Let's Make A Deal (GMs only, please)


Recruitment

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All right, here's the deal - there's a character I'd very much like to play. I'm currently doing an experiment in solo games - the GM and one player - and I want to test things from a different angle under a certain set of rules... and for that, I need a dedicated GM, one who's willing to run a high-power, high-challenge game so I can test this from the inside.

But I won't ask you to do this for free.

If you're the kind of GM who will run this game for me and stick with it, I will reciprocate the gesture and run a solo game for you, too. We can use a similar set of rules, or you can tell me the kind of game you'd like to run and we'll work together to set things up. I'm willing to be extremely flexible on this point - after all, I'm asking you to run a game for me under certain uncommon rules, and it's only fair if I take your desires into consideration. ^^ Essentially, as long as I can do it with the materials I have - and they are many - I'm willing to run the game you want to play. Challenge an AP solo? Sure. Do a series of modules? Absolutely. Mix-and-match things into an original plot? I can do that.

Still interested? Great! Here are some of the characters I'm considering playing - I'm not going to force you to accept one alignment or personality here. Rather, I want you to tell me which one you'd have the most fun running a game for, and whether or not you'd like any changes.

Character Ideas:

-No Name Yet: A more 'fun' character than the next two. I'm only about halfway done with this idea, but imagine a somewhat mischievous, CG character who knows she has talent and decided to put it to use in messing with anybody who's threatening or oppressing the people. She probably wouldn't call herself a hero, but she's the type to donate rewards she gets to orphanages and work hard behind the scenes to help others even as she outwardly acts like someone who takes nothing seriously. ...Actually, the more I write for this character, the more interested I am in them. XD This would be my preferred choice as a character to play. And likely very easy to insert into any plot that requires a heroic individual.

-Valissa: "If you shut up and listen to me, we might actually get to live through the night. Now stop whining and start helping." This is a character concept I've been batting around for awhile - basically, Valissa is someone who's good but not especially nice. This version of her would likely be the veteran of an army somewhere - perhaps in or around Ustalav. She doesn't take superstitious crap from peasants, and is perfectly willing to kick them in the rear to motivate them, but it is ultimately for their own good. Kind of grumpy, though.

-Titus: A detective type, better suited for urban campaigns. Mostly just trying to get by in life, but more-or-less unknowingly getting wrapped up in something big going on.

Intended Build:
This will make a little more sense once you read the next part and see what this was based on. Mechanically, the character will be a magic gunner, and the core of this is their Legendary Item (from being a Mythic character), which adds a few things necessary for the build.

The non-magical class, perhaps unsurprisingly, is that of a Gunslinger (Pistolero) - essentially for basic combat purposes and making them good at the 'gunning' part.

The middle class is a Magus (Kensai), focused on supporting the gun. This will be most of their combat casting at early levels, but I'll be grabbing the Broad Study Magus Arcana at 6th Level to properly fuse their casting.

The full caster class will probably be a Theurge, from Kobold Press' New Paths Compendium. Details of this class are available for free on d20pfsrd.com.

This character will be very much MAD - focused on Dexterity, Intelligence, and Wisdom as their primary attributes, favoring Intelligence as their mental stat since it's important for two of their casting classes. Also, more skill points doesn't hurt in a solo game, where the character needs to have a bit of training in everything. XD

Campaign Rules:
The game I'm looking for is a variant of my Forgotten God series, with the following changes:

-Alternate Plot: Clearly. XD I'd like to go from Level 4 to Level 20 and test this stuff at all levels. That's important to me. I'm fairly open on the kind of plot you'd like to run, and it should be possible to use your existing materials.

-No Divine Abilities: The character is not a deity. Instead, they operate under the recharge magic rules - which, functionally, allow them to cast most kinds of magic far more regularly. At the start of the game, this is unique to the character - the effects of this are part of what I'm trying to test with this game. Under these rules, spell lists are tracked separately by class - expending Magus slots does not expend Theurge slots, but since the Theurge is one class, expending either an arcane or a divine spell from that class would put the other 'side' of the Theurge's casting on cooldown as well (i.e. I cannot cast a first-level arcane Theurge spell and then cast a first-level divine Theurge spell - they'd both go on cooldown).

-No templates. Instead, the character begins with 12 points in each stat, and with a 24 point buy, increases stats on a 1-1 basis. No stat above 18 before racial mods. I don't plan to dump anything.

-Automatic Bonus Progression and Background Skills (PF Unchained)

-Feats at every level, rather than every other level. 2 bonus feats at first level. Mythic Feats at every tier. (It's a Tristalt character - given feat requirements for builds, this might still be low for true effectiveness.)

-Starting Position: Level 4/Tier 2. Standard WBL.

--This campaign awards two mythic abilities per tier. I plan to take Legendary Item (required for the weapon), Enduring Armor (in place of regular armor), and Perfect Preparation (so the character doesn't need to carry a spellbook). Still deciding on one path ability and one feat - the first tier feat will be Dual Path, making the character a Champion/Archmage. I might grab a Mythic Class Ability from the Mythic Mania Hero's Handbook.

If you have any questions about why things are this way, feel free to ask. ^^


I'm in!

Had to call dibs on this before someone else did so I've yet to read the details, but I'm totally willing to give this a go.

Fair warning, I am very much unfamiliar with the process of running a dice-based game via PbP despite having an original roleplaying background in the PbP format.


Hmmm, I'm feeling the NoName CG girl most. I have a tendency to play the more gruff and rough types so I find it more fun running for someone who breaks that mold.

The rest of your stuff is fine. I'm guessing you want to play in Golarion? I'm not terribly familiar with the place [when I GM I'm the sort to make up a setting as I go] but I could give it a shot.

*************

As for the reciprocated campaign, I made four Wizards for a Rise of the Runelords solo PbP thought experiment and I need a GM to run it for me. Original or Anniversary edition works, though I A.E. is the one published specifically for Pathfinder.

Rules-wise? Roughly RAW with reasonable GM interpretation. If a feat/spell/magic item contradicts itself, I'd expect a reasonable interpretation. If things seem 'unfair' or 'overpowered' but legal, I'd expect it left in place.

Because it's an experiment, the objective is to go through the campaign as close to 'normal' as possible, regardless what the characters' abilities may be.


I plan to leave this open for at least a few days and see how many people are interested. ^^ If "I will run a game for that one awesome character you always wanted to use but never got the chance to" doesn't work for drawing people in, I don't think anything will. XD

Golarion is probably the setting that works best - it's what I'm personally most familiar with, though it wouldn't be too hard to adapt 3.5 material and adventures to fit in the area. (That is literally a major point of PF, after all.) It's also got plenty of pregen adventures and support.

As for experience running PbP games, it's really not that hard. There's a few things you'll want to roll for players (initiatives, saves, etc.) in the name of expediency, a bit of looseness with positioning (unless you like making and linking to maps - some people do! Either that or software), and so on. It's really not that hard to learn, and people who've GM'd before will probably find it easy to make the transition.


While you leave it up, what say you and I start up a dialogue regarding potentially running these games for one another?

On the subject of PbP games, I'm not sure how comfortable I would feel with a GM rolling saving throws/initiative for me. It's not that I don't trust them it's just that it feels so weird handing that over to someone else. Now certain skills [perception, sense motive etc] I can totally dig a GM rolling on my behalf.

But that being said, a solo PbP should- in theory [and depending on the traits of the people involved] - move far far faster than one with four separate players and hopefully somewhat mitigate the need for that.

I'd be totally fine rolling those for you if you wanted the extra speed for your game though.

As for positioning, I'm Battlefield of the Mind all the way. I'll paint up the scene with words and we go from there.


This is something I've learned from experience. XD When a GM says "roll initiative", it could take someone a day to reply, and then the GM another day to respond... ultimately taking two or more days to do something that could have been done in five minutes. I would suggest trying it for awhile to see how you like it - it's my standard way of running things in my own games, and most people actually seem pretty cool with it once they've experienced it.

I also tend to be generous with rerolls and such. For example, the Mythic rules let characters perform a Mythic Surge to improve dice results... like, say, Initiative. If someone surges and beats the enemy's Initiative, I would resolve the player's actions first, treating what the enemies did as "what could have happened", interrupted by the player and adjusted as necessary. This does provide a little more information to the player, which is the benefit they receive for not getting to roll everything themselves.


Alright, I suppose I'm willing to give it a tentative shot. Better speed is a better thing, though I'm still uncertain whether or not it's worth the tradeoff :P

As for the generosity, I'd prefer if you saved your generosity for having a slightly positive outlook on rules interactions [not favorable, just not a super tightwad as you've already demonstrated you are not :P] and on alignment.

So do you know which country you'd like to begin the campaign in?


I lean more towards RAI than RAW.

Alignment-wise, I have generally broad interpretations. Alignments are a guideline, not an absolute, and reasonable explanations will cover most things. XD Good/Evil generally has more weight than Law/Chaos (unless people are LN or CN) - I expect LG characters, for example, to see law as the means of promoting good, which is their end goal, and to go against a law or rule if there is a truly good reason for doing so.

If I had a Paladin break a law against walking on grass to save a child, for example, the typical response from a deity would be "Good, you know what's most important - you keep your powers and get a pat on the back." Characters are only in danger of falling if they have an obvious breach of a code, not one no reasonable deity/power would punish them for, and of changing alignment only if they consistently behave in a certain way.

As for starting areas, I'm pondering Andoran as my character's homeland, although it can actually start wherever's most convenient.

@Anyone Else: The fact that I'm discussing things with kyrt-ryder does not mean I'm definitely going to choose them. If you're interested, then by all means, feel free to post and join the discussion. ^^ If there's enough interest, I might even pick two of you to make a deal with.


Also, I spent a little more time on that first character's backstory... XD I now have a much better sense for who they are.

Rose (Fluff):
"Goblins are attacking the village? Looks like your lucky day, then. Get everyone inside and leave it to me."

Whimsical. Silly. Free-spirited. Troublemaker.

These are words that people often use to describe Rose, a cheerful and independent girl born in Almas - the capital of freedom-loving Andoran. Of course, even in the Inner Sea's cradle of democracy, life isn't perfect. Soon after her birth, Rose was found on the doorsteps of the state-run Spread Wings Orphanage, along with a large sack of coin to help pay her way. Well, there was really only one choice in a situation like that, and Rose was soon taken in.

Even from the start, most of the staff realized there was something odd about the girl. She learned things a little too quickly, she moved with too much confidence, and even for a young girl she was pretty cute. A bit concerned - and wondering if she was an aasimar child, blessed by the heavens - the orphanage took her to a scholar who could help pinpoint her heritage.

As it turned out, she was not descended from angels. Rather, Rose - named for the color of her hair - seemed to have a strong connection to ancient Azlant... and some of their innate superiority had continued to reside in the blood of her ancestors and flow down to her.

Most people of Azlanti heritage knew who they were and cared about their ancestry - and nobody knew why Rose had been abandoned. However, even her teachers didn't realize how intelligent she actually was... and after realizing what their expectations would be, the young girl made some quick decisions.

From that day onwards, Rose began to act much sillier - she played harder, roping other children into schemes, and practically embodied the childhood idea of fun. When the workers at the orphanage weren't looking, though, she was often sneaking out to the library or the marketplaces so she could learn as much as possible about the world she lived in. Her silliness, in short, was a facade - one that let her have the freedom to improve herself and be the best she could be.

Unsurprisingly, there were more than a few offers to adopt her, but Rose gently refused all of them. The orphanage was her home, she said, and where she wanted to be. Some of this may have been caused by the frequent visits of the faithful of Cayden Cailean, who made it a point to support orphanages and those in need. Their cheerful focus on freedom and people getting along was immensely appealing to a young Rose, and it wasn't long before she was attending church sermons (though they didn't let her drink alcohol until she was 18 - they were rowdy, free-spirited, and often irresponsible, but they cared about kids).

It would have been easy to get adopted into a wealthy house and live a life of luxury, but with her god's teachings in mind, Rose abandoned that in order to become an adventurer. When she was fifteen, she'd discovered her talents for magic, stunning people as she demonstrated the ability to cast both arcane and divine spells. Her talents didn't fully bloom until the day after her eighteenth birthday, though, when a group of experienced adventurers were taken by surprise as they escorted a treasure to the church. Rose had been nearby, and jumped in to help... at which point she promptly got the crap beaten out of her by the attackers. Things probably wouldn't have ended as well as they had if a stray blast of magic hadn't knocked the treasure away from the main fighters and onto the ground near Rose... revealing a weapon of a type she'd never seen before.

