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They are both DA, they should be something achievable as Cash says, but something that tells me what your character wants to do. Some of the missions in the V-Map are there to allow you to achieve the goals stated.

Further posts will be delayed until I am feeling better. Have come down with the flu and the asses at work are still making me come in because they 'don't have anyone to cover my graveyard...'


Apologies for the delay, but will be another few days at least before I can kick this off. I appear to have come down with the flu, and the asses at work are making me come in anyway. You should each only have 2 beliefs and instincts, it's three in the source material but decided to cut that back since you have fate chips and adventure cards and the like. Further review of your characters will have to wait until I'm feeling better.


Peoples thoughts on continuing with beliefs/instincts and adventure cards?


Alrighty, thanks for getting the knowledge skills up Abram and Raveneau.

Well, one way to get an easy, combat related Instinct, ask yourself the following question. Out of nowhere, someone pulls a gun on your character, what is the first thing he does?


Beliefs/Goals and Instincts

Here are the description of these concepts from the original Burning Wheel books. I will be allowing 1-2 Beliefs, and the same number of Instincts for the purpose of this campaign. If you have any questions no the below then please ask.

Beliefs wrote:

Beliefs

Each character has between one, and three (barring special circumstances) beliefs. I suggest filling all three slots whenever possible. I’m just going to largely just copy this section from the book (if you haven’t picked up on it by now, anything in quotations has been taken directly from the book).

“A Belief is three things: it is a characterization, a goal, and an indication of how you want to be rewarded for playing your character.”

“When writing Beliefs for your character, make sure that at least one of them is an active goal—something your character can accomplish.

“I will topply my brother the duke no matter the cost.”

“Note the action: topple. And the condition: no matter the cost. This Belief could have been written as “I don’t like my brother, the duke,” but that’s a terrible Belief. Great, you don’t like him. Is that going to make a good game? What are you going to do about it? How would we create an interesting story around your dislike? It’s weak, but toppling a duke, now that just drips with Good fantasy roleplaying possibilities.”

“Types of Starting Beliefs”

“If you have a secret about your character, make a Belief about it. It seems counter intuitive, but in order to make a secret work in this game, you have to tell everyone about it!”

“If you have an object or artifact that is very important to your character, write a Belief about it.”

“If there is an NPC who is important to you, write a Belief about him or her.”

“If you are interested in or care about another player character, write a Belief about him or her.”

“If there is something your character wants to learn of gain, write a Belief about it.”

“If you have a philosophy for your character, write a Belief about it.”

“Beliefs and the Setting and Situation”
Summarizing, this paragraph encourages you to make beliefs about the setting and plot, so for us this would be why your character is on this mission, what they hope to accomplish while on the mission, etc.

“Little Goals”
“When writing goals, try not to make them too big. Try to create goals for yourself that you can at least try to accomplish this session. Don’t write goals for things you’ll get to in the future. If you have a big goal, break it down into steps and write a Belief about the step you can take a shot at right now.”
Relating this back to our campaign your ultimate goal might be to bring about the downfall of the witches, but the more achievable goal would be to discover the location of the (ally) or whatever it is you’re going after. A belief to reflect this might be: The witches must be stopped before they destroy my people completely; discover the location of the dwarves so we might recruit them as allies.

“Broad Statements Are Bad”
“Broad, vague statements make bad Beliefs. “The world is doomed” is a crap Beliefe. It’s a broad statement, and it doesn’t involve the character in the action. A simple change, “This world is doomed if I should fail to save the princess,” makes a world of difference. Now we all know that you are going to try to save the princess. We also know how you can be rewarded—if you work toward saving the princess, if you turn aside from the perfidious princess or if you save the princess.”

“Be Colorful”
“It’s easy to write simple direct Beliefs: “I will save the princess.” Unfortunately such simple direct statements often lead to simple or flat play. The more colorful—the more in character—you can write your Belief, the more fun you’re going to have in game.”

“Work Together”
“During a session, not all players are going to get all of their Beliefs into play at the same time. That’s okay. Tie in one or two Beliefs at a time—from different characters—and use the other Beliefs as hooks for additional sessions.”

“Beyond that, not all of the player’s priorities are going to be appropriate to one game. That’s cool, too. Negotiate with the GM and the other players about what is important and relevant to the story/game/situation at hand. Incorporate Beliefs based on those criteria. Save the rest for another character in another game.”

Instincts wrote:

Instincts

“A player may choose one to three Instincts”--again I suggest going for all three--“for his character. Almost the opposite of Beliefs, Instincts are game-mechanical priorities that a player describes for his character. When a player sets an Instinct, he’s telling the GM, the players and even the system, “This is how I want my guy to act in this situation.””

“An Instinct should be a declaration of action, ideally an if/then statement. Describe exactly what the character is doing and when: “If I sense trouble, I draw my sword.” Simple enough.”

“Simple is key. Instincts, in general, should be actions that can be accomplished in one glance, one sweep of the hand.”

“If there’s a cave-in, then I push the youngest to safety.”
“If confronted, I take Aggressive Stance.”

“You can use always, never, and when statements:”

“Always cast spells carefully and patiently.”
“In the deep tunnels, always Assess (listen) at every junction.”
“When surprised, I draw my knife.”
“Never work quickly.”
“Taste food before serving or eating.”
“Always have enough ingredients for noodle soup.”

“Instincts must be tight and narrowly focused. This makes it possible for players to actually use Instincts in play, and it makes it easier for the GM to introduce conflicts where those Instincts generate complications.”

The book goes on for another page and a half… Instincts should be specific (not “I protect my friends from harm”, something like “Always stand at the front of the group” could work and fulfill a similar purpose.), and will usually tell the rest of the group about your character. With the “If there’s a cave-in…” instinct above, that shows your character values youth highly, that he is aware of the dangers underground, and that his first instinct is to protect others above himself. Instincts will also tell me as the GM what is important to you guys, and some things I can introduce into the story for you guys.

These concepts can be a bit hard to wrap your head around, but what it comes down to is that Beliefs should be your character's current goals, what is important to your character right now, and what is he going to do about it. They need to have a specific, attainable goal. It's all well and good to say that your character wants to retire rich and comfortably, but that isn't something that's going to be resolved in the game. An appropriate belief for that would be something like the below

  • Live to a ripe old age in luxury; taking out Hairy Jim and collecting the bounty is a good start.
  • Defeat the Hsieh Chia Jen Triad and take over Shan Fan; maybe I can use one of the other triads to my advantage, stir up trouble between the Shan Fan and Kwan Triads.

The first one is fairly straight forward, kill Hairy Jim and collect the bounty. The second one could be accomplished a few different ways. Stage some conflicts between the two (dress up like members of one and fight the other), or could be done through more subtle manipulations.

Instincts meanwhile, are a mechanical cheat. "When startled, draw my sword". "Always have a clean knife". "Always keep a round in the chamber". They allow you as players to say "even though I haven't told you my character has done this, he will".


Alright, well I think we've all had more than enough rules discussion for now, so I have opened up the discussion thread, and will soon be posting the intro as well.

The few things that need to be done ASAP:
Abram and Raveneau need to spend their knowledge skills.
Dr. I needs to finish character gear and give me a proper background, and worst nightmare.
Raveneau needs to clear out his profile and put in the Savage Worlds stats (as opposed to the Pathfinder ones)

If everyone can please head to the Discussion thread, I will be bringing up the topic of my Beliefs and Instincts houserule there (everyone should have a good enough grip on their character now :)


Please keep discussion of campaign events to a minimum (rather you have discussions in character than out is what I mean), but otherwise feel free to chat here :) Please also post here if you're going to be absent or otherwise unable to post for longer than a day.


XP can be spent between missions (so now)


Cash Out:
Having armed and equipped himself once again, dressed in ill-fitting clothes, and a couple days hence Cash Out returns to the scene of his awakening. He finds the place much as he remembered it, dirty, graffitied and empty. Apart from his own footprints there is little to indicate anyone else's passage. and located as it is, several blocks from the shopping district of downtown, he gets some funny looks from passersby as he rummages around the area.

Ranging out from the street he finds no signs of how he got there, and what he does remember from before provides little insight. He's somewhat doubtful the V'Sori decided to just dump him back on the street after all.

Peering down yet another alleyway it takes Cash a few moments to realize that the pile of dirty rags leaning against one wall is in fact, a person. The realization is sped significantly when the hobo sits up, eyes wide as he stares at Cash.

"Abomination! he yells, fumbling at the collar of his soiled shirt, pulling out a wooden cross. "The arms of God be around my shoulders! The touch of the Holy Spirit upon my head." he chants, using the wall to climb to his feet while holding the cross out to Cash with his other hand.


The Omegans find unity difficult in the wee hours of the morning, smelling of the sewers with empty bellies. They go their separate ways for the time being, though most end up back at the warehouse with nowhere else to go. Belle finds Oz rather distraught at having awoken to find her gone, but calms quickly enough now she's back.

End of mission, time for XP and bennies to be reset :) Do you guys want to bother with the adventure deck or not? I don't think anyone's used theirs. Same question regarding Beliefs and Instincts, I should have been reminding you guys a bit more, but your beliefs should change relatively frequently to reflect your character's current priorities, it's fine to have one as a longer term goal, but you should be completing beliefs every 2-3 sessions or so. Please answer in the discussion thread.

Happy-Jack in particular, yours are fairly vague and you've only got one of each.

A relatively easy mission this time, so I'll award everyone a base 2 XP. If you'd like to petition me for more then please do so in the discussion thread. DA you can have an extra benny for next session, you found a secret base, there just wasn't anything you could use there. Belle you drop back down to three bennies this 'session'


Well, let me just say that this isn't like Pathfinder, you don't need to have a balanced party or have all the knowledge skills, mostly because there aren't a bunch of set knowledges. The free skill points are there so you can give your character some flavour and a bit of extra utility. So pick a hobby, something that you think may be applicable to the campaign, or just something your character likes and chuck a couple points in, you never know when your knowledge of say... the Union Postal Service, might come in handy ;)

@Jean-Luc Did you write down your character's worst Nightmare? Had a look and couldn't see it, but your posts are a bit scattered, so if you have just point me in the right direction :)


Alright, sounds fine Abram :) As to the gun... so a single action then? :p.

You've still got to spend your knowledge skill points too.


@T.J. Some of the information may transfer over as the seedy side tends to occur everywhere, but it may on occasion lead you astray as well :) Law could also come in handy, but be less flavourful, so it's up to you which you take.

@Dr. I Wish I had of known about that before I typed all the edges and hindrances up for you guys :p Ahh well, everyone should probably check that out, it has additional setting information and stats relevant to this campaign.

As to what year, the game will be starting in December 1879.

@Abram Ahh, well no harm done, so we only had one player that dropped out then :) As to the gun I'm fine for you to call it whatever you want, just as long as I know what stats it's using and how much it costs. Hmm, is yours the single action, or double action version? Guessing double since you said it was the most expensive one.

I managed to find the Rifle Boot (different page completely but oh well), but not what it does. Care to enlighten someone less familiar with guns?


Well, since Rigor and Anthony haven't posted anything it looks like we have our party. PWO/Dr I/DA please send your character soon. Will finish looking over everyone's backgrounds shortly.

Abram:
Well the Strength was only a suggestion, don't need to spend it there, especially if you've got a horse now to carry some of it. Speaking of... your horse seems healthy if a bit disagreeable, it tends to bite you if you're not careful.

Gear looks good now, except I'm not sure what guns you're using, can you give me the name it uses in the player's book? Also where it mentions a Rifle Boot, sure I read that, but can't find it now.
Only other thing, you still haven't spent the free knowledge skill points.

Jean-Luc:
As per the power's description, yes multiple boosts or lowerings do stack, but power points and durations have to be tracked for each use separately.

The only problem I see is that your money remaining total and mine don't match up, and you seem to be encumbered with all that gear (-1 to Strength, Agility, and related skills). According to my Hero Lab you should have $91 left, not 69.7, suggest double checking and let me know.

Michael:
Yeah I was thinking about making you pay for William's gear. I'll stat him up and get back to you :) Otherwise looks good. I'll get back to you about your PM.

Raveneau:
Still need to spend your knowledge skill points.

T.J. Beauchamp:
Alrighty, everything looks good. You don't really need to have two saddlebags though, so you could save yourself $5 there. The only other thing is your Knowledge Underground, What exactly is this meant to represent? the New York Underground specifically, or something else? I would appreciate it if you'd clarify it a little.


Well bugger.

Have fun guys, I'll be watching! :) (...and waiting for any signs of weakness... *shifty eyes*)


Heh, yeah, that's a Critical Failure :p Will try and get around to posting here today, got about 5 hours before I have to head to work, so we'll see.


Well, writing up what I had to for Michael took way more time than I had thought, so I will have to get back to the rest of you on your backgrounds over the following days. Apologies (working 12 hours tomorrow *sigh*)


Alright, looked over the sheets that I have, still have to review backgrounds etc.

First comment, everyone (except Michael/Davachido) has neglected to spend their free knowledge skill points as mentioned under house rules in this post. Please make sure you do that.

Secondly, given the campaign this is I will be enforcing encumbrance rules and tracking costs and expenditures carefully. If it isn't on your sheet then you don't have it, so if you have bought nothing but weapons and ammo, then your character is running around naked except for his holsters and the box of ammo he is carrying (and will likely be arrested). Don't forget, your character can always buy 'El Cheapo' equipment if he's stretched for cash.

From a mechanical standpoint:

Abram:
  • You have 2 points of hindrances left, this is enough to buy you another edge, a stat increase, or two points of skills (You get a free edge for being human which you may have forgotten).
  • You are also encumbered when carrying all your gear (24lbs out of 20lbs encumbrance). This is fine, but all Strength and Agility rolls, and skills associated with those stats will be at -1.

You could solve both of these problems by increasing your strength to a d6, but it's up to you :) Also please note the above with regards to knowledge skills and gear/equipment.

$161 is a LOT of money to be running around with too. Please see above and consider spend some of this so that you're not... ya know, naked.


Dr. Ignatius:
Well, pretty much everything, it was only after I started looking at the characters I realized you'd only put down your hindrances and some thoughts on edges :p

Jean-Luc:
In answer to your earlier question, yes I'd allow Chi Focus to work with Shuriken.

As to issues with your sheet, you list him as speaking 3 languages, I would like you to choose one of those as his native tongue, and then suggest you spend your 3 free knowledge skill points on Knowledge (__ Language), you only get one language for free. At a d4 you are generally able to follow along with a conversation, but rapid speech or heavy accents will give you trouble, a d8 is representative of being fluent in that language (with an accent, and some problems with idioms and the like), while a d12 is fluent and able to imitate regional accents and be very good and tongue twisters and the like

The other issue I see is that you list a few weapons, but do not otherwise mention what gear your character has. Please see the note above in regards to equipment, at the moment the only thing your character would be carrying is a single shuriken one set of nunchaku, and $217


Michael:
You don't seem to have bought any gear, and are thus buck-ass nekkid, otherwise your character seems fine :)

Raveneau:
No major problems with your character, you are heavily encumbered but I'm assuming some of your gear would be on your horse? From what I'm seeing you could wear your clothes and weapons, but would have to leave the spare ammo and canteen on your horse with it's saddle and bags, which would bring you just under 20lbs. Ballsy starting with no cash though.

T.J. Beauchamp:
Well, you still have to spend your other edge, or alternately take an extra attribute bump or skill points/cash.

I also couldn't find a couple of your pieces of gear, specifically the vest, suspenders, and mustache wax. Where did you find those and their prices? $192 is a LOT to be running around with as well, so maybe spend a little more. A horse and equipment (saddle, saddlebags) may be useful depending on how you guys end up choosing to travel.


