1. In general, I'm more the storytelling type of GM. Doesn't mean that I'm prone to railroading (quite the contrary, in fact), but to me, role-playing is mostly a type of collaborative storytelling, which I think lends well to PbP games. Also doesn't mean that I'm the storyteller, and you're the listeners. I expect you to tell the story with me.
2. I value the input of players. Be it in the form of background stories, in-game or out-of-game suggestions, if you offer me hints at what you like to see in the game, I try to include it. That also does mean that I don't feel slavishly bound to an AP's plot. Sure, that is, why we have met here, so we'll try to get the AP done, but if it shows that there's something to explore out of the AP's direct scope, as long as you want to, we'll explore it together and return to the AP's plot later. (just as an example, I read Iolaire's background story and already think that it would be a bit unsatisfying not to include it into our story one way or another).
3."Think the rulebook has all the answers? Then let's see that rulebook run a campaign!" Mike Mearls said this and I totally agree (I could also quote Monte Cook or Gary Gygax to the same effect).
That does not mean that I don't value the rules, it especially does not mean that I cheat (I don't and I won't). But it means that I don't invoke rules just for the sake of rules-lawyering and thereby break the flow of the storytelling, when it isn't necessary. So if you want to climb over a wall, I may not necessarily call for a climb check (You're naturally free to still do it). This said, I may use failed skill checks a bit different to what's the sandard in D&D/Pathfinder and instead use them as in "well, you still succeeded, but (insert interesting, possibly nasty side-effect)."
Character Generation for my Wrath of the Righteous campaign:
As this is my first PbP after some years of hiatus, I'd prefer if we could limit ourselves to Paizo material. This said, I'm a big fan of the OGL movement, so if you'd like to use a 3PP option, please tell me and I'll have a look at it
Alignments: Playing a good character is encouraged, though I'd say that a lawful neutral character might be feasible to. No chaotic neutral, and absolutely no evil characters.
Experience: medium XP track; but to keep in line with the adventures' suggestions, I might determine points for all to level up, even if the XP charts says otherwise. Depends on how it goes.
20 point buy, max. attribute value 18 before racial adjustments. You start at level 1.
Traits: 2 , one of them has to be taken from the WotR Player's guide; you can get a third one if also choosing a Drawback; but be aware that if you choose to do so, I might make use of it it in-game.
Races and Classes: your prerogative. I don't mind having to adapt the adventures, if not all roles are covered, but given the recruitment process, your chances might increase if you find a niche not taken by another player
Starting gold and equipment: according to your class entry and what you can afford with it
Maximum hit points at first level, then you can choose between HD/2+1 or rolling the dice. Automatic re-roll, when you get 1 .
Hero Points: You start with 1 Hero point and can gain another one when offering me a background story for your character before the game starts (no panic I don't expect a whole novel, just something I can work with)
General Rules:
I generally expect party members to get along with each other. At least I expect you (and your characters respectively) to be able and willing to solve conflicts in a mature and peaceful way. There are enemies enough out there to fight against.
I also expect you to be able to write one post per day at minimum on weekdays. If you can't participate during weekends, that's fine, but please take the time to inform us if that's the case beforehand. Same goes for interruptions during the week, I totally understand that real life can and will happen, but please tell us, if you have to stop posting for some days.
If you're not posting for 14 days without informing the group, I'll go looking for a new player. Meaning, that you're out in this case.
Please check this list regularly, as I might expand it a bit.
Posting conventions:
I'm used to writing in simple past, but it seems that simple present is the predominant time used in PbPs, so we'll use this instead. Also 3rd person limited seems to be the best choice (if everyone says "I", I'll probably have to scratch my head constantly ;) )
If you speak aloud please use bolded text with quotation marks: "I'm talking to you."
If you think, use italics: She thought, so she was.
For ooc talk, use the ooc tags: Hey GM, wake up already.
and for things directed at specific charcters, other characters wouldn't know about, there's the spoiler tag. I'll trust that anyone goes about those spoilers in a responsible way, meaning that if you are so curious that you can't help but looking, please don't use this if your character wouldn't have any idea about it. Best way would naturally be simply not to look first but I know how hard that can be.
about Skill Checks:
Players are generally free to do any skill check they think appropriate to do by themselves. This includes passive skill checks like Perception, Knowledge checks and things like that. I also don't expect them to write lengthy in-game descriptions of why they do the checks, so if it is clear what the check is for, you don't need to describe it every time (because, quite frankly, describing every climb check needed to climb up a mountain might get boring soon). So if you feel like it, describe what you're doing, but you can also add a short ooc description, so just that I know what you're trying to do with the check.