In the coming weeks, Rose learned a lot about the weapon - it was called a dagger pistol, and it carried a number of highly unusual powers that allowed someone to mix magic and bullets (and it never seemed to run out of the latter). Perhaps more relevantly, when she originally returned it, it refused to work for anyone else. The weapon had chosen her, and she was stuck with it - and nobody could ever explain the way that one of the adventuring team's members had disappeared after the battle where she found the gun. There were rumors, of course, but nothing that could ever be proven.

By this point, things had largely fallen into place for Rose. She'd learned enough of magic to access the second tier of spells, she had a weapon to shoot evil with, and she was old enough that the orphanage was no longer her home - it was time to move forward in her life, and she did.

Now, Rose spends most of her time adventuring in places that need help. She enjoys spending time with friends, having a good drink, and bringing smiles to everyone's faces with a comedic performance. She's also surprisingly good at acting like a courtesan - a skill she picked up to infiltrate high society. She's also been known to anonymously donate large sums of money to orphanages, hospitals, and other places that provide charitable services. She's far from a totally serious person, though - Rose has been known to play the occasional mischievous prank as well. For all of her talent and preparation, though, it's unlikely that she could have ever imagined just how far her abilities would take her.

-------------------------------------

Mythic Nature:

When she first acquired her pistol, Rose gained access to mythic powers and abilities - and intense training on her part has helped her acquire more power.

Perhaps the most notable ability she has is her [Perfect Preparation] - while both Magi and Theurges ordinarily require spellbooks to hold their enchantments, Rose is capable of memorizing an unlimited number of spells and storing all of them within her mind. Of course, she can't cast them freely - not without using [Wild Arcana], anyway - but it means she is never in danger of losing access to her spells.

On the protective side, Rose has [Enduring Armor] - an invisible, protective barrier of force that takes the place of armor. It seems to be charged mainly by her willpower, but also means she's far more heavily defended than many people expect.

Her last talent is the most recently acquired one - [Limitless Range] allows Rose to fire her pistol considerably further than any firearm could normally go, and she's been experimenting with attacking targets from further away. In the practial sense, though, her shots can cover the entire battlefield.

As both a Champion and an Archmage, Rose is capable of fighting well with or without magic, although she has a definite preference for spellcasting. However, realizing she needed balance, she did put some of her mythic nature into being able to fire her gun as rapidly as possible.


So are you intending to use the standard Pathfinder Firearm rules with the touch attack thing? Because that piled ontop of everything else is pretty crazy :P

Not that I'm not willing to run such a game, but barring ambushes or perhaps massive numbers I really don't see much threatening Rose xD.

EDIT: or significantly higher threats I suppose. She is intended to adventure alone after all. Level +3-4 might have meaning.


Standard rules for firearms, yes.

For a solo game, the character is intentionally pretty tough - they're taking on things all by themselves that you'd usually have a group of four or five reasonably-optimized characters facing, and action economy alone means she can only do so much at once. XD At her current numbers, foes will need an attack bonus of +8 to hit her on a non-crit (which is not an absurd number for a physical attacker) - and the Recharge Magic rules means she can't spam the same spell over and over in a tight spot.

Higher numbers of mooks will be unquestionably helpful to you as the GM - forcing her to spend two or three rounds whittling down their ranks gives the big guys time to actually do stuff. In all solo games, I encourage experimenting a little with encounters to see what's effective at providing a challenge and what's just a speed bump. You might find that multiple mooks that get destroyed in one hit work well for your plan, or that individual tough guys are a better fit. XD By all means, feel free to figure out what works for you and seems like the most fun to run.


Is this game homebrewed, and do you want us to homebrew you something based off of what you had there, or do you have a module/ap that is 3rd party that we read from and change accordingly?

Edit: what all killer dungeons do you have? They don't have to be pathfinder if you can convert to pathfinder rules. If accepted, I'd like some 2 player game instead of going in completely alone.


For both the game I'd like to play and the game I'd like to run, that would be something to discuss with whoever I choose. There are many ways to go about it, but I try to avoid excess work. Homebrew stuff would probably be limited to the plot, with most adventures run mainly as written.

I have Rappan Athuk and Splinters of Faith. Slumbering Tsar doesn't seem quite right for this.


Thanks, just making sure there is stuff there for me.