Alright, recruiting closed, those two below in italics who still haven't posted their characters should do so within the next day or else you're out.

The list (again if I've missed you, I apologize, let me know)
Mark Sweetman - Raveneau Delahaye, Wise-cracking Huckster
Arknight - Jean-Luc, French/Chinese Martial Artist
Davachido - Michael "Shrewd' Lawrence, fast talkin' veteran of the Weird West
PoorWanderingOne - Dr. Ignatious Dione, educated Sawbones fallen on hard times.
kdtompos - T.J. Beauchamp, Gentleman Pugilist - A stubborn conscience and a nasty right hook
LastNameOnEarth - Abram Hestler, a man with nothing left to lose, lookin' for a way out of his predicament, one way or another.
Rigor Rictus - Unknown
Anthony Krast - Mad Scientist


My 'day off' yesterday ended up getting eaten up by family, so may be as late as Tuesday before I get anything up and running, so feel free to RP amongst yourself. Cash I'll try and get something to you about where your character will be starting asap.


Close of recruitment delayed a little, one last chance to sneak in a character before I get a chance to review them (my 'day off' yesterday ended up getting eaten up by family :p)


Still haven't had a chance to look at characters in detail, but I figured I'd compile a list of applicants for reference.

Mark Sweetman - Wise-cracking Huckster
Arknight - French/Chinese Martial Artist
Davachido - Michael "Shrewd' Lawrence, fast talkin' veteran of the Weird West
PoorWanderingOne - Dr. Ignatious Dione, educated Sawbones fallen on hard times.
kdtompos - T.J. Beauchamp lets his fists do the talking, with a nasty hook.
Note:Just skimmed your sheet T.J. I'm afraid Fighting is tied to Agility, not Strength, so you'll want to rearrange your attributes and skills I suspect. Also you are aware there is an Arcane Background for Martial Arts right? It's fine if you want to take Miracles, just checking :)
Rigor Rictus - Unknown
Anthony Krast - Mad Scientist

Italics means I don't have any mechanics from you so far. If you feel I have misrepresented your character in my summary (or have missed you completely) then please let me know, that's just my impression from skimming your concept/sheet. New people can still feel free to submit otherwise likely to close recruitment to new entries in about 14-16 hours.


Will get around to reviewing your actual characters in a few days, will likely close new submissions then (those who have expressed interest can finish characters but no new interest will be accepted). I'll post when that is the case


Bear with me another day or two, got to figure out what I want to do with you lot now and how best to introduce our new player. Plus work as usual.


Yeah what Ignatius said, setting trumps core. If you or Arknight do end up going ahead with Martial Artist characters, there are a number of additional edges in the Flood book that will expand your options further. Will type them up when I can.


@kdtompos: Yeah what Mark said in regards to Huckster, the game sometimes uses a number of terms interchangeably for different mechanical things but they all round down to about the same thing.

We will indeed be starting at novice Arknight, but if I get some nice, thought out, and detailed backgrounds (particularly if it includes all the stuff from the ten-minute background) then I may be willing to award some starting XP.


Pretty much moved onto characters at this point, everyone seems happy to run with the flood campaign, which will make things easier for me :)

EDIT: Alright then Patrik, see you around :)


Well, I haven't actually chosen anyone yet. I was looking at 4-6 players, so if we end up with more submitted characters than that then I might have to cut the numbers down to six and keep the rest as backup (dropouts seem inevitable in any play by post :( )


I'm... not really sure on the SRD front, but it's relatively cheap to pick up the Savage Worlds rules. The latest version, Savage Worlds Deluxe can be picked up for just $10 in what is called the Explorer's Edition format. Doesn't look like Paizo has that version for some reason, but it's the latest printing so if your LGS has anything Savage Worlds it should have it. You can also order it onling from the publishers directly, or buy the PDf for the same price.


