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The Funnel

Started by LordVreeg, March 07, 2013, 11:53:18 AM

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LordVreeg

 :yumm:
So while I am running a few live games, running SIG here, and looking at the Collegium Arcana game online for the future, I also have had a hankering to run an Old-School funnel stye game.

What does this mean?  It is based on the older games where often, players made 2 or 3 characters, due to the expected mortality rate.  And this was sort of in the fun, that you put together a bunch of characters (hopefully in a faster chargen system), and you ran them all at once.  Often, the adventure was 1-3 sessions, and often was buil to lay the groundwork for a longer game, but not always.  A group would often do this more than once for the same grouping of characters, especially when there was a High Killrate.  For example, if you ran a 3x3 funnel (three players make three characters), and only 2 make it out the other side, (at late level 1 or maybe level 2) the group might do another 3x2 funnel+ the survivors.

SO before we get into specifics, please understand some of the goals.  I am looking for this to be a high-mortality game.  I want it to be a point of pride when PCs survive.  I'm not talking about a meat-grind, but I want to be clear that the world and game will be a little harsh.

Steerpike and I have been talking about it, and this has solidified my resolve a bit.  I may have no time, but, hell, this might be fun.  And sleep is for pansies.

So...
I'm going to run a 3x3 or 4x3 funnel.  Online.  That means we are going to have 3 or 4 players running 3 characters.

To make this fun and satisfying and fast, we are going to use the Accis ruleset.  This is a d20, class-based system, which is not normally how I roll (hah!  It is to laugh!) but it works for this kind of game very well.

[ooc]"Accis is a Bronze Age, heroic mileau.  
A world where prophecy defines the future of the world,  and the gods are seen in every act of nature.   It is a mysterious, fate-driven place where only the blood of heroes and the whim of destiny keep the light of civilization from being extinguished. Superstition is rampant, daily filth and dirt compete with occasional awe and amazement. The Sun, the Ocean, the Stars and the Night, all are examples of embodiments of ancient powers, and strange prophets declare garbled messages from hidden lairs. It is a strange, huge, scary world of Mythic proportion."[/ooc]


Bronze age, meaning that heroes and such are supposedly touched by the gods and by fate.   Overacting is to be encouraged.  (TMG played the best priest EVER).  Fate can be blamed for everything, and the secret fear of most heroic warriors is that they are actually the antagonist in someone else's star-crossed tale.  

I am thinking of 2-3 sessions.  Maybe every other week.  And we'll do chargen in a thread.  So, I am looking for interest and what nights may work.  This is a short term game, and I can do some Sundays, Tuesdays, and Wednesdays, though I do travel.    

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Steerpike

I am so looking forward to dying a lot.  As Vreeg said, I am in.  I am going through something of an old school phase so this is right up my alley.

I am free during the day during most weekdays except Fridays and Thursday afternoons (Seraphine's game) though that could be worked around.  I can do evening games as well, especially if there're a limited number of sessions.  Weekends are a bit harder but not impossible.

The perks of grad school: an open schedule.

Looks like a simple enough character system.  Are you going to have a character-generation session or are we expected to roll up a bunch on our own and post?  Any guidelines for character creation or is it pretty much "roll 3-4 1st level characters"?

LordVreeg

#2
Quote from: Steerpike
I am so looking forward to dying a lot.  As Vreeg said, I am in.  I am going through something of an old school phase so this is right up my alley.

I am free during the day during most weekdays except Fridays and Thursday afternoons (Seraphine's game) though that could be worked around.  I can do evening games as well, especially if there're a limited number of sessions.  Weekends are a bit harder but not impossible.

The perks of grad school: an open schedule.

Looks like a simple enough character system.  Are you going to have a character-generation session or are we expected to roll up a bunch on our own and post?  Any guidelines for character creation or is it pretty much "roll 3-4 1st level characters"?

Ok...looking forward to dying?  that is priceless.

Accis is very, very simple.  I figure we will roll up characters on this here very thread.

