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Mack's an ex soldier turned highwayman that decided one day he wanted a job that doesn't involve killing. His old crew, whom he deserted, might track him down, either for revenge or for a little help. He might also have a few capers/cons if the players swing that way, but he refuse to use any kind of violence. Fin is a former nun from a convent dedicated to the God/Goddess of Arts. Given up as a child by her family to the order, she once snuck into the treasury and touched some kind of blessed item, which gave her incredible skill with any instrument, and the prettiest voice ever. She went on some kind of journey with the item, to spread the love of music around, and settled for a tavern for now. She however keep her divine voice for something greater.
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# ? Feb 22, 2016 14:30 |
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# ? May 19, 2024 15:35 |
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Where had you originally planned your players' attention to be? Make them involved in a thing that is either helping, or opposed to, that object of the plot you had planned.
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# ? Feb 22, 2016 18:30 |
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Turtlicious posted:Game: 13th Age Fin is an ex-bard. That's why she knows her way around the stage. Why ex-bard? She seems pretty comfortable with a variety of instruments. Well, her voice was her real instrument until she lost it. You see, she had her tongue cut out by a noble she offended or was cursed to be mute by an evil witch or insert other reason. Singing, the only thing she loved in the world, was taken away from her. Making music is the only thing she was ever good at so now she makes her way through life fuddling around with instruments silently on stage at a backwater inn. Every night is a constant reminder of the thing she loves but can no longer do. You'd be pretty pissed at the world if that was your life, eh? Seems like there's a few quests in there. edit - Perhaps the bleeding music box is somehow connected? Maybe the power of Fin's tongue is what makes it produce such beautiful music. Maybe Fin recoils in horror if she ever sees it because she knows exactly what it is or who made it. deedee megadoodoo fucked around with this message at 21:35 on Feb 22, 2016 |
# ? Feb 22, 2016 21:31 |
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I'm gearing up a campaign for my local group, and I kind of remember there being something like a basic questionnaire that has been floating around. Can't remember if I saw it here or on the /r/rpg reddit, but it was some really basic things to ask players to tease out what they want to accomplish. Wondering if anyone here knows what I'm talking about?
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# ? Feb 23, 2016 00:18 |
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Two standbys for me have always been "What would tempt your character to become proactively involved in something?" and "What payoff would be enough to make your character risk life and limb in a dangerous situation?" The other one is to ask the group: "How do you know each other? Why are you working together? What have you done together before game start? What, as a group, is your goal?"
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# ? Feb 23, 2016 03:38 |
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Combine two of the above posts. Fin was the bard (possibly divinely inspired) who's tongue was cut out for perceived slights against some king. The king's wizard took the divinely powered tongue and did something relating to the bleeding music box. Meanwhile Mack was the royal guardsman who took pity on the innocent bard and betrayed his oath to the king by breaking her out. Perhaps he was a highwayman for a time while they were on the run before settling on these cover identities in some far enough away place.
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# ? Feb 23, 2016 04:05 |
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Iceclaw posted:Mack's an ex soldier turned highwayman that decided one day he wanted a job that doesn't involve killing. His old crew, whom he deserted, might track him down, either for revenge or for a little help. Soylent Pudding posted:Combine two of the above posts. Fin was the bard (possibly divinely inspired) who's tongue was cut out for perceived slights against some king. The king's wizard took the divinely powered tongue and did something relating to the bleeding music box. Meanwhile Mack was the royal guardsman who took pity on the innocent bard and betrayed his oath to the king by breaking her out. Perhaps he was a highwayman for a time while they were on the run before settling on these cover identities in some far enough away place. Yeah, definitely taking this one on. Which would also explain why the Bar Tender was nice to DumbRogue, but Mean to the two people taking advantage of DumbRogue. I really love it, and it's nice to have neat little backstories if the characters really want to pry. Whybird posted:Where had you originally planned your players' attention to be? Make them involved in a thing that is either helping, or opposed to, that object of the plot you had planned. There are local fauna growing in size, becoming evil, and creating homes in places of power. Murlocks / Kobolds in mausoleums of wizards, Spiders growing in size and creating huge nests in temples, places of good getting corrupted. They're being warped by demons and dark magic. If they want to explore that, then eventually they'll find out that the demons are coming through rifts being created, (on accident,) by a Wizard who got his hands on an artifact far stronger then he anticipated. They'll eventually find the Wizard in a secluded area covered by summoned guards, fight through a huge mansion and find the wizard doesn't want to fight, and is very confused why these rude people are interrupting his research. If they don't follow that, I'll just wing it and do what ever they want to do. It looks like they want to explore the whole Mack / Fin thing.