Yeah, Davachido and Mark have it about right. Extras are mooks, the nameless banditos, hapless townsfolk, and run-of-the-mill critters. Wild cards meanwhile are fate's chosen, they're tough, have luck on their side, and will generally have a name all of their own :)


The Flood is set somewhere around the end of the Rail Wars, yeah, won't say more than that. I do remember looking at a PDF of the original Deadlands book and it's horrendously complicated, card based character gen system. So yeah, mechanics-wise it's a completely different system with only a few similarities to it's precursor (poker hands for duels and hucksters, fate chips instead of bennies are the ones I'm aware of)


@ Davachido: Well, just make sure you keep the player knowledge separate :)

@Rigor: Well if you need any help let me know. Assuming you still have the book I suggest rereading the setting information to refamiliarize yourself, particularly with the California info. Character creation starts on page 29 in the Explorer's Edition (the latest printing of the rules, believe the content is the same as the larger format though) with character archetypes.

Hey PWO, no not at all, Mus'ad AKA Mark Sweetman already found this too :p I'm not too sure how much has changed since the classic deadlands, I know at least a year has past in setting but other than that I don't really know. It looks like we're going ahead with the Flood at this stage, so as I said above, submit whatever you'd like, just make sure your character has a reason to be on a train bound for California.


:s You're not meant to know what they are :( I take it you've played before or have you been peeking?


Oh the Veteran of the Weird West edge Davachido? Heh, go right ahead *smiles at you over steepled fingers*

So at the moment we have a Russian Mad Scientist with some prosthetic limbs, a wiseguy Hexslinger, a happy-go-lucky (though probably not if he goes for Veteran of the Wierd West) gunslinger, and two as yet undclared others that have expressed interest.


Ahh yes sorry, Deadlands is one setting where Guts is very much a required skill *grins*

Yes beliefs and instincts are taken from Burning Wheel, good to know there's someone else here familiar with them :)


Alright, so we have a new character joining us after all :) He should be along shortly.


Yeah, the rules are fairly light in this, but very flexible, you just play around with the trappings and voila your prosthetic arm can now shoot rockets, or nets or something :p Just don't roll a one.


Belle's Smarts (Telepathy): 1d10 ⇒ 31d6 ⇒ 5

You can only get so much for free DA :p and they're still pitch black, you can just 'see' fine.

The four remaining Omegans argue their way back to the hideout, finding it once again a big empty space with all of the Professor's fancy furniture and other decorations gone.

Belle's attempts to contact the Professor meanwhile runs into a strange mental static which she suspects--unlike her try against Doctor Destruction--is some sort of active blocking effect protecting his thoughts. She manages to get a brief sense of his mind, before a flash of anger from the other end causes it to disappear in a wash of white noise.


Rigor Rictus wrote:
For a take on the Western Movie in Australia, have you ever seen Quigley Down Under? I enjoyed it a lot, though it may be full of all sorts of inaccuracies about Australia and her peoples of course. It's an american movie, so of course depicts a good american coming down to Australia and killing all the evil Australians. There are good Australians too, but they need an american to save them... ;) All in all, its an interesting take on the Western.

Can't say I've heard of that, no. Sounds fairly typical for representations of Aussies outside of Australia though :p

As far as cards go (which are used for a lot more in Deadlands than they are in most other savage worlds; duels, and hucksters/magic being the primary additions) I was intending to make draws from my own deck and post them. I normally like to narrate character's results anyway, so while it would slow things down it shouldn't be too bad.

Posting requirements everyone should be checking the site at least once a day, you may not have to post depending on what's going on but that ensures we're not waiting 3 days for someone to post or respond to a question because they thought it wasn't their turn. Weekends are likely to be a bit slower as I'm usually either working, or gaming with my RL group. I work shift work so when I get 2 or 3 long (8 to 12 hours) shifts in a row it tends to sap by ability to post as well, I'll try to keep you guys informed when that will be the case. If you're going to be doing something or going somewhere that will leave you with reduced internet access or otherwise unable to post I just ask that you post and let us know beforehand.