Valissa is the character I'd have fun running for, since she seems like the leader and disciplined type, which is what you would need for a solo dungeon. Not to say the other one can't make it, because the other one would do well too, but a veteran with survival skills is something I would more likely expect. Making people listen too would work well too, if there are people to be saved and/or plenty NPCs that you have to talk to, which I would assume there is.


You know me, Rednal. I'm up for anything that's mostly PG-13.


Heh. XD Which character would you be interested in running, Jon, and with what sort of plot?


I'm thinking Titus, for an early Dresden Files-feel game, but I'm pretty flexible. Not in real life, most of my joints only have about half the movement of you normal peoples, but mentally I'm a world class gymnast.


Greetings, Rednal! I saw this thread and was wondering if you might want be willing to try this with an inexperienced GM. (Albeit someone who thoroughly enjoys general writing.) I would simply like experience GMing, and think that a solo run would allow for more feedback if my writing/encounters/etc could be improved. If you have any ideas for a game that you've wanted to play through, I can try my hardest to take a general concept and turn it into an interesting game. With all of this said, though, I completely understand if this doesn't appeal to you.


I admit that I would prefer to have a more experienced GM for what I'm doing here. This is so far beyond the basic rules and expectations of the game that I honestly worry about permanently warping a new GM's sense for what the game should be like. XD;

If you'd like to try GM'ing, I recommend getting Master of the Fallen Fortress (a free adventure available right here on Paizo.com) and opening a recruitment here on the forums. It's a reasonably short module - which should mean your players will stick through it - and it's always best to start with something short and easy if you're new to this. ^^ There are traps, skill checks, combat... a little bit of all the basics.

Oh, and read this.

@All: By the way, if I do go for multiple deals here, the other characters would have distinctly different builds. XD Don't expect two or three identical magic gunners.


Seems really neat. I've been doing solo games for awhile now (not on these forums) and have found them very rewarding. Hard to find a GM to run them for you though...


I just wanted to thank you for the link; I read through the guide, and it was highly informative.


I've a pitch for Valissa. Have you ever played or read the Red Hand of Doom adventure? It's fun, only supposed to take you 4-12, but I suspect that it will run further than that, when you're solo. On top of that, I have some ideas for how the campaign could continue.

Anyway, the game I envision is set in Golarion, although there's been a few changes.
-

The Situation:
TL;DR: It's 4746 AR, some 40 years after the closing of the worldwound, and Andoran controls Taldor, and large patches of Qadira. While Andoran is still a republic, the military governs their conquered territories, although Taldor is slowly being assimilated and merged with Andoran proper.
(The following text might be fairly boring and won't have a direct impact on the game itself. I wrote it up to describe the series of events that led to the situation described in the TL;DR above.)

The year is 4746 AR, and Andoran controls much of the northeastern inner sea region. After the closing of the Worldwound, Taldor called a sixth crusade on imperial Cheliax in 4723 AR, seeking to rid the world of the devilworshippers for good. Andoran was opposed, as the public was overwhelmingly against a war against Cheliax fought on their soil, and after a year, diplomacy broke down, and the crusade marched on Andoran, to conquer it by force so the country could be used as a staging ground for the real invasion.

Surprisingly, Andoran won that war. Whether it was due to low moral amongst the crusaders, or the fact that the Andoran regiments were equipped with the new muskets, the sixth crusade was routed without ever having set foot on Chelian soil.

The Andoran generals, perhaps drunk with their emergency powers and military succes, pressed onwards, and by 4734 AR, had defeated the shambling armies of Taldor. The Keleshite empire attacked as a proactive measure to nip the threat of further expansion in the bud, and fought the armies of Andoran to a standstill, although the lost a good bit of Qadira in the process.

For the last 8 years, a throng of border wars and skirmishes has raged between the two rival empires, although little territory has changed hands.

To the west, Cheliax lays seemingly dormant, but rumors abound that they are about to break the armstice they have thus far honored. As per the peace treaty, the military has no troops stationed in Isger, and little idea of what goes on inside the buffer state.
Andoran high command is growing increasingly worried about the 'western situation'; this is where Valissa enters the picture, and our story begins.

The tone of the campaign could be likened to that of the mass effect game, if that helps.

There will be war and dragons.

I was thinking that the source of mythic power would be deities - they impart it on their servants, but the mythic power can be passed on, either by the creature choosing to release it, or by killing the host. Dragons, for some reason, have this power remarkably often.