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# ? Feb 23, 2016 09:09 |
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My point is that you can do both! Mack and Finn's old pub was destroyed after a bunch of the monstrously corrupted animals smashed up their hometown. Destitute, they were offered shelter by an abbey of strange monks: the monks give them food and water in exchange for them helping around the place and sharing the monks' kinda-odd rituals that didn't seem to correspond to any god they knew. In time, the monks made them an offer: their faith wasn't widely accepted and they wanted to get the word out, but needed somewhere to operate out of. They offered Mack and Finn the money to open up a bar, if the monks let them use it as a safehouse. In actuality, the monks are worshippers of the demons that are coming through the rifts (the demons use them when they need a human face to do diplomacy on their behalf) and they're using the basement as a place to hide out between missions. Finn and Mack have figured this out now, but they can't agree on whether to go to the authorities about it: Finn wants to, but Mack is afraid of retaliation from the monks and being implicated in their crimes.
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# ? Feb 23, 2016 12:30 |
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Anyone have a good idea or slogan for an (Incan themed) Dwarven variant of the "Uncle Sam wants you!" recruitment campaign? It's a little background flavor detail I'd like to add but I keep having this mental block over it.
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# ? Feb 23, 2016 14:28 |
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Soylent Pudding posted:Anyone have a good idea or slogan for an (Incan themed) Dwarven variant of the "Uncle Sam wants you!" recruitment campaign? It's a little background flavor detail I'd like to add but I keep having this mental block over it.
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# ? Feb 23, 2016 15:14 |
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Turtlicious posted:
Fin's voice has been magically stolen and is being used to sing the song that is letting the evil in
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# ? Feb 23, 2016 19:52 |
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AceClown posted:Fin's voice has been magically stolen and is being used to sing the song that is letting the evil in
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# ? Feb 23, 2016 19:54 |
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Actually I got one about my own plot/character development. Some backstory in bullet points: - I dropped all the regular D&D non-physical planes of existence in my setting and merged them all into a vaguely defined astral realm that can be anything we want - The Kalashtar bard's unique feature is that she hears voices from the spirit realm. We've adapted the Kalashtar backstory so that the astral realm also serves as the home of dream creatures. We're also not exactly sticking to established Eberron lore. - I've cleverly set things up so it's established that the bard is kind of the glue that holds the party together. Both for 4E's leader mechanics and because they all met saving her from Dreaming Dark guys, are joined in a telepathy circle now, etc. - Her motivation for adventuring is that she's from a Kalashtar settlement and looking for the only known other settlement, maybe they know what's with the voices. Most importantly: I've talked to the player and got her blessings on doing stuff with the character that's "a bit out there." I want to drop some major bombshell on the group here. Here's what I'm considering is going on behind the scenes and waiting in the future: A long time ago, the Kalashtar from the settlement she's looking for went to kill a dangerous dragon*. However, that dragon had a boss, a more powerful dragon, who destroyed the settlement in revenge**. The Kalashtar managed to enter a state of meditation before destruction hit and their souls are now stuck in the spirit realm. Watching the boss dragon's plan unfold***, they decided to counteract it. The only thing they could do was create a dream or illusion that was so detailed it could think and act for itself, with the goal of gathering some people around it that would eventually become strong enough to defeat boss dragon. This shared dream would appear as a real person to anyone who met it, including itself - it would simply spring into existence, make up memories for its former life, and act independently, albeit guided by the Kalashtar souls' voices. It couldn't be aware that it wasn't a real person, or the evil Dreaming Dark spirits would find it. The more astute of you will have figured out who that dream is and that there's not really another settlement. So, out there and plot-twisty enough, or should I drop some mushrooms and consider it some more? *The undead remains of which were the chapter boss for a past adventure. **This also shut down a nearby Dwarven trade passage, which they're currently looking for. ***Pass himself off as the god who empowered the seven royal families and become secret ruler of basically the known civilized world. Kind of a biggie.