Other administrative thoughts while we're on it:

  • You should only read a spoiler if it has your name, or you make the appropriate check (eg a spoiler that is labeled "Notice roll at -2", you should only look in there if you get 6-2=4 or higher on your notice (4 is considered a standard success for those not familiar with Savage Worlds, please check out the testdrive rules Mark linked upthread)
  • Please try to be descriptive of your character's actions. A post is much more interesting if you describe how your character punches the bad guy than just rolling some dice. I enjoy the fighting and mechanics side of things as much as the next guy, but I'd really like to see some good, descriptive roleplaying.

    I would also really like to see some in depth character backgrounds, and some initiative from the players. Savage Worlds is a very flexible system, and while some of the events in the campaign need to happen at specific points (the start is all largely scripted to get the group together), the game is otherwise very open, and I would really enjoy being able to personalize this campaign to your input. I have recently been introduced to the The Minute Background, so if you want to take a look at that for some ideas then please go ahead :)

  • I will on occasion be making rolls for your characters. To this end please keep your character sheets (or a link to them) in your alias, and keep said sheet up to date. I will be doing this in order to speed up gameplay (a grenade goes off at the party's feet, you all have to roll so it is simply easier if I make the rolls for you. You are still able to spend fate chips (the deadlands equivalent of bennies) if you would like to modify the roll.

    I will also be doing this on occasion for things like ambushes, and other circumstances where you won't necessarily know the outcome.

Any other questions please feel free to ask. Since nobody has expressed disinterest in it, or a strong interest in one of the other options, I am going to be running The Flood plot point campaign. You can all start to work on your characters, the only thing you need to work into your characters is a reason for them to be on a Denver-Pacific train bound for California. Character creation is standard for starting characters (Characters are all Human and get a free edge, 5 points for attributes, 15 points for skills, and $250 in the currency appropriate to their background. If you are a foreigner with the outsider hindrance, then I suggest putting some skill ranks into Knowledge (English Language), otherwise communication could be troublesome.).

Just two House Rules that I can think of for the moment:

  • Bonus knowledge skill ranks:
    Each character receives a number of bonus skill ranks equal to half his smarts that can only be spent on Knowledge skills. Knowledge skills are largely undervalued in my experience. Please remember that languages also fall under Knowledge skills, so if you want to speak one of the Native American tongues, spanish, chinese, or some other language appropriate to the setting then this is a valid choice.
  • Goals and Instincts
    I'll elaborate on this one later, it something I've stolen from another game system and trying to cobble onto Savage Worlds. Success has been... limited.


As much as I like Pathfinder, really not interested in converting this. I said above half the reason I want to play it is because I like the savage worlds rules (which this uses), they're really simple and flexible, and just easier to run than PF.

It is an interesting setting, and you should be able to 'find' the rules somewhere online, just make sure you get the rule for Deadlands Reloaded, not one of the other variants or the 'classic' rules which use a different system completely. Savage Worlds is pretty easy to learn too, so if you're interested then I suggest you check it out (you can also buy the latest version of the core rules, Savage Worlds Deluxe for $10 in print, which has most of what you need)


Ahh don't worry about the Flora and Fauna, the Marshal's Guide is full of that stuff *grins* You'll be running into some of that stuff regardless of the type of game, just depends whether you want that to be a focus or not.

For those not familiar with it, the Flood adventure is set in what's left of the Californian coast, which after a great quake in 1868 largely collapsed into the sea, leaving behind a strange Maze of towering landmasses, and ocean filled trenches.

It also had the side effect of uncovering masses of gold ore and ghost rock deposits, resulting in the creation of undreamed of mechanical contraptions by so-called 'mad scientists', the advent of the Great Rail Wars to be the first to create a transcontinental railway in order to secure some juicy government contracts, and rumors of 'dragons' and other terrors lurking amidst the crumbling spires, and pirate stalked waters. With food a scarcity, no government to speak of outside the major cities of Lost Angels and Shan Fan, and a greedy Mexican General eying the riches on offer from across the border, the region is not a place for the faint of heart.


