Interest in shared GM random homebrew campaign?


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A pretty bad thread title, but here's what I'm thinking of:

- get a group of 6 together (for the sake of argument)

- agree the game system, style and game parameters like level (if applicable), post frequency, tone, game focus (eg RP heavy, combat, GM's choice) etc

- either draw at random, or by volunteer, to decide who starts, and that person GMs for 1 month (or another time to be agreed on, may depend on posting frequency). They have a character who acts as DMPC during their phase (no prima donnas please!).

- at the end of their stint, the GM hat moves to another player and the sequence continues for another turn. For extra variety, in the style of Who's Line is it Anyway?, the departing GM tells the new GM *something* that has to feature in their turn - an NPC, a location, an item of treasure etc. And GM time is enforced strictly so if the month is up and the group are in the middle of a fight, the new GM has to pick it up and run with it!

- if people drop out, then a replacement can be added once the new turn starts, and they go onto the GM list to take a turn. If it goes a complete cycle eg all 6 originals are still in, and they want to continue, then it goes back to the start of the rota or gets mixed up in some way. Or start a new game with different parameters.

Anyone done anything like this before? Anyone *interested* in trying it? I'm off on holiday for a few days but if I come back to enough interest I'll start a discussion thread and we can thrash out some details. Doesn't need to be just one game either - for a challenge, if there are enough potential players, have 2 (or more) groups who have to interlink plotlines, swap a player every turn, give each other's GM the next hook or some other random nonsense ;)

If this does pique your curiosity, then try filling this in to see what everyone wants to do. I'll start:

Game system: Pathfinder (core + APG) - if only because people can download all the required material - but happy to try other systems, as I have...lots.

Level: 5 - 10 - not starter characters, but not too powerful

Power level: any of the typical point buy values are fine. A very low point game for a challenge?

Style: mix of RP/problems/combat

Tone: no evil PCs, group working towards some goal for ease of hook to bring people together

Post frequency: daily if possible, happy to stick to Mon-Fri if people can't commit to weekends

Turn length: 4 weeks

Happy to have random elements like GM handing over of hook(s): Yes

Happy to have pbp novices: definitely, hopefully also a chance for them to try GMing for a pre-defined time in a relaxed and supportive group

Other comments: my idea, so happy to take first GM slot if need be, no Adventure Paths please as I'm either playing it already or want to play it in future, complete homebrew within limits agreed by group preferred, other published adventure considered. I also won't be gutted if a group forms but everyone wants to do something I don't! This is effectively an open invite, and new groups can start whenever there are enough like minded souls to get it off the ground.

Sovereign Court

Instead of using an adventure path I think a sandbox approach would be better. Each DM runs an episode. The next builds on the previous one and takes it somewhere else. How about a Points-of-Light style setting such as Judges Guild/Wilderlands?

I would love try it, however I am a real greenhorn at this. I have never DM'd anything before. (I have read alot of Fantasy RPG books though).


Just a thought - you have to play something where the maps are no big deal, and you can just use a letter/number grid. Some pbp games have DMs uploading maps to flickr and such, and that could be a headache when switching off.

I was also going to suggest not switching in the middle of combat - that a particular DM finishes the combat before handing over the reigns, but it might be more fun with a hardline one month rule.

Interesting.


I like this idea a lot, and Ersigen's suggestion too.

So I'll be interested, for sure.

In answer to your questions:
Game system: Pathfinder (core + APG), Yes!

Level: I like 7, because it's not too crazy yet, and characters get a lot of nice options and possibly one level of PrC.

Power level: I like 25 point buy.

Style: mix of RP/problems/combat, no problem here.

Tone: no evil PCs, group working towards some goal for ease of hook to bring people together - I agree

Post frequency: daily if possible, happy to stick to Mon-Fri if people can't commit to weekends - Fine with me

Turn length: one episode per DM, with a set minimum of 4 weeks and a maximum of 6 weeks.

Happy to have random elements like GM handing over of hook(s): The next DM can interpret the hints and plot hooks any way he likes, bringing the story somewhere else, but in continuity with the previous episode. So, for example, the hints left by the first DM pointing to a forthcoming ghoul invasion could be reused by the next one to actually point to something completely different, like the wedding of the king's daughter to a vampire (not a good example, but you get what I'm trying to say).

Happy to have pbp novices: yes (I'm very novice).

Other comments: Billzabub's comment about the maps is important. The DM should be able to choose the way he handles the game.

What setting? Preferably one that has some background in a Wiki. That way, players and DM can share a common base. The classics would be Golarion, Forgotten Realms and Eberron. I have an obvious bias towards Eberron, if only for the dark pulp atmosphere.


I'd be interested; I've been considering trying my hand at running a PbP, and this my be a good way to get my feet wet without taking too much time while I'm finishing up the semester and working on mastering elementary number theory.

Game System Pathfinder (core + APG)

Level I'm up for anything, though I prefer to start the game as low as possible.

Power Level We're going to have a game run by different GMs with varying levels of experience and familiarity with the system; I would prefer 25-pt buy as well.

Style Mix of RP/problems/combat; urban and infiltration are my favorite game styles, but I enjoy anything.