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# ? Feb 23, 2016 20:17 |
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I swear to god I love Goons sometimes. These plot ideas are all great and I'm planning to use all of them I had a different question now, has anyone (in 13th age, or DND or the like,) broken a singular mega monster into a bunch of parts, and giving each part initiative / health / etc. So for example, you're fighting a Kraken, you have 8 "skirmisher" tentacles statted out to have the AC, HP, and initiative of a similar (or lower,) level monster. Then you have the Kraken Body which is a "brute" with a magic attack that has a recharge and a bite that's kind of weak, but can proc on anyone adjacent to a tentacle. It can move a certain distance from the Tentacle monsters. Are there ideas out there for good ways to do that? I know it does effectively double / triple their attack, but if you do HP properly, and everything is statted as an on point equivalent level monster, can it still be balanced?
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# ? Feb 24, 2016 02:43 |
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Turtlicious posted:I swear to god I love Goons sometimes. It's no different than an encounter with multiple monsters so as long as you're balancing the encounter around the idea that these are, for example, nine separate monsters and not one big one, you should be fine. The only problem is that presumably if you defeat the 'trunk' of the monster, the whole thing dies. So you have to make sure that the players have a reason to want to attack the other parts or else they're just going to focus down the body, it's the most efficient course of action. Some kind of persistent defense boost based on the number of remaining parts might be a good idea; maybe the thing gets a bonus to defense for each remaining tentacle, or based on the number of remaining tentacles (1/3 for instance). A DnD encounter with 9 monsters sounds both terrifying and tedious so you'd want to keep an eye on that too.
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# ? Feb 24, 2016 02:57 |
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Turtlicious posted:I had a different question now, has anyone (in 13th age, or DND or the like,) broken a singular mega monster into a bunch of parts, and giving each part initiative / health / etc. So for example, you're fighting a Kraken, you have 8 "skirmisher" tentacles statted out to have the AC, HP, and initiative of a similar (or lower,) level monster. Then you have the Kraken Body which is a "brute" with a magic attack that has a recharge and a bite that's kind of weak, but can proc on anyone adjacent to a tentacle. It can move a certain distance from the Tentacle monsters. Yes, and in fact it will often be more balanced than a single large boss monster, because of the action economy. Also don't feel like you're obliged to make it a "large" monster. It could be a man-sized Lich or whatever, because that's what the mechanics need for the narrative to fit (that it is a challenging fight against a significant enemy).
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# ? Feb 24, 2016 04:40 |
I've done a couple multi-part big boss monsters in my 13A campaign: The Iron Lord's Sarcophagus, a waist-up giant golem guy and The final form of the Lich King as basically Andross.
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# ? Feb 24, 2016 06:13 |
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How many monsters do you run for a 4 or 5 man group? I normally use 4 - 7 mooks and 3 - 4 regular monsters.
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# ? Feb 24, 2016 06:35 |
Depending on how the party's resources are doing, I generally went with the book's guidelines except treating the party size as between 2 PCs larger for a regular fight to twice as large for something hard. This is in five or six person party with great healing and a few tough characters (plus a few house rules that contributed to PC power), so I started with the book guidelines and gradually evolved them into what I used. I generally tried to limit fights to two or three "kinds" of monsters and just fit them into the budget, whether each kind a whole bunch of mooks, a handful of normal enemies of roughly the parties level, one or two large/huge guys, or one or two guys that are normal but 2-3 levels above the party. Mooks can deal a bunch of damage but bad initiative could also mean the sorcerer fries all of them before they get a turn so sometimes I'd have an encounter start a bit under my budget and then add a few PC's worth of mooks after a few turns passed. Things you add later in the encounter count as less in the budget by my reckoning since the PCs will have the Escalation Die on their side, plus whatever buffs/misc synergies they've got going.
