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Savage Tide : Out Of Character

Been thinking about trying to attempt to start another D&D campaign around these parts of the woods, after Mardocs sadly crashed and burned back last spring ...

I would like to have between 4-6 players, very much preferring to have players that know the way around a dice so I'd thank no to more than 1 or 2 interests from those that have never seen a 20 sided dice before.

(At least partially since i guess that it was at least part of the reason why Mardoc's crashed; unexperienced players going in all directions, even before the game got going.)

My intention is to unearth one of the Campaigns that i once played (from Dungeon Magazine), to be exact 'Savage Tide' so those knowing it inside out ... ... well, those knowing it already probably knows so much about D&D that they should be able to play well enough that to act like as if they don't know tongue

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The City of Sasserine have been perched on the edge of the known world since it was founded, on the western edge of the hot and humid Amedio Jungle, and acts as a trading hub between the civilized world and expeditions into the Jungle or to the numerous fortified trading encampments along the coast of the Jungle, trading in nearly anything they have access to from said Jungle, including timber, exotic plants and dangerous animals, and quite a few Plantations have been established in the vicinity of the city which grows a multitude of exotic foods and spices. rest of the city's income comes from its venerable fleet of fishing/whaling ships. Nearly all trade happens across the sea, as overland routes are fraught with peril, and the only such route goes to the neighboring city of Cauldron (in the remains of an exhausted volcano, laying between the Jungle and the rough mountains to the West), being the only 'safe' overland route from either of the cities.

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Q&A

What system?
3.5 with everything accepted, but pending review by me.

Setting?
Greyhawk, although the only thing you need to read is Players Handbook and the booklet 'players guide' thats downloadable here

Where/How to make sheets?
Make them on Myth-Weavers (register and log-in and go to sheets->New Sheet ->pick D&D 3.5 and name it something, letting it stay public), and post a link for them here

Starting Level?
Level 1, with a free bonus feat consisting of a district feat from the booklet players guide, has to start in the city played in

Alignment restrictions?
No Evil, no Chaotic Neutral

Map?
Spreadsheet on docs.google, with a safe copy in case of vandalism

EDIT:


PlayerCharacter
TheHumanHydraHuman Duskblade
DtayHuman Warblade
MardocElven Druid
LewwynHuman Fighter
MattimeoElven Rogue
BacchusHalfling Wizard
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How much of a time commitment would this involve? I've never played online D&D.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

really depends on the general speed of the deal ... I'd guesstimate similar to a midgame PBEM :P ... depending again on how ... wordy you is smile

But there is a major difference in that it starts with a gate of some 1-3 Hours making the character and reading the booklet i linked (depending of cause on how proficient you are in Craft (D&D Character) :D ) ... but otherwise ... well ...
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I'm familiar with in-person d&d 3.5 and possibly interested in this, but want to know more about how the mechanics of playing it online works. Is there a good past example I could peruse?
Fear cuts deeper than swords.
Reply

Ok, went and found the Mardoc game just for reference for how play by post works, I'm definitely interested in playing.

If it matters, I probably would give myself 15 ranks in Craft(D&D Character) :P
Fear cuts deeper than swords.
Reply

Hmm. I'll probably have to pass; I just can't guarantee any consistent time commitment. If anyone wants my advice on anything (including the DM, of course), feel free to ask. I also have an extensive collection of D&D books, etc. if anyone has a specific idea in mind that they don't feel is adequately represented with what they have, or are just looking for something different.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

While some inexperienced people running about was maybe part of the reason the game crashed, truly I think the main reason was Mardoc (the DM) got busy. People doing unexpected things just made more work for Mardoc and exacerbated that issue is all. As long as the one running the game has the necessary time it should be fine.

Would love to do it, but I'm not sure I have the time for it right now. I'll keep an eye on this thread though and if you get close and need someone to fill out the party I can probably do it.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Reply

thats quite a bit less interest than i excepted that there would be, given the flooding interest that Mardoc got

Dtay and a few vague maybes ...

i'd want at least 4 players or it'll be nothing, and for my own sanity, i'd also one at most 6 players ...
Reply

(January 2nd, 2014, 13:02)Sian Wrote: thats quite a bit less interest than i excepted that there would be, given the flooding interest that Mardoc got

Dtay and a few vague maybes ...

i'd want at least 4 players or it'll be nothing, and for my own sanity, i'd also one at most 6 players ...

alright Sorry about that! It was probably my fault for flaking. That's scaring people away. That said, I'm convinced Lewwyn is right.

Edit: Also a lot of RB'ers are still gone on holiday

(January 1st, 2014, 06:09)Lewwyn Wrote: I think the main reason was Mardoc (the DM) got busy. People doing unexpected things just made more work for Mardoc and exacerbated that issue is all. As long as the one running the game has the necessary time it should be fine

I really do expect this game to go differently! Because, mostly, Sian is using a module, which means he only needs to find the time to administer rather than also invent. And he seems more on top of managing his schedule than I was (am?).

I think I'll get off the fence and sign up. Playing requires less time, so I can probably stick it out this go-round. And if I'm wrong and get busy again, players can be replaced where DM's can't really.

Tentatively thinking of playing a druid from the Sunrise district.
EitB 25 - Perpentach
Occasional mapmaker

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Administer and tweak where need be, but yeah ... little/no invention short of rethinking a few things here and there to fit the modules with what the players do to screw things up by messing up with sequencing (which is certainly a plausible posibility a few places if the players are to stubborn or thick to catch hints) ...

I've several times heard stated (and lean heavily towards argeeing) that inventing new stuff takes between as long or twice as long as actual gameplay takes (at least when playing across a table) ...
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