes sense. That said, no longer having to be stuck with Pathfinder mechanics for her actions and accomplishments would be fun. Anyway, as much as I like a collaborative approach, I also worry a bit that if the focus is on "community setting building" as such then everyone chiming in their own contributions might dilute the feeling of Haveneast or step on your toes, as I'm not 100% confident in my ability to add to the setting and I don't want to mess something up.
Maybe we can compromise with Option 2. I'd still be "telling" the story with you guys playing your characters with a little more freedom as to what happens to them, and then on top of that, the setting is opened up to more contributions from everyone. I'm not too worried about anyone "stepping on my toes (hooves)" as you say, as those who like the setting know it well enough to do it justice, and those who don't probably won't really read it. On the other hand, it gives a community who might be interested in working on an already-started project a good base (that has seen several revisions) to work with. I'd still contribute, too. I'd rather have it opened up than let it disappear as I have less and less time for it, and don't really feel I have the knowledge/skillset to continue working on it without a lot of help anyway, so if people were down to make it a community setting that's what I'd do.
Anyway, I'm sure we can come to a good solution that solves the issue of limited time, but doesn't turn everyone into an equal contributor on a setting when the original intent was to play one character in my game. I'll try and hop on IRC every night this weekend, but everyone who wants to chime in should feel free to continue posting here and join us in the chat.