Only minor experience, and that with 4th Ed, so I'll be learning basically from scratch for 3.5 or Pathfinder. Links to said publicly available resources would be nice, also.
Other stuff:
Low level, vanilla settings would involve less upfront work, especially if a lot of people are going to be lacking in prior experience.
No real setting preference. As long as world and backstory is given before character creation so it can be worked around / incorporated, I'm good.
Of quest types offered, the exploration one looks most interesting to me. No interest in a "world is about to end" scenario when we're woefully inequipped to handle it.
I'm average at best with the talking side of things, so more stabbing (or fireballs, I suppose) would be better.
Risk-wise... unsure. Most likely depends how much work is required for character creation
-- Don’t forget.
Always, somewhere,
someone is fighting for you.
-- As long as you remember her,
you are not alone.
(February 1st, 2013, 19:52)Ichabod Wrote: /sign, if you guys dont mind someone inexperienced.
Happy to have you. Might suggest you play one of the simpler classes, rules-wise, until you get the hang of things. Of course your character outside the rules can be as complicated as you wish.
(February 1st, 2013, 19:53)Mattimeo Wrote: Sure, I'll be a definite /in.
Only minor experience, and that with 4th Ed, so I'll be learning basically from scratch for 3.5 or Pathfinder. Links to said publicly available resources would be nice, also.
I'll link to the rules, feel free to read up, but don't feel required to. Most every rule can be learned when it arises. Once we have a general idea who all is playing, we can guide you through character creation
Quote:Other stuff:
Low level, vanilla settings would involve less upfront work, especially if a lot of people are going to be lacking in prior experience.
Yes, indeed. It's hard enough to pick from even the normal options, if you haven't played them before. Much easier to grow your understanding at the same time as your character is growing in power.
Quote:I'm average at best with the talking side of things, so more stabbing (or fireballs, I suppose) would be better.
If this ends up the consensus, that's the perfect type of game for an assistant GM to speed up - anyone who can run a combat when I'm not around would be greatly appreciated.
Rest of your comments - I'll wait on everyone's opinions to chime in, I'm happy to go in whichever direction you guys want with the story.
(February 1st, 2013, 19:53)Mattimeo Wrote: Sure, I'll be a definite /in.
Only minor experience, and that with 4th Ed, so I'll be learning basically from scratch for 3.5 or Pathfinder. Links to said publicly available resources would be nice, also.
Other stuff:
Low level, vanilla settings would involve less upfront work, especially if a lot of people are going to be lacking in prior experience.
No real setting preference. As long as world and backstory is given before character creation so it can be worked around / incorporated, I'm good.
Of quest types offered, the exploration one looks most interesting to me. No interest in a "world is about to end" scenario when we're woefully inequipped to handle it.
I'm average at best with the talking side of things, so more stabbing (or fireballs, I suppose) would be better.
Risk-wise... unsure. Most likely depends how much work is required for character creation
I like smaller tasks as well.
Character creation is among my favorite parts.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Mardoc thoughts on how big you want the party to be? I've played a live group with 10+ people so that's definitely doable depending on how much work you want to put into this. I don't want to put too much pressure on you and have you running for the hills.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
I also just had a thought. What if our adventuring party is a start up mercenary guild. As part of the backstory and reliable unit cohesion. The group is formed by answering flyers and recruiting posters for the Mercenary guild Realms Beyond. There's a shadowy guildmaster and we've all been recruited. From there the guild can recruit new members whenever someone dies, or if someone wants to join the game at any time they join the guild. Or they can leave at anytime and have their character go off on another mission to return whenever convienent. Basically keeping a stable of characters for all the players here on Realms Beyond. This also gives us an opportunity to have further missions beyond this first one and if we end up with a lot of people could be split on different missions.
I would be okay with something like that.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
(February 1st, 2013, 20:23)Lewwyn Wrote: Mardoc thoughts on how big you want the party to be? I've played a live group with 10+ people so that's definitely doable depending on how much work you want to put into this. I don't want to put too much pressure on you and have you running for the hills.
Single digits, definitely. Probably restrict to people who've already posted in thread - I'd be ok with Brick and Pling joining yet, but I think that's about the limit for me, at least for now.
Fake edit: But yes, I'm fine with having people drop out or join later on, too, so long as the crowd isn't too big at any one time. I don't know that I'd want a 'shadowy guildmaster', per se - just one of you to be the front man in selling your services.
Real edit: That is - you can be Mr. Shadowy Guildmaster, if you want and you think you can sell the others on it
Lewwyn, 3.5 is very, very similar to 3.0, just better balanced (especially if y'all stick to only a few supplements; a lot of the later ones have a small amount of power creep).
Also, I love the RB mercenary guild idea.
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.
(February 1st, 2013, 20:37)Merovech Wrote: Lewwyn, 3.5 is very, very similar to 3.0, just better balanced (especially if y'all stick to only a few supplements, a lot of the later ones have a small amount of power creep).
Also, I love the RB mercenary guild idea.
Yeah I've seen the 3.5 handbook before (and I just found a OEF.PDF online) so I know its very familiar.
Glad you like it. I really think it would be both an easy way to implement a communal story and characters that could grow and become very rich. The guild itself could rise in standing, expand to other cities or whatnot. Have run ins with other guilds and politics as it grew. At the same time it could provide smaller tasks and allow for different characters to go off together or as a larger group.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
re: mercenary guild: I've actually been brainstorming a very similar system to run in real life. I'm going to be developing that, and maybe later on I can look to running that on here? That'll allow this first game to start up without putting too much pressure on Mardoc, so we can have a smaller start off and see how well play by post will go in our community. Then, if everything goes well, expand the way of gameplay to include more people.
(February 1st, 2013, 20:30)Lewwyn Wrote: I also just had a thought. What if our adventuring party is a start up mercenary guild. As part of the backstory and reliable unit cohesion. The group is formed by answering flyers and recruiting posters for the Mercenary guild Realms Beyond. There's a shadowy guildmaster and we've all been recruited. From there the guild can recruit new members whenever someone dies, or if someone wants to join the game at any time they join the guild. Or they can leave at anytime and have their character go off on another mission to return whenever convienent. Basically keeping a stable of characters for all the players here on Realms Beyond. This also gives us an opportunity to have further missions beyond this first one and if we end up with a lot of people could be split on different missions.
I would be okay with something like that.
I totally like this idea :D
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tbh, I may have not been expressing myself clearly, but when I was talking about having just whomever was online to go on the next adventure (or something similar to that) I was thinking along these lines. If we could even blitz some on Tinychat, at least if it looked like we could finish a certain task pretty quickly, to speed up the combat side of things, that would be awesome.
---> this isn't to say that I want less combat, I want LOTS of combat! :D ... just, combat tends to be the slowest part of a Play-by-Post game, so if we could use Tinychat to speed up combat, that would be awesome ^_^
How freeform <-------> restricted will the combat be btw? Not sure what that really means, but I was asked it. ... apparantly free-form can allow battles to not take forever on a Play-by-Post game.