Tone No evil; characters are the heroes, even if they would be considered an anti-hero by majority. Working toward a single goal is a must. Maybe all in the employ of a single individual or agency/government.

Post Frequency Daily, with willingness to pause on weekends if there's a lapse in activity.

Turn Length Four weeks sounds fair, but at higher levels that could encompass less than a single combat encounter in some cases (though it would likely mean the current GM's dropped the ball). And it usually won't be sufficient to complete a good dungeon crawl, if someone decides to design one. Rather than a time span, maybe base this off of some type of character gain, or progress through the adventure. Maybe with a 4-week minimum, and a maximum time frame as well, but if anyone has more they'd like to run with let them allow it until the max is reached.

Random Elements Oh yes. Any hooks the previous GM can provide, even those that weren't used but provided by GMs during previous turns. I'd say give one pressing item that needs to be addressed, and however many optional one that the exiting GM wishes. These should be made available some time before the trade-off, to facilitate a smooth transition. One to two weeks, perhaps?

PbP Novices Definitely, but they should make themselves known so they aren't thrust into a GM position early on; allow them the end of the rotation, if they would like.

Other Comments I agree with Dreaming about the setting; having a wiki resource is invaluable. I would prefer Golarion, as it's what I'm most familiar with, possibly in a region that Paizo's left relatively untouched. I don't like what 4E did to the Forgotten Realms, and in some cases it can be difficult separating pre-4E content from the FRWiki's articles. And I'm simply unfamiliar with Eberron altogether.

We might want to start a community database or message board, so we can post major plot points/item/characters/etc. so that these elements remain somewhat constant. This would allow us to use these elements when our turn to GM comes around. I believe there's a few websites that might serve this purpose well, but I simply can't recall any right now.


Game system: Pathfinder (core + APG) - because it seems to be agreed on by all - always up for learning a new system and have played a plethora in the past so anything or even changing is ok, but that might make it a bit too complicated (changing systems on the run)

Level: Depends on the length of the game - for long campaigns I like starting at the beginning and doing character development, for short games levels are tailored to the adventure - if we think we might hang out for a moderate amount of time (6 months to give 6 people 1 mo each) then something low-mid level is fine.

Power level: Point buy is fine, whichever, as long as everyone is starting on the same page

Style: mix of RP/problems/combat - going to be changing around some for each GM anyway

Tone: no evil PCs or solo rock stars

Post frequency: daily if possible, weekends and special occasions off fine

Turn length: 4 weeks sounds groovy

Happy to have random elements like GM handing over of hook(s): Yes, sounds fun

Happy to have pbp novices: absolutely, we all started somewhere

Other comments: I like homebrew and improvising, but dont have issues with published work either. I am, as they say, easy (just dont ask who 'they' are).

Helle


Well, to get things started-ish, I roll a couple d6...

Ooooh snake eyes!

So...first 1 means number 1 GM is up..thats you Gruff!...second 1 means first System, which is Pathfinder (ok its also the only system, but I like my snake eyes).

I'll get a char written up and posted this week...going with lvl 7 and 25 point buy system because that seems to fit everyone's desires.

Helle


I'm not sure if you have found all the players/GM's you are looking for. If not, I'll toss in my hat. Long time gamer and GM, never done a PbP though.

Game system: Pathfinder works for me

Level: I like the idea of 7th level...on the cusp of awesome!

Power level: I'm real easy on this point

Style: mix of RP/problems/combat

Tone: definitely no Evil, but a little inner-party friction can always lead to fun.

Post frequency: daily if possible, happy to stick to Mon-Fri if people can't commit to weekends

Turn length: 4 weeks

Happy to have random elements like GM handing over of hook(s): Yes

Again, I'm a PbP novice but would eventually like to run a game. This might be a good way to figure out the mechanics of it. Just don't give me first GM slot!

If you aren't full, please let me know. Then I imagine Gruff can give us a rough campaign background or 'hook' so we can fit characters into it.

Thanks in advance.


I saw some good initial interest so we should see - I suggest giving Gruff a week to work out the starting scenario, and everyone that week to post characters and state if they are still in. If everyone who posted stays in, you would be either first alternate or seventh gamer Kakaflamm. However, there tends to be a fairly high turnover rate in PbP, so we shall see.

Does that sound good to everyone? 1 week (until April 14) to post characters and express continued interest, give Gruff up to the following weekend to finish rounding out the scenario, and maybe he can post something by that friday or so, those that can post on weekends can do some light roleplaying stuff, and we really get going Monday, April 19?


Sounds good to me.

As for a website to track in game elements, Obsidian Portal is one and Epic Words another. Epic Words has more options for free.

I'll probably post a couple character ideas so I have an alternate if the first doesn't mesh. Either can then be tailored for stat point buy and level as necessary.

Cheers all.


Something came up during Easter, and though I love the concept, I will have to politely decline as I would not be able to keep the pace.

So Kakaflamm is up!

Regards,

DW


OK folks, back from a short holiday so let's see how many are still in. I've been having a think about the game and will lay out a starting point for discussion. I like several of the ideas other people have put forward, so will try and use as many as possible.