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# ? Feb 24, 2016 06:49 |
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Mendrian posted:The only problem is that presumably if you defeat the 'trunk' of the monster, the whole thing dies. So you have to make sure that the players have a reason to want to attack the other parts or else they're just going to focus down the body, it's the most efficient course of action. Some kind of persistent defense boost based on the number of remaining parts might be a good idea; maybe the thing gets a bonus to defense for each remaining tentacle, or based on the number of remaining tentacles (1/3 for instance).
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# ? Feb 24, 2016 07:03 |
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My Lovely Horse posted:Tentacles could intercept like fighters, and/or get a free attack on PCs who go for the body like 4E fighters. You could also have some that cast healing spells, or a movement-themed one that throws melee fighters away or pulls ranged sorts and casters in so that others can beat on them. Just make them annoying to the PCs /somehow/, even if they could theoretically tough it out, they'll get the message.
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# ? Feb 24, 2016 08:42 |
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I'm stealing the hell out of this by the way, I always considered the kraken fight with tentacles as separate creatures a staple of RPGs. Even though we're currently in a subterranean passage and in fact just came off a short sea trip where nothing much happened. Kinda dropped the ball on that one, now that I think about it. e: and we just came from a water-based dungeon where I didn't have an idea for an end boss too. What the hell. My Lovely Horse fucked around with this message at 09:50 on Feb 24, 2016 |
# ? Feb 24, 2016 09:33 |
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Underwater Cisterns and Water Tables are known to have Fish and other wild life in the real world, I'm not sure why a drop into a larger drink could bring a larger fish... (My favorite 4e moment was having players fight a squid in the UnderDark.)
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# ? Feb 24, 2016 09:44 |
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My Lovely Horse posted:Tentacles could intercept like fighters, and/or get a free attack on PCs who go for the body like 4E fighters. That, or do the Hydra thing. The secondary heads/fighters are pretty easy to kill, and each kill each hurts a body a little, but both the body and heads have regeneration. The idea is to make the heads a constant source of trouble, making careful maneuvering important while you deal with the main body. It's also good to have a secondary method if you know and can leverage the weak point of the monster (for the hydra, some sort of head-stump killing, as usual). I was in a D&D 3.5 party of four level 4's, and we managed to kill a fire hydra boss oddly simply. I had a fire resistance spell and tanked fire spit shots while wailing on the body (which did basically nothing), while my mage friend whittled down head HP until he could kill every head at once with an AoE spell, overriding the regen. Given our lack of stump-withering abilities at the time, it turned into a bit of a puzzle boss. Other things can work with the same formula- make a Painless Giant whose limbs have their own HP and have a fixed amount of regeneration distributed over all parts. The safest way to kill it is to disable the limbs and expose a critical area while the regen is focused on the damaged parts.
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# ? Feb 24, 2016 13:31 |
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My Lovely Horse posted:Dream Girl So she's Tidus from Final Fantasy 10?
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# ? Feb 24, 2016 23:36 |
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... I GUESS SHE IS, ISN'T SHE Eh, stealing from the best. For a certain definition of best. Hmm. Maybe I'll subtly probe my group and if anyone has played FFX I can do something like, they took this idea and put it into the body of some random washed-up musician. Actually that's closer to established Kalashtar lore anyway. e: it's a pretty good thing these two approaches only differ in a small detail, so I can start dropping hints already. e2: oh poo poo, I just realized that this whole idea solves a long-standing problem I had. The dwarven passage has been out of commission for centuries, and this is supposed to have happened with the destruction of the settlement. It always seemed weird that the bard would have heard about a settlement that had been gone for so long, so I always avoided setting a firm timeline, but if these are just her created memories - like, the dream spirit they made knows there used to be a settlement, but nothing about actual history, so it just makes up that it's heard of it in its youth... drat I love when things come together like that. Wasn't even looking for a solution to that. Now I actually have to go ahead and establish that the timing doesn't make sense, so they'll have something to chew on until further revelations. My Lovely Horse fucked around with this message at 15:05 on Feb 25, 2016 |
# ? Feb 25, 2016 07:46 |
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Mendrian posted:The only problem is that presumably if you defeat the 'trunk' of the monster, the whole thing dies. this is a really simulationist problem. in a game where HP is not meat ponts it should mean it cant take "trunk" actions /loses a turn and maybe a bonus like having it's powers recharge a bit slower or maybe it can't recover anymore cause the wind was knocked out of it, oorr have all 5 parts share an HP bar
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# ? Feb 25, 2016 10:14 |
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Elfgames posted:this is a really simulationist problem. in a game where HP is not meat ponts it should mean it cant take "trunk" actions /loses a turn and maybe a bonus like having it's powers recharge a bit slower or maybe it can't recover anymore cause the wind was knocked out of it, oorr have all 5 parts share an HP bar 13th Age solves this quite nicely with Mooks, which are minions, but with group health. Each minion gets X% of HP from the group health, and die one at a time. You'd just make the beak of the kraken it's own mook, and if they break the beak / eye Then it doesn't get that magic attack anymore.
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# ? Feb 25, 2016 10:33 |
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Elfgames posted:this is a really simulationist problem. in a game where HP is not meat ponts it should mean it cant take "trunk" actions /loses a turn and maybe a bonus like having it's powers recharge a bit slower or maybe it can't recover anymore cause the wind was knocked out of it, oorr have all 5 parts share an HP bar It is a simulationist problem but those kinds of problems are on a sliding scale. Like players have expectations of what's going to happen when they kill stuff and I'd just want to follow through on that setup. But you're right, it's not like it's a requirement.
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# ? Feb 26, 2016 10:39 |
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I'm going to run a one-shot tomorrow in the streamlined D6 system Lasers and Feelings (thanks to Dareon for mentioning this in the thread sometime way back). Asking as a beginner GM, does anyone see any major problems that may arise due to the mechanics? vv e: Good enough, just as I hoped. Zomborgon fucked around with this message at 02:26 on Feb 27, 2016 |
# ? Feb 26, 2016 13:27 |
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Zomborgon posted:I'm going to run a one-shot tomorrow in the streamlined D6 system Lasers and Feelings (thanks to Dareon for mentioning this in the thread sometime way back). Asking as a beginner GM, does anyone see any major problems that may arise due to the mechanics? There are no mechanics. Follow the rules and make the players feel cool.
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# ? Feb 27, 2016 01:21 |
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My pathfinder campaign isn’t going well. I made a custom setting that doesn’t have the normal tropes of a D&D game and I’m finding it hard to make adventures/villains/engaging encounters. If I can, I’d like to try to sum up my campaign, what I’m trying to do, and what problems I’m having; I’d appreciate any advice you’d have. I don’t want to give up on this game, but I need some help both fleshing out the setting and finding a way to slowly reveal the origin/purpose of the game world. The game is basically taking place in a version of ancient rome that’s a ghostly ruin populated by the recently dead brought here across the history of the ancient world. The problems boil down into two main things: The city's empty. Rome is divided into 14 districts and while I’ve tried to make about a faction per district both the city and the factions feel poorly defined. I’m having a problem where, after 14 or so play sessions, most of the “human” factions seem pretty much on board with helping the party, leaving only about a few ‘monster’ factions to oppose them. I wanted more politics/factionalism. The setting is “mysterious” but I’m having trouble revealing the mystery; who made this city, why, how do they players get out of here / fix this Ok, I’m going to have to dive into what the game is all about. I’ll separate these into quotes. Text dump of setting/mechanics posted:The main inspirations for the setting are Dark Souls, Wraith, Mordheim, and S.T.A.L.K.E.R. When the game started I had the players pick a 3rd level character, a culture and social station loosely based on historical settings (I just name swapped stuff like Imperial Rome, Ancient Egypt, Vikings, etc). The players were all from various pseudo-historical “realistic” times and places - they didn’t come into the game world from a place where magic was ‘real’ (but then again they did because ancient people believed in magic, but you know, they didn’t come Grey Hawk into Ravenholm). The characters all remember dying or being in a situation where they could have died and then they ‘wake up’ in a strange place. Origin of the setting, “the mystery” posted:
Wayward Factions posted:
Villain Factions posted:
Neutral Characters posted:
Ok guys, so that’s most of what’s going on in the game world right now in terms of backstory and setting. Very quick briefing on what the party’s up to: They’ve met and helped many of the wayward factions, established a base form themselves, and fought the pyre priests to a stand still. They also got a boat, sailed out into the ocean, and met the scriveners. The boat had Demiurge artifacts in it’s hold (size gargantuan hand tools) that were stolen from the scriveners. The scriveners have come from their island fortress to the city looking for the artifacts but have been repulsed so far. My game starts in a couple hours, I run it from 4pm-2amish every other Saturday. The party is planning on asking Tacitus what he knows about the Scriveners and giant tools. I’m thinking that’s going to turn into a general war council in which they try to convince people to fight the pyre priests. I don’t actually want the pyre priests out of the setting yet so I plan on strengthening them with the pathfinder monster Lead Skeleton which will be a joint project/gift from the Scriveners, which will be the first clue the party has that they work together. What I’d like to do in the future, after I run this session, is flesh out the characters of the factions better, and the locations/bases where they live. I think I need to take my spreadsheet, which currently has a disorganized ‘character’ tab, and make 1 tab per faction and put the faction specific characters there. As I said at the beginning which I really need help with two things: fleshing out the setting and helping reveal the background (and thus the overall goal of the gameworld). I know I just typed out a huge wall of text but if anyone could look over it I’d appreciate any advice or feedback they could give me. Just typing it out all out has given me some ideas and helped me clarify a few things.
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# ? Feb 27, 2016 21:10 |
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Alright, so I need a "is this going to be fun to play" check. I'm not sure if the plot is too... railroady. The theory is that there's a big evil extra-dimensional creature called a World Eater. The World Eater, as the name indicates eats the World. Not every world, just this one, in every timeline. You see the World Eater exists outside of time and space, it sits outside the timeline and sends in its tendrils, called The Organizer, The Provider and The Evil into the world it intends to eat to set up things. The World Eater's nature means that it can't just interact with a world normally. In order to be able to eat a world, it needs a specific thing to happen, that is, it needs a ritual. One of the requirements of the ritual is that heroes must succeed in stopping a great evil. An evil that could destroy the world. Which is what the Organizer, the Provider and The Evil have to set up, a great disaster that heroes must rise and prevent. So all this leads up to the heroes facing down The Evil, on a suitably epic environment, like say inside a volcano that is being pumped into a world ending explosion, where the Evil reveals that, yes, they can defeat him, but if they do, the World Eater will eat the world. This bitter perfect despair is essential for the ritual to be complete. The Evil explains that this always happens, there are always heroes, and the heroes *always* stop him. Its simply the way things are. This explains why there have always been convenient threats following them around, because Evil has been making it so, to groom the heroes, maybe even helping them out from time to time. Sure, the heroes can refuse to fight, but then the world ends... Regardless of what the heroes pick, they get to see the doom unfold, but seconds before they would die, or perhaps even after they're dead, they're snatched up by the elemental force that represents the World, this World. Its fighting back, it's weak from all the worlds that have been consumed, so all it can do is shunt the players back in time a year. That's all, and then the force is consumed by paradox. Now the heroes have to find a way to stop the final confrontation, some way to meddle in their own timeline, some way to stop the volcano and the confrontation. Its crucial, because the World Eater must eat, if they can cut it off here, avoid the ritual coming to a close, it will starve. Now, the PCs can just stop themseleves from fighting Evil. The volcano will explode and kill everyone and everything, but the World Eater will be stopped, but maybe there's a third road, a way to save everyone... Good, bad, too railroady?