That's what I thought could have happened to Valissa - at some point she managed to land a killing blow on a dragon, and its mythic power passed to her.

Hookwise, Valissa has inherited, by way of a passing great-aunt, the deed to a minor holding; a keep and three dozen acres of sorrounding land. It would not normally be noteworthy or even useful, as Vraath Keep, as it is called, sits in Isger in eastern Chitterwood, and has been abandoned almost since back when the Taldane Empire controlled Isger. However, the deed also mentions a treasure locked away in the keep - the vault in the diagram seemed perhaps secure enough to last the passing of time.

Valissa has also been urged to go there by one 'commander Gerregne', as he introduced himself. The commander, who somehow knew of her inheritence, wants her to establish Vraath Keep properly, creating a covert base of operations of sorts for the agents he intend to send into the borderlands and cheliax beyond.

Whether Valissa has agreed because of her sense of duty to her country, if she was still serving in the army and was given an order, because she was strong-armed into it, or another reason entirely is up to you.

If she was forced into it, I'd like to know what secret Gerregne knew that were bad enough to blackmail Valissa with.

A quick and dirty map of Isger for the purpose of the game.

Sounds interesting? I haven't a counterproposal yet for something I want you to run for me, but I'm sure I'll think of something eventually.


I have not played or run The Red Hand of Doom. As for why she's doing things, the best way of getting her to do something is to be a reasonable person in a position of authority, because she will listen, be respectful, and try her hardest to help. Anyone who pushes her - or worse, tries to strong-arm her into anything - will find that she's the sort of person who promptly pushes back much harder, on the theory that anybody who'd try that needs to be kicked into shape so they stop being a drag on society. Good... but not nice. XD Very much a "no negotiations with terrorists" type of person.


In that case, it goes like this:

Andoran has very little clue as to what's going on across the border. With things as they are, the bulk of the armed forces is halfway across the continent. If Cheliax decide they want to try their own hand at empire-building, we probably wouldn't know untill they made it to our side of the Aspodells. Advance warning could save a lot of lives, if it comes to that.

Edit: Anyway, do tell me if you want me to run it, and I'll get right to converting the encounters and treasure and the other stuff that needs doing.
Or if you have any questions/concerns/things you want to talk about. Or even if you're pretty sure you won't want me to GM the campaign for you. :)


After taking very careful stock of my schedule, I've come to the conclusion that it's probably best if I did not attempt to run a game for such an unusual character while at the same time running four independent PC's and besides that you've got many GMs offering their services.

If anybody's curious, I've made my own GM Request Thread in this same board, here's hoping somebody takes the bait.

Good luck with your campaign[s] Rendal.


*Taps chin* Part of me wonders if I should've waited to put this up until after all the PFS Gameday threads have vanished, but oh well. XD Good luck on your own campaign, kyrt!


GM Rednal wrote:
*Taps chin* Part of me wonders if I should've waited to put this up until after all the PFS Gameday threads have vanished, but oh well. XD Good luck on your own campaign, kyrt!

Hmm. Not quite sure it is so. It's my impression that there's a fairly limited overlap between people playing pfs and people who'd pick up a tristalt mythic solo game.

I could easily be wrong about that though.


No, I think you're right - but when there are a LOT of PFS threads up, people interested in other games might not check the recruitment forum quite as often. XD I just want to be sure people have a reasonable chance of seeing this thread before I make any kind of decision.


I'd be down for doing this. Although I think this should be a new challenge on the boards, it's a really interesting idea. One person controlling 4 or 5 characters, and we could make it a challenge of who comes up with the better story or something like that, you know? Seeing kyrt come up with one honestly made me want to do one as well. This should be a thing lol.


Rednal isn't doing a solo-player-party though. He's doing a Super-Solo-Character.


Gotcha, misread that lol.


Are you still interested? XD If you'd like to try controlling the whole party yourself, I'm fine with that. As mentioned above, I'm willing to be very flexible on what my fellow GM would like to do.


when do you plan to start?
How long do you expect your game to take running through solo, 1 month, 1 year, etc? I guess it would depend upon DM and player posting rate, but posting multiple times per day would be expected.


I think I'd need a little bit of information, mainly to know what exactly it is that I'd be doing, but I am interested.