Start here.  Basically roll 4d6, take the best 3 for each attrib in order for each character.  

the you roll a d20 for race, and you can choose any result under your roll.  Accis is a human world, so these are different cultural strains.

Then you choose a class.  Accis only has basic classes at level one, subclasses exist, but they are only available as players advance.  
There is a LOT of shorthand still here, so I'll be expecing to help a lot here.  We'll also see what you are rolling for HP here.  

Then we go check out circumstance checks, which are used a lot.  Starting money is also here.

Then we'll split up the HP, which is simple, but should be read and understood.  This is one thing that gives Accis it's 'feel'.

Then we buy Armor, Weapons, and other stuff.  
In buying armor, the function of protential protection needs to be understood.  Basically, Accis is a low HP game, but armor has protential protection, and fighting men can use that protection a little bit at level 1, but it is also a class ability that improves.  Also, armor has no affect on casting, but it does affect sneaking.  
Weapons have Strength needed 1 and 2 handed (this is one place a high ST really helps a character's choices).  Casters have to use weapons one handed.


Then, for casters, we choose theorems and prayers.

So yeah, if you want to roll up the characters, go nuts.  I really trust everyone.  No stress.


VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg


LordVreeg

Quote from: Steerpike
4d6, or 4d6, take the 3 highest, as the link indicates?
right, as the link
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Llum

I'm in, Accis is a lot of fun :)

Steerpike

#6
Characters in progress:


Character 1

Strength (ST) 11
Intelligence (IN) 9
Wisdom (WI) 11
Coordination (CD) 9
Health (HE) 14
Charisma (CH) 9

Race: Scythic
Class: Fighting Man


Character 2

Strength (ST) 14
Intelligence (IN) 14
Wisdom (WI) 9
Coordination (CD) 14
Health (HE) 10
Charisma (CH) 16

Race: Maccis
Class: Rogue


Character 3

Strength (ST) 13
Intelligence (IN) 16
Wisdom (WI) 11
Coordination (CD) 13
Health (HE) 10
Charisma (CH) 11

Race: Heldras
Class: Scholar

LordVreeg

#7
#1, Scythic Fighting man...
roll 2d4+2 for total HP.
starts with 1 point of 'use protection'
No bonuses to CC, roll  3d4*10 for starting Dreccam.

#2, Maccis Rogue (sort of surprised you didn't go to the Orator, to gain the +10% exp, since the Orator is the Char based class...sure about that?
OK, since that is settled....
roll 1d6+1 for HP
you get +1 for sneak skill, +1 trap skill, and +1 slight of hand skills
your Charisma gets you a +1 on Charm/ Bluff,  Merchant/appraise, and hirelings/ loyalty.  This means you can actually hire a hireling at level one
you get +1 to your social CC, and your starting dreccam is 2d10+1*10

#3 Heldras Scholar (+10% exp gained as you have a 16 IN)
roll 1d4+1 for HP
+1 lore for class, +1 for 16 IN, for a +2 Lore.
Can cast 2 Theorem Points a day, +1 for int, for a total of three Theorem points cast a day.
+1 Will CC from IN
+1 Reflex roll from IN
roll   2d6*10 for starting Dreccam
choose 6 point theorems (6 points of total cost) from the theorems page that are in your book of Theorems
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Steerpike

Yeah, I thought about going Orator, but I like the idea of playing slightly against the mechanical/optimized grain and going for a "silver-tongued rogue" sort.  Is this a dumb move, or a viable "build," so to speak?  As I understand, our attributes still boost our skills no matter our class, correct?

I understand that there's no functional difference between a 7 and a 14; is there any way, once the game starts, to boost your attributes?  XP, magic items...?

LordVreeg

#9
Quote from: Steerpike
Yeah, I thought about going Orator, but I like the idea of playing slightly against the mechanical/optimized grain and going for a "silver-tongued rogue" sort.  Is this a dumb move, or a viable "build," so to speak?  As I understand, our attributes still boost our skills no matter our class, correct?