I'd like to suggest dividing up tasks relating to admin and out of game so we can get up and running and spread the load. If everyone can chime in that's still interested we can draw up a list and hopefully people will pick up one of the jobs. I'll settle for 'getting the thing up and running' and 'taking first turn in the hotseat' for now (although in some ways first up GM is the easy job...).

It looks like we will fit into 1 group (if there had been a lot we could have gone with 2 and made it *really* complicated!). I also want to make it as inclusive as possible vis a vis source material, so everything must be available online at no cost.

Based on replies so far, let's go with the following subject to strong objections.

Game system: Pathfinder + APG test. 25 pt buy, level 7, standard wealth according to the book, 2 traits from this list

Game world: Golarion. I agree with other posters that having a reference world is helpful but some people may not have Eberron, FR etc. More info is at the Pathfinder wiki. And there's a nice Map as well.

BUT, and here's the twist, it will be an alternate world of Golarion. In other words, canon set up by other source material is fine UNLESS specifically changed by the GM.

GM input: 4 week/1 month stint at the helm, in rotation. Therefore everyone needs a PC, which will be DMPCed when it is your turn to run. And so, everyone else will be familiar with your PC's background so not really worth having secret stuff...

Each GM will have the option of making 1 or 2 changes to the world during their turn. These will become canon for our own version of Golarion, so documenting them in a wiki (or using Obsidian Portal or similar) will be very useful as the Paizo baords aren't really up to that sort of thing.

NB THINK about the changes you make. Do NOT mess up someone else's PC. So while a magical holocaust that destroys all known spellbooks is a cool idea, expect to find the wizard hanging from a beam next morning. Otherwise, pretty much anything goes, so here's a chance to add a little bit of a personal stamp to the proceedings.

I've ruled out the idea of seeding a hook for the next GM. It might just make things a bit tough on first go round, but if we're all still in by the time it comes back to me and you want that thrown in we can try it.

Each GM is also free to GM in any style they wish, using any house rules they wish - to be published in the wiki/OP site. Think of it as a season of your favourite TV show directed by Tarantino one week, then Spielberg, Michael Bay, Guy Ritchie, Hitchcock...

Can you just refresh your interest, and then I'll start a thread in the PBP Discussion area, and we can look to sorting out fine details


I love this idea! Is there still room available?


Chiming in; I'm still very interested in this. It has the potential to be a lot of fun. When you have a starting point, Gruff, a location and a bit of background for the start of things, I'll get to work on a character.

Its been some time since I've made a PC higher than level three. Should be interesting.


Welcome Kakaflamm!
Whatman, you are now the first alternative/7th gamer/1st of second group - however we decide to work that and depending on who remains interested.

At this point, list of people and expressed interest (in order of original posting), confirmed = re/posted after April 7:

grufflehead - confirmed
ersigen
billzabub
heaven's agent - confirmed
hellefire - confirmed
kakaflamm - confirmed
-------------------------
whartman - confirmed

So we shall see what ersigen and billzabub say then decide what we are doing. Also if others want to jump in here we can start a second group and make things really interesting! So if you have not yet expressed interest but would still like to, please do! (we could have a group of 7, or if one more person jumps in 2 groups of 4, etc, etc - not sure until we have a more exact count of people and talk about it).


Yup,

Still highly interested here. My friend and I have been talking about doing something like this in table-top for a while, just haven't been able to find enough people willing to give GMing a go every once in a while.

Sorta like a huge 'choose your own adventure' thing.

Are we going to stick with Pathfinder Society rules (other than the 25point buy)? ie no item creation etc? Any restrictions on characters? Standard races and classes or can we have Half Beholder / Half Bugbears and the like? Beware the crafting Beholdabug(tm) of doom!

Really looking forwards to this!


Alrighty, just so people have a bit more to work with, here's what I'm thinking about background.

The party are a registered free adventuring company. I'll leave *where* they are registered until it becomes an issue, and their charter will certainly NOT extend to many other parts of the world...;)

This gives everyone the hook for why they know each other and are together now. In game RP can take care of what the exact relationship between individual PCs is, and it is quite possible that not everyone is best pals, but once everyone has got a character ready, it probably makes sense to have a hard link to at least 1 other character. We can assume that even the newest members of the company have been part of the team for long enough that there are no questions about anyone's reliability or motives.

It makes sense for the group to have a number of defined roles filled - but that doesn't need to equate to 'classes' in the game mechanic sense. I would imagine there is a nominal leader, or at least someone who is the de facto 'quarterback' in combat situations, a quartermaster might be appropriate, as might a negotiator, an 'acquisitions' expert etc etc. Basically it should give people a chance to fit a good reason for skills into their PCs.

As everyone was in general agreement, the company has a generally 'good' reputation ie no needless slaughter, theft, piracy etc - so no Evil alignments please, and frankly, if you pitch up with a CN PC I - in and out of character - am going to want to know why you are part of a group like ours. First person to say they want to play CN because their PC can 'do what they want' *will* be kicked off a cliff at the first opportunity I get...

I'll leave the set-up for how the game starts as a surprise for now.

I have a PC in mind but am happy to wait for other people to see if we need gaps filled. If I go with the one I have planned, she is a fairly versatile melee fighter (ie can handle a few different types of melee situation) whose role in the company would be footsoldier/generalist - skills suitable for operating in a number of different theaters.

EDIT: And of course, we're going to need a cool name for this little company of ours. Any suggestions?


Ha, Kakaflamm posted as I was composing....

I'd like to stick to the core book plus playtest classes if everyone is OK with that? Having sources which only some people have access to is a bit unfair on some people - the pfsrd is all anyone needs. Once the APG comes out, we can vote (if necessary) whether to make conversions where material has changed.

I've never been big on monster PC so not for me unless there is an overwhelming consensus?

As far as crafting goes, I'd be inclined to say no - if only because I have no idea if any of the GMs plan on having enough downtime to make it worthwhile. If the pace keeps up and the group are always moving then they'd be wasted feats.

Is your friend looking to join in Kakaflamm?


Kakaflamm wrote:
Are we going to stick with Pathfinder Society rules (other than the 25point buy)? ie no item creation etc? Any restrictions on characters? Standard races and classes or can we have Half Beholder / Half Bugbears and the like? Beware the crafting Beholdabug(tm) of doom!

Actually, I'm fine with allowing item creation; there are a number of good reasons for it to be excluded from Society play, but I don't think any of them truly apply here. As long as we make it clear that there's no guarantee there will be large downtime at any regular intervals, we should be fine. Besides, cutting item creation entirely really cuts out the abilities of certain classes, such as wizard (bonus feats, bonded item).

I agree with sticking to standard races, and the classes you've already mentioned, Gruff.

I'm thinking of running a paladin or cleric; I have a paladin concept that was originally intended for a PbP that never really got off the ground. He might be interesting to throw into the mix; if it helps you decide a starting region, Gruff, he's best suited for the city of Magnimar. If you decide to start us elsewhere, though, I'll have no problem designing a character to fit the specific region.


Heaven's Agent wrote:

I'm thinking of running a paladin or cleric

HA! There's the cat amongst the pigeons right from the get-go! Fine by me, and it certainly opens up a stack of RP options, but it puts a fair bit of onus on the other PCs AND the GMs to play nice if you choose Paladin. This board and others are full of threads about how differnt people perceive what the paladin's code means, so be aware that this could be a source of friction. But it would be a challenge, and I'm happy to accommodate it.

On team composition, although I'm moving the thread forward, this is a collaborative effort, so a lot of what I'm saying is there as a stalking horse so people have something to discuss. My personal preferences come through, but ultimately it's a group decision on some things, so if people want to make comments about classes (eg feel as if having a paladin will be too restrictive), races (yes, I have played with people who had an unreasoning, irrational, yet totally unshakeable hatred of any character shorter than 4 feet...), or anything else that has come up, please chime in.

I'm going to suggest at this point that, much as we all want to get going, ironing out issues before we start will save potentially a lot of heartache (worst case: players drop out) down the road. I hope that what has been suggested by me and others so far isn't overly proscriptive, but it's fair to say we all want different things out of the game, so I'd much rather put the start back and talk it over now, as it will pay dividends later by (hopefully) making people feel much more invested in the game, and so more likely to keep it going.


All sounding good to me. I'm torn between a gnome summoner and a tiefling bard...I might wait and see what other concepts show up so I can see what would fit better...

As far as race and class...I like it all. As long as nobody makes a character specifically engineered to cause friction (unbending paladin who is determined to smite anyone who so much as curses, anti-social loner who wants nothing but to adventure alone, uncontrollable pyromaniac etc etc).

I like the idea of a merc company...gives us a purpose. I also want to be one of the 'good guys' so no CN for me.

As far as item creation feats within the group...there are good and bad points. On the positive side, characters have access to completely custom gear and don't have to rely on the vagaries of what may drop. On the negative side, characters get completely custom gear and stop caring about what drops. All that matters is what they can sell it all for in order to finance what is going to be made for them. Does that make any sense? It games I've run, a crafter sorta killed part of the 'excitement.'

Anyways, I'll start hammering out characters and we can all start thinking of connections with one another.


Kakaflamm wrote:
As far as item creation feats within the group...there are good and bad points. On the positive side, characters have access to completely custom gear and don't have to rely on the vagaries of what may drop. On the negative side, characters get completely custom gear and stop caring about what drops. All that matters is what they can sell it all for in order to finance what is going to be made for them. Does that make any sense? It games I've run, a crafter sorta killed part of the 'excitement.'

Maybe we can stick with the lower-end crafting feats only, then. We can call them the common expendables; scrolls and potions are the bread and butter of many spellcasters, as are wands. At the same time they're not overtly game breaking, nor do these items take too long to craft. I also feel a character with a bonded item should be able to enchant that item as he or she wishes, as described by the ability.

Kakaflamm wrote:
As far as race and class...I like it all. As long as nobody makes a character specifically engineered to cause friction (unbending paladin who is determined to smite anyone who so much as curses, anti-social loner who wants nothing but to adventure alone, uncontrollable pyromaniac etc etc).

You should be fine with my concept then. He's a paladin of Shelyn; his code would probably be seen as questionable by the stereotypical member of his class, but he maintains a strong devotion to good and law. He just serves them from a unique perspective, inspired by his deity. That said, if someone expresses true concern over a paladin in the group, he could be altered rather easily to become a cleric. Or maybe an inquisitor. Or an oracle.

He was designed for a level 2 game, so there should be plenty of opportunity for me to flesh out his exploits, but here's what I have for his background at this point:

Andreas Vaughn:
Andreas was born in southern Taldor, but when his parents perished in a mudslide he was let with no immediate family in the nation. Only four years old at the time, the youth soon found himself placed aboard a ship sailing to Magnimar by family friends. He was told he was going to live with his great uncle, a sculptor of some talent that had relocated to the City of Monuments several years prior.

Ghethellain Vaughn had garnered some measure of respect in his new home, but had fallen out of touch with his family in Taldor. News of the death of his niece and her husband was slow to reach his ears; the arrival of a great nephew he had never met came as a complete surprise to the man. Despite this, the aged artist and cleric of Shelyn grew fond of the boy quickly, taking Andreas on as an apprentice and raising the youth as his own.

Andreas proved quite skilled at sculpture, shaping stone with an ease and flair elusive to most that practiced the art. Seeing his great nephew's skill as a gift from the Eternal Rose, Ghethellain began instructing the boy in the teachings of Shelyn. In this Andreas excelled as well, though it soon became apparent that the youth lacked the patience required of one that walks the path of a cleric. Much like his approach to sculpting, Andreas approached his faith with zeal and a sense of urgency. When his age rendered Ghethellain unable to continue his craft, his hands having grown withered and arthritic, he proudly gifted his artisan's tools to Andreas. That same day Andreas surprised his great uncle by asking him to stand witness as he made a vow to serve Shelyn as a paladin, a request Ghethellain was happy to grant to his student.

Andreas has since garnered a significant level of respect among those of Magnimar's art scene, as well as a reputation of some notoriety. His studies have led him to conclude that the female form is the apex of beauty, and that Shelyn herself stands as an example of perfection of the form. His sculptures, and his ability to persuade young women to pose for them, have been described as scandalous by some and divinely inspired by others. Even more so than his artistic ability, however, a series of recent events have resulted in Andreas' name being whispered in hushed tones throughout the streets.

Several months ago the young wife of a Abadarian bishop arrived in the city from Korvosa, visiting family and friends living in the City of Monuments. When Andreas approached her to pose for one of his pieces she agreed, and over a span of two weeks the paladin produced what he believes to be his best work to date. However, once the piece was finished the model feared word of the sculpture might travel as far as Korvosa, and demanded the work be destroyed. When Andreas refused, she hired a band of thieves to render her likeness unrecognizable. The paladin and his hounds proved sufficient to thwart the would-be vandals. Rather than report the woman responsible to the authorities, Andreas decided to take matters beyond the young woman's grasp. He revealed the sculpture publicly, announcing it as his grandest work and naming the model as his inspiration. He then sent the piece to Korvosa, a gift to her husband.

Publicly, the bishop denounced Andreas' work as shameful. Unknown to most, however, a week later the sculptor received a sizable payment from the man and an unsigned letter complimenting his ability. The funds have allowed the paladin to move into a well-furnished townhouse in Naos, where he regularly entertains prospective clients and models. In addition, Andreas' great uncle Ghethellain and one of his longtime friends, retired Pathfinder Gesrio Temern, are common visitors.


Kakaflamm wrote:
All sounding good to me. I'm torn between a gnome summoner and a tiefling bard

Tiefling is not a core PF race, so if you don't mind...

Kakaflamm wrote:

As far as item creation feats within the group...there are good and bad points. On the positive side, characters have access to completely custom gear and don't have to rely on the vagaries of what may drop. On the negative side, characters get completely custom gear and stop caring about what drops. All that matters is what they can sell it all for in order to finance what is going to be made for them. Does that make any sense? It games I've run, a crafter sorta killed part of the 'excitement.'

Yes, know exactly what you mean. This was one of the factors that ruined Living games for me - 95% of the loot in games was useless to the PCs so the only purposes it served was to be sold, and then the PCs bought (or crafted) what they wanted. We ended up with identikit PCs time after time as people bought the 'must have' items. I had hoped to go back to a more 'old school' feel, where the loot was what it was, and if that didn't immediately suit the party tough luck. AND buying and selling magic items was much less common so PCs couldn't just make up shopping lists, then tick them off any time you got to a big city. This, from what little I have seen, is what Paizo's Adventure Paths are striving for, so how would people react to that?

Heaven's Agent wrote:
Maybe we can stick with the lower-end crafting feats only, then. We can call them the common expendables; scrolls and potions are the bread and butter of many spellcasters, as are wands. At the same time they're not overtly game breaking, nor do these items take too long to craft. I also feel a character with a bonded item should be able to enchant that item as he or she wishes, as described by the ability.

This seems like an excellent compromise as low end consumables should be available, and bonded items should be upgradeable - so Potions, Scrolls and Wands only EXCEPT to enchant bonded items (which are useless to everybody else anyway). We can say making Wondrous Items, Armour and Weapons ie 'permanently enchanted' items is just too time and resource consuming to fit with the company ethos - the wizard needs to be in the field, not sitting in the lab or workshop.


@Heaven's Agent - that's a radically different take on a Paladin, so very happy to see you try that. I'm going to request a slight change to your background if you don't mind (I'm hoping it's not so integral as to ruin it) as part of it clashes with my first 'canon change'...


oops, been running a CoT campaign and have Tieflings on the brain. Gnome it is! I'l keep generic location-wise so she can be dropped in anywhere.

I like the compromise on crafting, doesn't punish anyone without becoming game breaking.

Very nice write-up on Andreas. You shame my own writing before I even start.


grufflehead wrote:
@Heaven's Agent - that's a radically different take on a Paladin, so very happy to see you try that. I'm going to request a slight change to your background if you don't mind (I'm hoping it's not so integral as to ruin it) as part of it clashes with my first 'canon change'...

I've always felt paladins should be as varied as members of other classes; Paizo's design decisions made it easier to accomplish.

The only real integral part about the concept is being based in Magnimar; he's designed for the City of Monuments, and though I've wanted to play the character for months now, and could easily modify his background to fit another location, I don't think he'd be as enjoyable to run elsewhere.

As I said earlier, though, I'm fine with the game being placed anywhere in Golarion, and will create a character fitting of whatever region we start in.


Can you tweak it so he is flexible on location? I imagine an adventuring company will go where the work is, so being tied to one location might make life a little tricky.

Given our little experiment, I'm deliberately trying to keep the intro and nebulous as possible in many ways on the basis that the more I fix location/adventure/other fine details, the less flexibility other GMs after me are going to have. If I just say 'you are sitting in a tavern', then if my month has come to an end, then it means the *next* GM still has the option open on where the group are, and the next and so on. If I immediately say, for example, 'you are in a tavern in Magnimar' whoever is next up is going to have to live with it. Or arrange a little road trip...;)


grufflehead wrote:
Can you tweak it so he is flexible on location? I imagine an adventuring company will go where the work is, so being tied to one location might make life a little tricky.

I think I'd rather simply come up with a new character, then. I designed the concept with Magnimar in mind, and its tailored to that location in its entirety. I'd essentially have to re-write the entire thing; it wouldn't be the same concept anyway.

grufflehead wrote:
Given our little experiment, I'm deliberately trying to keep the intro and nebulous as possible in many ways on the basis that the more I fix location/adventure/other fine details, the less flexibility other GMs after me are going to have. If I just say 'you are sitting in a tavern', then if my month has come to an end, then it means the *next* GM still has the option open on where the group are, and the next and so on. If I immediately say, for example, 'you are in a tavern in Magnimar' whoever is next up is going to have to live with it. Or arrange a little road trip...;)

I can understand that, but I can't come up with any concepts without a starting location. My creative process begins with considering the intricacies of the area a character will be adventuring in. And ultimately, we can't play a game to its full potential without knowing where we're at. The adventure needs to be placed somewhere, and that somewhere needs to be defined before we begin. And before I start making a character.

I'm fine with you choosing the initial location as the first GM, or deciding on it as a group if you feel that would be better, but it needs to be done. We can't play or run a complete game without knowing the setting.


Normally I'd be inclined to agree with you, but in this case, other than the fact the setting is Golarion, that's it. By all means, come up with something in the character background that links to some places - other GMs may use it as a hook - but at the start, you will be 'someplace' and depending on how the first bit pans out, that someplace may change very quickly! If one person - the first person to submit a PC - ties their PC to a location, then what does everybody else do?

I could quite easily lie to you and say 'OK, you'll be adventuring in Taldor', let you come up with something that fits in that area, then in the opening session a huge dimensional rift opens up. You fall through it and end up in the Mwangi Expanse. How would you react to that?

I'd encourage prospective players to think like their PCs in terms of how they live their lives as adventurers. You are in a group who *may* have a fixed home, but who could be called upon to travel anywhere, often at short notice, to do a 'job'. Would you turn your nose up at a lead because it is several weeks travel away? Is the group 'for hire'? Do you do pro bono work like rescues for nothing? If you have a base, even if it's not a physical building, then you'd be assumed to be putting money into the local economy by eating in the tavern, buying supplies in the store, getting weapons repaired at the smith etc (not that we're going into that level of detail in game necessarily).


If that's what you're looking for, I'm afraid I'm going to have to drop out. I'm capable of creating such a character, but I won't enjoy playing it enough to keep up with the PbP; unless I can build a rich, deep story behind a character, invest my time in it at the beginning to make it truly unique and specific, its pretty much a given that the game won't hold my attention for long.

In my experience I find that PbPs have to be as specific as possible, or they fail; games with vague settings or plots, either intentional or not, rarely last beyond the initial few encounters. I know that I won't be motivated to stay involved in such a game, and after playing a fair number of PbPs I feel confident in saying that those who would stay interested in such a game are truly a rare breed.

Games involving travel are fine, as long as the majority of the adventures occur in or around a given home region. This starting location will have an impact on design choices of any character; those originating in Belkzen, for example, would likely possess a large number of skills focused on surviving the environments found there. Adventurers from a city near a known entrance to the Darklands will likely possess greater abilities for playing underground. A city on the coast with a known history for sea trade or piracy is likely to have characters capable of handling play on or near the water.

If we want this shared GM concept to succeed, I truly believe we not only need to define a starting location, but everyone needs to agree to keep play near this region. I'm not saying we can't travel, but we need to bring it all back home after said travel is done. Pathfinder isn't a global game; even with magical and planar travel, characters are expected to be centered to a relatively specific area. At level 7, our characters should be near-celebrities in this home region. But just two nations over their names have likely never been heard before.


All valid points and a good thing to hash out before we begin. As far as I am reading into it, Gruff wants to leave certain details vague, to be filled in later (in order to allow each GM leeway and creative license in filling in those details as we go), and Agent is arguing that those details are vital to character generation and beginning storyline so need to be decided before step 1.

I agree with both sides, to a point. The interest is certainly generated and maintained in the details. The recurring shadowy figure with the missing left ear who lisps is certainly more interesting than contact_01. Maxing skill in swimming and professional - sailor then ending up in the Sahara for 3 years would certainly suck. I, however, argue that it is up to the GM to tailor the adventure to suit the characters. I also believe it is up to the players to have an idea what fits and what doesn't when making their characters to not make this too difficult - the guy who sees a paladin posted then makes a c/e drow assassin, well...is interested in an entirely different kind of game. The amount of detail necessary at the beginning is similar to the amount of detail put into a background story. Some people like to write four sentences and call it good, others like a novel. I was an actor once upon a time, as well as a gamer for over 3 decades now, and I like a decent amount of character background and detail. I do not, however, think it is necessary (in my case anyway) to enjoying a game or for developing the character as the game goes along.

So again, Gruff's general idea of this endeavor is to allow a certain amount of vagueness and blank areas to be filled in, and Agent wants a certain amount of specifics. Possible solutions I can see - black, white or gray. Because they both seem to have relatively strong feelings about this, I suggest everyone else chip in and voice their opinions, and we can figure out a consensus.

My vote - abstain. Honestly, I like details being vague to allow each GM to fill in a bit, and I like details being specified to help in character visualization and creation and for those recurring places and people. I do not think either way will make or break the game or fun of it for me, and can go either way. So I will go with the majority on this one.


Alternatively, we could scrap the idea of placing the game in Golarion and instead develop a group homebrew setting. This would be an ideal use for Obsidian Portal.

As the first GM up Gruff, alone or as part of a group, would define the basics of a home city and region, such as name, size, location, climate, maybe points of interest or major personalities. We could add to this as we develop character backgrounds, further fleshing out the region as we define what our characters and our adventuring company has accomplished over the first seven levels.

This would in turn allow each GM the opportunity to define new areas as they run the game on their turn. For example, Gruff may introduce us to the city guard, and the Lord Mayor, who in turn sets us on a mission to search the nearby mountains for a lost settlement of dwarves. Gruff would have defined a portion of the world, but only one part, and the next GM could continue in the mountains or take us into a neighboring country, where descendants of that lost settlement are rumored to live today. Or perhaps the search takes the party to a town someone defined as part of a character background, which would in turn be developed even further by the current GM and the group in general.

Now that I think about it, this may be the best way to handle this game. We'd be building our resource wiki as we play, designing the world to fit what we wanted to do rather than trying to fit characters into a predefined setting. It would be a little more work, but everyone signing on here is interested in being GMs in addition to players anyway; I think it's a challenge we could handle.


I have no problem with a home-brew campaign, it would be fun to take part in a collaborative world building effort. I think to begin, Gruff can give us an idea idea of where he wants to start the game off, ie. we are in a crowded hive of a city or a scorched wasteland. Then if you want a character tied intrinsically to the location, then make a part of the city/hamlet/slave pit/retirement home your own and lash your character to it. Create a roughly developed neighborhood or social organization within the city and then hand it over to the first GM as a tool to help him plot out a story.

As far as characters and background, I like to have a bit of a background for a jumping off point, but then I want the game and the character to evolve together. I'm only interested in background as a springboard for where I am going with the character.

Anyways, I think I'm re-hashing what has already been said.

Ciao 'til later.


Oh, and disregard this avatar's bio, its for another game and I'll set up a new alias for this one.


Sorry about not posting my character yet by the way, things got crazy over the weekend and beginning of the week. Still try to have him up by tomorrow.


If we do decide to build our own setting, I would recommend the only information we include in the wiki be that which the characters know, and add to it as they learn additional information over the course of the adventure.

The events and items of interest of our character backgrounds can likely be defined in some detail; our characters have known each other for some time at the start of the game. Otherwise we should probably keep information to the basics which anyone would be able to know. Think Knowledge DC 10 information. Public knowledge. We'd know who the mayor of a given settlement is, his race and maybe the members of his family. But his background would remain a mystery, and be excluded from the wiki section, until he revealed it to us or we discovered it in another manner.

Additionally, as I understand it Obsidian Portal includes a GM section for every wiki page. Only one member of the campaign can have GM access at any time, but the site does allow those rights to be transferred to another member. We could include stats, unknown information, and plot hooks in this area for subsequent GMs to utilize if they wish.


Due to a combination of things coming up, I'm going to leave you to it. Means you'll need to find another GM for first slot, but it looks like you're getting plenty of ideas together for the game. Good luck with it.


Aw, Gruff, do you have to leave? We'll miss you. In any event, if you ever find the time to do this again, feel free to look us up and see if we got things running; if we do, and end up taking the game elsewhere, I'll be sure to leave a link for you to follow on my Paizo User Page.

I'm still up for running with this idea. I've got a fair amount of schoolwork coming due soon, what with the end of the semester drawing near, but I'm up for first slot if no one else wants to take the reigns and run with it.


I'm still in for the attempt.

I won't step up and take first GM'ing duties...I'm too new to the PbP idea...but I'm all for putting in some work when it's my turn.

With Heaven's Agent taking the reins, how much interest do we still have?


One interested party's enough motivation for me to get started while we wait for responses from the others. If we end up being short handed, we can always advertise for new players again, both here on the Paizo boards and elsewhere.

I'm going to simply make a call and say we're building a homebrew setting, so speak up now if you're completely against the idea. In addition I've some questions I've got for folks to answer as I set up the game:

  • Where do you want to run this PbP? The three venues I can think of that make sense are here on the Paizo boards, in the campaign's forum area on Obsidian Portal, or over Google Wave. Anyone have any preferences?

  • What plot elements/settings appeal to you as a player, and as a GM? Do you like dwarves and halflings? Undead and oozes? City streets and mountain valleys? What concepts appeal to you most?

    I'm looking for some basis from which to create an initial setting, as well as the initial adventure. What, if anything, do you want to get from this game?


  • Still interested.

    Where - up to you. Honestly most of my 'PbP' experience has been on other, similar forums (Play by Email/by BBS/etc). That being said it'll take me a little time to get up to speed on the tech available wherever we take it (auto dice rollers/etc) but shouldn't be too much.

    Plots/settings/etc - sorry this won't help much, I like trying anything and everything.

    What do I want to get from the game? - A chance to play (and run) some - I have a weekly game irl, but it isn't enough for me - I miss the good old days of work being a minor necessary break from gaming in order to buy more pizza/chips/pop,


    I have never played in a PbP. Online online gaming I have done is via IRC years ago. Therefor, I have no real preference for where we host the game.

    As for in game elements, that is the cool thing about this shared GMing idea...if I really want to introduce something to the game, I just wait for my turn. I think the guideline should of course be that you don't completely turn the previous scenario upside down as soon as you start GMing.

    If I was making a completely homebrew campaign of my own, it would be magic light and grit heavy. I also like a lot of steam-punk stuff. That all said, you are in the driver's seat for the first session and I'll be happy starting in a world of magically dependent fairies if that is where you decide to go.

    How's that for a complete lack of guidance? ;)


    Kakaflamm wrote:
    How's that for a complete lack of guidance? ;)

    Actually, more than you might think.

    Alright then, how about this question added to the previous two:

  • Are there any plot elements/settings you absolutely hate. Is there anything you want nothing to do with?


  • I think if you made it a human only world I would shy away...I play a somewhat normal human almost every day and like to play something otherwise.

    That's about it though.

    I we are going home-brew, are we still going to start at 7th or would you prefer to introduce new characters to a new world?


    I would prefer somewhat lower, around level 5; there wasn't much interest from starting at the very beginning of a character's career, but I want to give everyone a fair chance to flesh out and explore the setting we create, both as players and GMs.

    Today's a busy day for me. I don't think I'll have much time to work on the initial setting, but tomorrow I'll try to get the campaign up on Obsidian Portal and define the beginning town a little bit. Right now I'm looking at a small to medium settlement, temperate to cold climate, at the beginning of a mountain pass that provides passage to northern glaciers. Local economy will be based off of the trade and transport of artifacts and lore originating from ruins found on and in the icepack, primarily to the nation's capital city in the south for study. A significant revenue stream will also be generated by providing guides, guards, and equipment for expeditions setting out to explore the frozen regions, as well as providing supplies to the settlements located beyond the pass


    AS a note, not much interest in the beginning is now down to the 3 of us it seems - and I for one like to start at level 1 with a solid background and lots of room for character development from the get-go. So, I vote for level 1 really, though am ok starting a bit higher if that's what others want.

    Let me know though - I have a couple character ideas but want to wait until we decide on level and creation points first.

    There is nothing really that I shy away from - again sorry to not be much help, but I do like to play/experience everything I can.

    Are we still going with a starting trait or two from the list that Gruff posted a link to?


    If it ends up being the 3 of us then I'm cool with starting at level 1 as well. Makes it easier to "learn the world" both IC and OOC at the same time.

    Then we can start as bumpkins who don't really know anything more about the world than we do as players.


    Level 1 sounds good to me as well, then.

    And yes, I'd recommend we stick with two Traits for each character, each of different types. It adds a little flavor benefit to the characters.


    Looks like me, Kaka and Heaven are still into the idea - can I get any others still interested to chime in? List, from previously...

    ersigen
    billzabub
    whartman
    heaven's agent - confirmed
    hellefire - confirmed
    kakaflamm - confirmed

    Also, any others interested?

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