Heh, maybe a run-in with Ned Kelly caused him to reconsider his vocation ;) Hmm, now I'm wondering what effect the Reckoning would have had on Australia... similarities between the Native Americans and the Aborigines, wouldn't have quite the same feel though.

Anyway, those are character ideas, any thought on the campaign itself? Not sounding like a military or Native American campaign at the least


Greetings fellow forum goers! After watching a couple Clint Eastwood classics (The Good, the Bad and the Ugly ftw!), and a desire for more Savage Worlds goodness in my life I'm looking at starting a Deadlands Reloaded game here on the forums.

That's where you guys come in, I have The Flood plot point campaign, but have a few other ideas as well, and am open to suggestions, so if you're interested in playing some Deadlands, then post and let me know what you want to try :) The ideas I've had are for things such as:

  • The Flood plot point campaign
  • Military(Union or Confederacy)
  • Monster Hunters(Agents or Texas Rangers)
  • Native American Braves
  • This town ain't big enough for the both of us

Warning: I'm Australian, so most of my knowledge of this time period in America comes from watching movies, I'm bound to get details wrong, horribly bungle 'accents' and have characters that are horrible, offensive stereotypes. I mean no disrespect to anyone. You have been warned ;)


Mus'ad leads the way back through the caves, taking an occasional 'shortcut' and finally emerges into the sewers, where DA is able to navigate a bit more readily, and directs their stalwart 'friend' away from taking them straight back to the waterworks. The cell emerges a couple blocks south of the structure, smelling a little the worse for wear from their traipse through the sewers, but otherwise relatively unscathed. Burning clothing may be a good idea.

I'll give you guys a day or so to tell me what you're doing, otherwise I'll post with you guys back at base.


Eh, it's not that bad, just a particularly long and s#+!ty shift, and the a*!+~&%s making me work too many weekends :p


I hate my job.

Post will be another day or so.


Even with recordings navigating down here proves troubling, Rebecca is not (currently) equipped with any sort of mapping equipment, and the caves are pitch black and winding. DA would eventually be able to get himself out, but Mus'ad seems much more confident.

Where is Mus'ad leading everyone then? :p


Well there doesn't have to be a major change in outlook or anything like that to change your beliefs, it's more a question of what is important to your character right now. So if circumstances change or some new information comes up, then it's probably a good idea to take another look at them.


DA finds that what wasn't shredded by Mus'ad's fists has disappeared under at least a thin layer of rubble. The right side of the chamber has collapsed completely and the air is thick with dust. Apart from that the smell is actually not too bad down in the caves; the Omegans past one suspiciously odoriferous pool dripping from a wall on the way here, but otherwise the caves are fairly dry and cool.

Smarts rolls:
Belledonna: 1d10 ⇒ 11d6 ⇒ 5
Devil's Advocate: 1d10 ⇒ 51d6 ⇒ 5
Happy-Jack: 1d6 ⇒ 51d6 ⇒ 2
Mus'ad: 1d4 ⇒ 21d6 + 1d6 + 1d6 ⇒ (6) + (6) + (3) = 15

Mus'ad am brainiest! (feel free to look above)

It is as the group is attempting to exit the tunnels that they realize how deep into unfamiliar territory they are. Displaying some sort of animal instinct for navigation Mus'ad finds the other's feeble attempts pitifully amusing, but deigns to lead the way out and back towards Southpoint.

So... where/how are you guys exitting?


Yeah, unless you're character is not present it never hurts to post a 'this is what I'm doing' post, since it lets everyone know you're paying attention and haven't been lost to RL or other concerns.

Even if you're not present, I'm perfectly happy to maintain several tangents; it's one of the benefits of play-by-post that a DM can split the party without splitting his focus. I really would like to get some more input from you guys, and have you go off and do your own things, if you start straying to far then I'll let you know, so don't worry about that :)

I've also been meaning to remind you guys about your beliefs and instincts, they can be updated at any time and earn you extra bennies and experience. This mission's just about over, but please review your beliefs ready for the next one :)

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