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# ? Feb 27, 2016 21:23 |
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It sounds super cool and like something I'd want to play. From a random player's perspective, I don't think it sounds very railroady at all. Sounds like you got the big points you wanna hit laid out, its just a matter of using a light hand to guide the players that way, which could work pretty well with what you say about the Evil setting the heroes up to succeed. The only thing that makes me pause is when the players die and are whisked back in time. I have two suggestions: One is be completely straight forward with the players and be like "hey, you guys gotta die for plot reasons," but stress to them that they won't be losing out on anything. Another suggestion would be to maybe not necessarily "kill" them via mechanics, but via narrative, and quickly lead into the whole "being resurrected a year earlier" thing. You could even have them keep their current gears and experience via magickery. But I am also less allergic to railroady games than others may be as long as whats happening is interesting/exciting and I'm having fun with whats going on so my ideas and thoughts on the matter may be completely wrong and bad.
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# ? Feb 27, 2016 21:59 |
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A typical Dear Abby letter is 180 words. You're at 3090. Please, please simplify your problem. My general advice for worldbuilding is read the http://www.dungeonworldsrd.com/gamemastering, especially The World section.
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# ? Feb 27, 2016 22:05 |
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TheCog posted:Good, bad, too railroady?
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# ? Feb 28, 2016 09:32 |
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With respect to keeping the various factions interesting, it could be useful to keep in mind that, with Pathos being likely quite scarce, each of the various factions (friendly or not) needs to find their own source of income. Maybe they're individually okay with helping out the players, but is every one of them on board with helping all the other ones? Having one major ally means you have to divide your resources in half. For smaller factions, for whom hunger isn't as much of an issue, that might not be a big deal. What about having ten allies, though? What about the factions large enough that they need to have as much as they can? In short, it might help to consider the individual needs of each faction, and just compare and contrast them with one another to find potential sources of conflict. If everyone got along with everyone else, there would only be one faction in the first place.
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# ? Feb 28, 2016 16:30 |
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Jack B Nimble posted:My pathfinder campaign isn’t going well. I made a custom setting that doesn’t have the normal tropes of a D&D game and I’m finding it hard to make adventures/villains/engaging encounters. If I can, I’d like to try to sum up my campaign, what I’m trying to do, and what problems I’m having; I’d appreciate any advice you’d have. I don’t want to give up on this game, but I need some help both fleshing out the setting and finding a way to slowly reveal the origin/purpose of the game world. quote:The problems boil down into two main things: Another thing is that you have a good mechanic going in the Maelstrom. Having this baked-in reset button lets you not only respawn monsters but potentially shake up politics as such-and-such important person was unlucky enough to be caught in the open (perhaps a plot was involved!) and now the power structure of faction X is totally shaken up! Maybe the players need to make peace (the interest is in negotiating a compromise). Maybe the players need to pick sides (the interest is in their choice of faction - make it interesting grey area/moral-choice and not just obviously one faction being right). quote:The setting is “mysterious” but I’m having trouble revealing the mystery; who made this city, why, how do they players get out of here / fix this quote:Ok, I’m going to have to dive into what the game is all about. I’ll separate these into quotes. quote:Ok guys, so that’s most of what’s going on in the game world right now in terms of backstory and setting. Very quick briefing on what the party’s up to: They’ve met and helped many of the wayward factions, established a base form themselves, and fought the pyre priests to a stand still. They also got a boat, sailed out into the ocean, and met the scriveners. The boat had Demiurge artifacts in it’s hold (size gargantuan hand tools) that were stolen from the scriveners. The scriveners have come from their island fortress to the city looking for the artifacts but have been repulsed so far. quote:What I’d like to do in the future, after I run this session, is flesh out the characters of the factions better, and the locations/bases where they live. I think I need to take my spreadsheet, which currently has a disorganized ‘character’ tab, and make 1 tab per faction and put the faction specific characters there. quote:As I said at the beginning which I really need help with two things: fleshing out the setting and helping reveal the background (and thus the overall goal of the gameworld). I know I just typed out a huge wall of text but if anyone could look over it I’d appreciate any advice or feedback they could give me. Just typing it out all out has given me some ideas and helped me clarify a few things.