@DoubleGold: This recruitment will probably be open for at least another week, giving people plenty of time to see the thread and look in. Given that the goal is to reach Level 20 (I am trying to test things at multiple different levels, after all), I would expect at least two years, quite possibly longer.

@DM KLS: In terms of the game you'd be running, it's pretty free-form. I generally use a combination of Adventure Path segments (not always at the levels they were originally written for) and official modules - with the occasional PFS scenario or 3.5E adventure for variety - all tossed together to create an original story. Basically, I want you to be able to have fun and tell the story you want to tell. ^^


Hmm... That sounds very interesting lol. So would you give me the parts that you wanted ran and then I'd stitch them together or do you already have some stuff put together and you're pretty much just testing it as you put it together?


The overall rules for the game - what classes can be combined, how well recharge magic works with a magus, etc. - are what I'm most interested in testing.

As for the plot, I actually prefer being surprised. XD One of the things I want to check is how effective my character can be when I don't know what they're going to be facing. This also gives you a lot of leeway in stitching adventures together, and I'm generally a fan of anything that makes the GM's life easier.


How do you want us to continue a scenario/mission if your character dies during that mission? After all, if you are solo, there is no one to wake you up, should you fall unconscious, and no one to resurrect you if you die. You die in the middle of a dungeon, you bring in a new character, you fail the mission and go onto the next one, etc.


Gotcha. So in other words it's something that would allow the both of us to play around with ideas lol.


@DoubleGold: Solo games, by necessity, require certain changes in regards to character death. Quite frankly, I'm trying to test a certain build and concept, and it would feel a bit cheap to use the exact same build and just change the character's name. I prefer tying deaths into the plot somehow, such as a group rescuing the character (and demanding their help in resolving a problem), or having the character robbed and needing to recover their things, or even - at higher levels - actually taking a trip to the Boneyard and having an adventure there before earning a resurrection as it's "not their time". There are lots of ways for a creative GM to work with a death, especially when they're going "Oh crap oh crap I didn't mean to make it THAT hard". XD

@DM KLS: Yup. ^^ Pathfinder is a cooperative roleplaying game - and the cooperation shouldn't be limited to the players. I mean, if the GM's not having fun running the game, what's the point of taking up the mantle in the first place? o_O The idea is for everyone to enjoy this.


That is a very good point.


Nn. XD As a would-be player, I know I'm asking for a lot from a GM, so I'm actively trying to compensate by giving as much as I can in return.

It's also why I tried to offer several ideas for characters - that way, the GM could run a character that sounded like they'd work well with the campaign they planned, rather than being locked down to just one concept. Rose is a cheerful, proactive hero who'd fit well with most campaign ideas (and hopefully make you laugh), Valissa is a good candidate for horror and Lovecraftian stories, Titus is an urban character, and I have plenty of other ideas if they're needed. XD


I'd honestly have you go with Rose, mostly because I love pushing CG characters to their edge. I love seeing the results of how characters change over time. Well if you got some ideas for what AP segments or one shots you want to test out at first, feel free to shoot them to me. I'll go ahead and work something up and see what I can do for you.


Hmm... the Fangwood Keep module might be an interesting mission to start out with. I just played through Trial of the Beast (Carrion Crown part 2) in a different game, so I'd prefer to avoid repeating that quite so soon. Curse of the Lady's Light (Shattered Star part 2) could be tweaked as a longer, more-independent mission, perhaps with the goal of acquiring some other object of interest.

It's surprisingly easy to refluff AP's when you sit down and think about them for a little while. XD


Oh yea they are. I'm working on converting some 4e modules that I'm looking at putting into a homebrew game I'm creating, although I may just throw them into Golarion to save me some trouble lol.


Fangwood Keep I can do, as a collector, I own all but one module up to date, all APs except for 3 books from Giant Slayer, and a few 3rd party Pathfinder Modules/Adventures. I also own 5e books, Hoard of the Dragoon Queens, Rise of Tiamat, some 3rd party 5e books I can convert to Pathfinder and Prince of the Apocalypse.


I think DG has me beat on the collection there lol.


It's not the collection you have, it's what you do with it. XD


True lol


GM Rednal wrote:
It's not the collection you have, it's what you do with it. XD

Euphemisms. Euphemisms everywhere.

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