Now it's a bit different with social skills. I don't want anyone to jump through loops just to be allowed to roll for diplomacy, but I think that interaction with the setting's NPCs is an important part of the game, so if you're just rolling a bluff check without actually playing out the bluff, that's kinda boring too. So I'd greatly appreciate if we don't do something like this too often. I might even go so far to steal from 4E and put some skill challenges in the game, though I would try to be very organic and flexible about it, so that it doesn't end in a dice-roller-fest.
This all said, PbP misses out on some visual aspects of role-playing (mimic, voice, body language and the like) and I wouldn't expect you to guess from what I write alone is a skill check is necessary or warranted or not. So what I would do (if you agree on it) is to make some rolls from time to time by myself and using the results of those for any skill check probably appropriate for the situation but not made by the players (as an example let's say there is a secret door and I use one of my results so that Uldir isn't forced to add a Perception check to his posts every time you enter a new dungeon room; or let's say I know that the rogue generally looks for traps but unluckily forgets to include the respective check just at the location I hid one). Main reason being to accelerate the game and not having to add a post just to remember you to make the roll by yourself.
So I would probably roll a list of let's say 20 d20 and use those results for any of those situations (in the sequence I get the results, I wouldn't chose the result I like best for any hidden agenda). I just wouldn't necessarily tell you where we're at at my list of results (though if you take the time to count, you might be able to make an informed guess ^^), as I wouldn't want you to metagame about it too much.
I'll also lend an idea from those splendid PbP advice threads and may already put the possible results fom Skill checks into spoiler, so that you have rolled for it, you can just look at the result and include it in your next post.
Also I will borrow the "Fail Forward" rule from 13th Age, meaning that a skill check failure might translate ingame in a partial success but with complications (you still succeed climbing up the ladder, but the guards may have heard something and come looking. Just an example)
If you're interested we could even borrow from other indie games and letting you decide what the consequences of a failure might be. Though I suggest that we first get a feeling for another because that can become problematic if the other players don't like your failure consequence.
Regarding Magic Items:
I'm a big fan of random treasure creation. I won't change treasure found in the adventures for change's sake, but as I have to adapt the treasures to the party size anyway, there might be changes where necessary, and those I will roll randomly. I'm personally of the opinion that it can be a lot of fun if you have to succeed with items not perfectly fitting for your character.
This said: I'm not trying to hold something from you away. So if a player has a wish (or even a little wish list) about items he or she might want to get his hands on during the game, I'll try to include those items in future treasures to be found (within reason), or use other ways to let you get those items (if buying, crafting and downtime activities don't already take care of this). So just let me know a bit before you would need something like that so that I can think about how to include it in the game.
I'm also kinda addicted to the magic shop concept in the form of how it was introduced by the Shackled City AP of old. For those of you not in the know: it was (one of the first times I saw something like that) the concept of a magic item shop where the items got changed over time to fit the needs of the players according to their level. I'll adapt this a bit for this campaign and might use it to introduce some items normally not available for an official Pathfinder campaign (3pp items, old 3.5 items , something like that). This is an additional offer you can totally ignore and won't replace anything.
I also like “named” magic items (I loved all those creations especially be Ed Greenwood) with a history behind it, so if time allows, I might introduce this for some of the items you'll find or be able to buy. But that will be more for atmosphere, so is again something you can easily ignore.
About Combat:
Another thing I would like to have your input about how to handle it. In combat situations, I have often found that it can become quite tedious if you have to wait for a specific person to post their character' s action because of initiative. So what I used to have in former campaigns was something I called “initiative groups”, meaning that everyone would roll for initiative and then all players whose initiative was between two enemies were allowed to post regardless of their actual initiative order.
As an example: Orc 1 has init 14, Uldir has rolled for a 12, Rianne for an 11, Kendren for a 7 and Orc 2 for a 6. So after Orc 1 acted on his init, Uldir, Rianne and Kendren could act without having to wait for the others with a better init. Again, I'm not trying to punish you, so if actually would be better for Uldir to act first for whatever reason (let's say because he wants to buff Rianne with Protection from evil first), we can still wait for his action (or, if Rianne has already acted, add it to her action if it was deciding for her success afterwards). But in general, it might accelerate fights a bit EDIT and I'd also accept if Kendren should post first und buff Uldir with some spell, so it should rather be to your advantage.