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# ? Feb 28, 2016 18:31 |
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Thanks for all your help guys; it's clear I've been trying to minutely track far too much 'behind the scenes' stuff. When I used to run games I mostly made things up on the spot and it seemed to work better than this. I'm going to retool my game with a lot less overhead, working in broad strokes. I'm looking into that Dungeon World game. Me and my friends like 'rules heavy' games but as a GM tools the 'fronts' idea seems great; like how Cyberpunk has very complicated play rules but the GM has a "trick" for tracking organizations as though they were single characters. My group is going to switch over to another GM for now, I and a few other players aren't happy with how the Pathfinder mechanics are treating the game world, but when I'm ready I'm going to try the setting again with a smaller scale game system and we'll see how it goes. Thanks again guys, I'm going to keep reading this thread and I'll let you know how it goes next time. Also I couldn't get the link for Dungeon World's GM section to work, but I think this it. Jack B Nimble fucked around with this message at 20:13 on Feb 29, 2016 |
# ? Feb 29, 2016 20:10 |
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# ? May 19, 2024 15:35 |
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I designed a dungeon outline. Would love to hear how it sounds. Setting: The old abandoned Dwarven mines. Goal: Traverse the mines and reach the legendary lost Dwarven city. Also, prepare for a battle with some ancient evil that's supposed to be lurking there. The mines have long been abandoned by any civilized race. They're mainly home to a colony of myconids, but a few other creatures have settled here as well - gargoyles, mimics, rust monsters and some unique creatures. [The myconids are my foot soldiers, the bulk of every combat encounter. Simple and with distinctive attacks. There may even be three-way encounters with the myconids caring little whether they attack PCs or other nonmyconids, but being alien mushroom people they can't really be reasoned with. At least not right away...] Entering the mining hub there's a combat right away. After that the area is free to explore. The party will soon find out that the tunnel to the city has collapsed, but there's a rail-mounted mining drill nearby. Few problems, though: it needs a power source for locomotion, a heat source for drilling, and there are frequent earthquakes that make driving any vehicle along the rails a dicey proposition. There are also three mining shafts. [Classic LucasArts setup.] Shaft 1: closed off with huge warning signs. Rust monsters live here off the iron ore, which has made the walls unstable and prone to collapse. If the party fights their way through the monsters, they'll find the remains of a mining golem with an intact power source. Shaft 2: home to a roper. If the party recognizes and talks to it, it will offer them a deal: free passage if they deliver the myconid colony mastermind, the only actually sentient member of the colony and also the tastiest. Whether they take the deal or fight it, past the roper there's a volcanic cave where thoqqua dwell - fire elemental worms that make an excellent heat source, if you can capture enough of them while they set the volcanic gasses down here on fire. Shaft 3: at the bottom of this shaft lurks a bulette, responsible for the earthquakes. The party can also take a detour to find the myconid main colony here. Notes: - The mining golem could be reactivated if they carry its skeleton all the way to the city and find a new shell and alternative power source. It would be very helpful in battling the ancient evil. - If the party takes out the roper, the myconid mastermind would be grateful and send a few soldiers with the party. Another edge in the battle vs. ancient evil. - Actually that's a bit of a tricky one, cause this seems like it would pacify the myconids as a whole, but I don't want to redo my other encounter setups if they do this first. Maybe they're not all one colony? - Need an additional on-the-way encounter for shaft 3. - There will be old weapons and armor and stuff to find in the hub if the party loses any equipment to the rust monsters. There will also be nonmetallic equipment if they want to play it safe. e: additional encounter could be something where nonmetallic equipment also helps. Something something magnets. My Lovely Horse fucked around with this message at 21:04 on Mar 6, 2016 |
# ? Mar 6, 2016 19:14 |