I understand that there's no functional difference between a 7 and a 14; is there any way, once the game starts, to boost your attributes?  XP, magic items...?
depends on the attrib if it has no effect.  strength determines weapon choice, and how much armor you have and how much you carry.  So it matters.
Many theorem's use the caster's INT in their effect, as well.

and rarely they can be increased.

The class choice, it's not a dumb move at all.  But it will cost you 10% exp.  as long as that is cool, it is viable, sure.  plus, in OSR, there can never be enough people to scout, check for traps, and generally try to throw a spanner in the GMN's works.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Steerpike, amended the post above
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Llum

#11
Sinjaid
Perja Rogue
Strength: 14
Intelligence: 7
Wisdom: 16
Coordination: 18
Health: 17
Charisma: 11
120 drechma
HP: 9/9
+2 to armor DC from CD
+2 to use Protection, from HE
+2 to hit with missles from CD
+1 for sneak, +2 more for CD
+1 for traps, +2 more for Cd
+1 for sleight of hand, +2 more for CD
+1 Will CC from WI
+2 relex CC fromn CD
+2 Fort CC from HE
Heavy Bow
5 days salt bacon rations, 100 we
Total Weight: 100
XP: 233

Triskel Of Ion
Mongrel Fighting Man
Strength: 16
Intelligence: 10
Wisdom: 14
Coordination: 14
Health: 12
Charisma: 13
HP: 5/6
+1 to hit and +1 to damage from ST
+1 use protection
Sarisa-Pole: 80 we 2d8+1/d4 Crit:20 Speed:7
Leather soft: 200 we 11 DC 1 prot
5 days salt bacon rations, 100 we
Total Weight: 380
XP: 149

Vimy
Heldras Orator
Strength: 16
Intelligence: 9
Wisdom: 9
Coordination: 6
Health: 9
Charisma: 16
HP: 7/7
+1 to hit, +1 damage, from ST
-1 to hit /missles from CD
-1 armor DC from CD
+1 charm/bluff for CH
+1 Merchat/appraise for CH
+1 henchman loyalty for class, +1 more for CH
-1 Reflex CC from CD
+1 social CC from CH
Quarterstaff: 30 we 2d6-1/d4 Crit: 20 Speed 3
Leather soft: 200 we 11 DC 1 prot
Hireling Sage
Holy Symbol, wood, we 25
Donkey
Linen tunic, 10 we
4 Torches, oil rag, 100we
10' pole, 50 we
sandals 4we
Total Weight: 519
Saltlick(donkey): 20 days salt bacon rations 400 we; 400/500 we
9 drechma
XP: 216

Group Loot: 81 Medulae 19 Dreccam

LordVreeg

Llum congrats, that is the first 18 I have seen in a long time in Accis. Maybe ever.  Course, i''ve only run some 2 dozen, maybe 30 character....:)

1) Perja Rogue
1d6+1 HP+2 for HE
+2 to armor DC from CD
+2 to use Protection, from HE
+2 to hit with missles from CD
+1 for sneak, +2 more for CD
+1 for traps, +2 more for Cd
+1 for sleight of hand, +2 more for CD
+1 Will CC from WI
+2 relex CC fromn CD
+2 Fort CC from HE
2d10*10 dreccam for cash

#2, mongrel fighting man
roll d24+2 for total HP
+1 to hit and +1 to damage from ST
+1 use protection
3d4*10 in dreccam for cash

#3 Heldras Orator
1d6+1HP
+1 to hit, +1 damage, from ST
-1 to hit /missles from CD
-1 armor DC from CD
+1 charm/bluff for CH
+1 Merchat/appraise for CH
+1 henchman loyalty for class, +1 more for CH
-1 Reflex CC from CD
+1 social CC from CH
2d4+1*10 dreccam for starting cash



VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

and let us hope someone rolls up a priest.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

still need one more, though I could do a 2x3 funnel, I'd rather a 3x3.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg