Robert Merosett
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If you would like to express an opinion on this, go right ahead.
I imagine I won't be alone in this: 2 tables with slower tables are preferable to 1 faster table.
It's fun for the players because more people get to play, and, from my experience, it's more fun for the GM too, since you get to put together varied rosters that can work very differently in the same story.
Also, by being the same AP, you get to recycle many posts.
| The Emerald Duke |
There are so many good choices and so many wonderful combinations of groups that could happen.
I could run a second table, but I would have to limit my posting to an expectation of every other day (potential for daily still existing but not required on either my or anyone else's end).
If you would like to express an opinion on this, go right ahead. I've gone back and forth on it several times myself (pbp is slow enough even with once daily posting, but this AP allows so much RP opportunity that combat would not be the main hangup, etc etc). If you don't have an opinion on this option other than you'd rather that so more can play, just favorite this comment so I can get a rough count.
Personally I would find this to work and be for it. Mostly replying this way so that it ends up on the next page (in case folks don't see it).
That said, don't feel pressured by me to do it. You know your schedule and commitments (both on the forums and off of them) better than any of us, after all.
| Raesilia Talbot |
Personally, i'd be in favor of two tables at half speed over 1 table at full speed. Means more people would get to enjoy the fun, and leaves some more time for inter-character interactions. I suspect, however, that it would be more work for you as a GM to do this than a single table, leaving whether or not this is a good idea partly up to your own judgement and schedule.
On the other hand, you probably could recycle story posts between the groups, as a plus. Perhaps it wouldn't be that much extra work?
| Adriel Moonflower |
Not sure that 2 tables would work for me at the slower pace, but I appreciate why you would choose that.
If you do go for two tables, then please take me out of the running - if you stick with the 1 then please do still consider me!
I'm also absolutely happy to make connections with other characters too, I think that makes for much more fun in roleplaying!
| Balacertar |
| 3 people marked this as a favorite. |
From experience, the less the GM posts the fastest the players disengage until a point is reached where if they continue saying they are playing a campaign is just by stubborn inertia.
If time is a constraint I would rather recommend playing one table in 3 years and then opening a new table for the next 3 years afterwards, rather than playing 2 tables with a 6 years goal. Basically the longer the campaign has to run the highest the risk you or anyone else has to leave. Plus past the first month of emotion and discovery the more the players start putting attention elsewhere if the pace of the adventure is not enough to hold their attention (multiple tables do not only consume more time, but more mental space as you have to care for more people, different expectations and dedicate more memory to track what happened where).
If you want to give more players the opportunity to play I would advice to instead take 6 people (or even 7 if you have the heart for it). The beginning will be hectic but you will be happy of that inflated start as attrition level is very high during the first year of play and the group binding and player engagement is generally stronger with the starting crew. If later on you find you really want a second table, you can always go for it and add that multiple table.
Personally I prefer to have less probability to play in a better campaign than higher probability to play in a not better campaign.
Ultimately it descends a lot on you, really, for all good all those possible stories are, the most important is you do not burnout so you have time to enjoy and have fun.
| Marius Erallan |
| 2 people marked this as a favorite. |
If you feel that two tables is something that you have the bandwidth for, by all means! If you're hesitating or going back and forth, I would suggest defaulting to a single table that you know you have the time and energy to devote to doing well. Otherwise two dropped campaigns is an all-too-common outcome on these boards.
| Ever_Anon |
| 1 person marked this as a favorite. |
I'm a little hesitant about two tables. It's great in theory, but in practice I've seen far more games die due to GM burnout than to player attrition. Even if you can reuse a lot of the prep, an extra table is still a lot of work.
My advice would be to start with one table, then see how you feel in a month or two. If you end up thinking, 'Wow, this is going great, I'd love to run another table of this,' I suspect almost everyone who applied here would still be interested. You could open a second table then.
Trevor86
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From experience, the less the GM posts the fastest the players disengage until a point is reached where if they continue saying they are playing a campaign is just by stubborn inertia.
If time is a constraint I would rather recommend playing one table in 3 years and then opening a new table for the next 3 years afterwards, rather than playing 2 tables with a 6 years goal. Basically the longer the campaign has to run the highest the risk you or anyone else has to leave. Plus past the first month of emotion and discovery the more the players start putting attention elsewhere if the pace of the adventure is not enough to hold their attention (multiple tables do not only consume more time, but more mental space as you have to care for more people, different expectations and dedicate more memory to track what happened where).
If you want to give more players the opportunity to play I would advice to instead take 6 people (or even 7 if you have the heart for it). The beginning will be hectic but you will be happy of that inflated start as attrition level is very high during the first year of play and the group binding and player engagement is generally stronger with the starting crew. If later on you find you really want a second table, you can always go for it and add that multiple table.
Personally I prefer to have less probability to play in a better campaign than higher probability to play in a not better campaign.
Ultimately it descends a lot on you, really, for all good all those possible stories are, the most important is you do not burnout so you have time to enjoy and have fun.
Having read this, I'd like to revise my earlier opinion. I think starting with one large table of 6 or 7 players is a good compromise between allowing more people to play on one hand and maintaining a good speed/lessening risk of DM burnout on the other.
Xynen
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| 4 people marked this as a favorite. |
There are so many good choices and so many wonderful combinations of groups that could happen.
I could run a second table, but I would have to limit my posting to an expectation of every other day (potential for daily still existing but not required on either my or anyone else's end).
If you would like to express an opinion on this, go right ahead. I've gone back and forth on it several times myself (pbp is slow enough even with once daily posting, but this AP allows so much RP opportunity that combat would not be the main hangup, etc etc). If you don't have an opinion on this option other than you'd rather that so more can play, just favorite this comment so I can get a rough count.
Am I correct in that this would be your first time GMing an AP? From your profile it might even be your first time GMing a PbP game.
If these are both true then I highly highly caution against a second table. I'd rather not get chosen at all, then end up in a game where the GM burns out, and if you have no experience GMing a play by post you should start slow.
It's a bigger commitment than it seems, and it takes a lot of patience from everyone involved. AP's usually take a year or two at least on these forums. Two games sounds reasonable, sure it's just two tables. But that's 10 characters, with feats and class abilities and stat blocks. Ten character histories and interactions that you need to play off of. Ten people that need you to clarify or adjudicate rules. Ten people worth of loot to track. 10 posts a day to rely on to move things forward. For two years.
If the groups act differently, than you may be recycling less posts than as suggested above and having to conduct the same scenario in two very different ways.
There are GM's that can handle that and do it well, but if this is your first foray, don't bite off more than you can chew. I say this as someone who burnt out as a player and a GM on these same forums because life took some wild turns and keeping up with these forums became overwhelming. You never know what can happen.
Run one table, indulge in the story you tell with those people and learn from it. If you want to come back later and start a second table then make that choice from an informed, experienced position.
If you have not already read it, check out:
Painlords Guide to PbP GMing
Having played through an entire AP with Painlord, I can attest that they know what they're talking about.
| GM TBD |
| 7 people marked this as a favorite. |
I have decided to go with a single table.
I have run APs before with my in person group, so I do have that experience. Painlord's guide is great, and it's good to hear from someone with firsthand experience
Burnout is the last thing I want to happen to me on these forums, so one table will be enough for me.
Thank you everyone for your comments!
| The Emerald Duke |
Like I said, you know your schedule best. If you feel that running one game best fits into it then do not stress about a second one. Good luck in your selection, even whittling it down to 5-7 will be a challenge... last count was around 32 or so applicants. (Give or take 5-6 applicants per slot, rounding to whole applicant.)
| Cuàn |
You missed me on the interested list.
I will actually be submitting a different character than I previously mentioned. Meet Morena Thibalin, Half Orc Constable Cavalier of the Order of the Penitent.
She's a very sociable figure and, should combat break out, she'd focus on capturing foes for interrogation or proper judgement rather than straight up killing. Unless there are no other options of course.
Instead she moved to Oppara and joined the guard. There she was further exposed to the inequality of life in Taldor. The most glaring cases were how for the same act a commoner would rot in prison, a bail set way beyond what they could possibly afford, and the nobility got of with a slap on the wrist, if that.
From that moment she started looking for like minded individuals to build a network of those that desired change. Turned out she didn't have to look far as there were quite a few in the guard alone that wanted improvement. So now she's looking for anyone with the actual power to help make a change to side with them. This turns out to be quite a challenge as those in power tend to like the traditions that keep them there, yet Morena will not give up. After several failed attempts at lower nobles she has no set her eyes upon the House of Stavian itself. And with an invitation from Martella Lotheed to the Exaltation Gala a chance might be close at hand.
She used to feel very guilty about her criminal youth but that guilt has mostly been replaced by anger. Anger at a system that pushed her and many others into circumstances where the choice was crime or starvation. She still feels guilt towards those that suffered as a result of what she did, whether directly or indirectly, but the more general feeling of guilt is gone.
She is fairly good at keeping it all inside though and her anger is more like a slow, ever burning flame that pushes her on than the rage people expect from her kind. She seeks justice, not vengeance and would readily put her own desires aside if it would benefit the people.
She is wary of people preaching about the 'Greater Good' though as she has found that terms like that make it easy to disguise and dress up all kinds of unseemly activities.
As for the table thing, I'd say go for what you feel suits you best, which it appears you are doing.
EDIT: Oh, and gold.
5d6 ⇒ (5, 4, 3, 5, 4) = 21x10, so a nice 210 gp.
| Cuàn |
I only just noticed the link for Morena does not work, after the 1 hour window passed, so let me try again: Morena Thibalin
Xynen
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you didn't mention it, but what's your stance on magic item crafting? some GMs aren't fans and some adventures make it impractical.
Obviously the GM's opinion may vary, but the players guide says this:
With ready access to a huge variety of services, the PCs will have little need for crafting feats.
| GM TBD |
you didn't mention it, but what's your stance on magic item crafting? some GMs aren't fans and some adventures make it impractical.
I'll echo Xynen and the player's guide. The focus of this AP is primarily political intrigue, and much of the adventure allows access to the aforementioned services, so there won't be much need for crafting feats.
Galyth Kallios
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Galyth's parents were farmers, and when he turned ten years old, his efforts to help with the family work expanded to making deliveries to some of the local neighbors. One of his regular deliveries was to Old Man Luk, an elderly bear of a man that had always frightened him. After making several deliveries to Luk with no apparent mishap, Galyth began to overcome his fear of the man. Over a year after his delivery duties started, Galyth visited Luk's home only to get no answer at the door. Peeking inside, he saw that Luk had collapsed on the floor. Galyth rushed inside and managed to rouse the large man, and eventually helped the man to his bed.
That began a period of several weeks as Galyth continued to visit and help Luk, whose death was clearly approaching. In return for his efforts, Luk gave him stories and opened several volumes of history to the young man. Galyth was fascinated. He had previously never considered what had come before Galt existed. As the Revolutionary stories taught him, the nobles and educated class had always oppressed the people until the common man rose up and overthrew those in power. As Luk's books unfolded before him, Galyth learned that the abbreviated account of events given to him earlier obscured a wealth of lore he had never been given cause to consider before. Galyth eventually expressed a sense of betrayal. Luk's only reply was: "Remember this lad. Someone is always lying to you."
Soon afterward, Luk died. No one in the village knew where the reclusive man had come from or whether he might have family. Galyth mourned the large man's passing, but the labors of daily life soon overtook him and Luk slowly slipped from his mind. The lessons he had learned at Luk's deathbed stayed with him, however, and he knew that the world was not fully as he was being taught.
Several years later, Galyth found himself vying for the affections of the mayor's daughter, a young woman named Adria. His primary competitor was a boy named Draven. As their struggle continued, a pair of Gardeners appeared in Kerek's Peak. Galyth heard about the execution too late. Adria accused Draven of trying to convert her to Diabolism on a night where he had chanced upon them kissing in the forest, and while Galyth had no good feelings for Draven in his heart he knew that the accusation was untrue. He arrived in the village square too late and his protests fell on deaf ears.
Galyth found no respite in the passing of his rival and soon found himself under suspicion for defending the young man. Alarmed that he would be taken as well, Galyth fled to the only place he could think of. Luk's home had gone unclaimed and for several years had been left to be reclaimed by the undergrowth. Taking refuge there while he made plans to escape, Galyth happened upon Luk's journal that told of his training at one of the bardic colleges in Taldor. Hunted in his own village and with nowhere else to turn, Galyth decided to seek his fortune in the nation to the south.
Escaping Kerek's Peak proved to be less daunting than Galyth feared: the mobs had given way to the reality of daily life while he hid in Luk's old cabin and the townsfolk unaccustomed to watching for fugitives. Galyth made his way south, turning over odd jobs where he could before travelling further along, until he reached Oppara. A foreigner with no ties to Taldor and no money to speak of, he found himself unable to roll at one of the prestigious bardic colleges there. He worked on the docks for a few years and eventually found himself a tutor named Vidranthe Sallari.
Vidranthe taught Galyth the basics of the bardic arts, but steadfastly refused to teach him history. Since Galyth wasn't of Taldor, Vidranthe insisted that the young man discover what he thought of the nation on his own. Galyth buried himself in the texts lent to him by his tutor and found himself transported back to the days he spent by Luk's bedside. This time however he delved deeply, studying the books he had on hand and checking them against alternate readings of history in books he found in bookshops or libraries. Luk's old admonition to remember that someone would always be lying to him served him well as he dug through the misrepresntations by biased authors.
As Galyth probed deeper, he found himself forced to conclude that much of the Revolutionary rhetoric he had been taught as a child was accurate, at least in the essentials. Taldor's noble class was full of wastrels, and their history one of disappointment and decline. He also read about Galtan history, learning about revolutionary history through a lens uncolored by the Red Revolution. The history that inspired him, however, and kept him from giving up on the whole project was that of the Armies of Exploration in Taldor's ancient history.
A year after beginning his studies with Vidranthe Sallari, he turned a paper setting forth his views on the politics of Taldor and his homeland. Galyth did not know what it was that Taldor needed, but he disclaimed both the ruling aristocracy and the bloody revolution of his homeland. Neither would return Taldor to the glory it once knew.
After reading his paper, Vidranthe told Galyth that it would serve him well to meet a young woman named Martella Lotheed.
Class: Bard (no archetype)
Alignment: Neutral Good
Abilities: Str 14, Dex 14, Con 13, Int 10, Wis 12, Cha 16
Traits: I meant the campaign trait to be Young Reformer when I started, but the background as written isn't supporting the mechanics of the trait as yet.
Note: I put less effort than I normally would into the character build since I could see this character going a lot of ways based on what the rest of the party looks like. The short version here represents my starting point.
| dr. kekyll |
Lady Lucia de Borel is a minor noble originally from Cassomir. In her youth, she frequented one of the smaller social clubs in the city where she picked up a couple of minor magic tricks with which to impress her friends. For example, they particularly enjoyed hiding small magicked trinkets for her to find. One day she and her friends were using her talents to play pranks on people on the street when she caught the eye of a young knight of the Taldan Horse named Aymeric de Borel. He was rugged, handsome, and idealistic, and he swept her off her feat. They were wed and she moved to his family's home in Maheto.
Maheto was nice, but it was smaller than Cassomir and, being new and not yet having many friends, Lucia suddenly couldn't help but notice how differently other classes of citizens lived. Aymeric was a vocal proponent of reform, and Lucia found herself swept up in his passion. She began studying transmutation magic in earnest in order to better assist her beloved in his mission. Everything seemed to be going well for her and she was happy, but it was not to last.
One day, Aymeric was attempting to mediate an altercation between a commoner and a noble who had nearly trampled the man for no reason. The commoner's son threw a rock at the noble, and, in a blind rage, the nobleman drew his sword and lunged at the boy. Without hesitation, Aymeric lept in front of the blade and was mortally wounded. Someone ran off to find a cleric, but they were too late and Lucia's beloved husband died on the street.
Lucia was devastated. She became reclusive and poured herself into her studies. Her peers worried she'd become consumed with her melancholy, but in reality she had simply refused to let Aymeric go and had found her answer in necromancy. Putting a dark twist on the ritual wizards commonly use to acquire familiars, Lucia bound the soul of her beloved to a fox.
Ultimately, the commoners were punished for Aymeric's death, an injustice Lucia finds unforgivable. Having managed to retrieve her love (in a manner of speaking) has left her less incensed but no less dedicated to the cause of Taldor's reform.
| GM TBD |
Hey everyone!
There are 30 minutes until midnight for me. I know that there are some who have expressed interest and haven't gotten a character sheet in, but after looking at how many characters I need to review, group, compare, etc, I am officially closing recruitment at this time. The current count stands at 35 submissions, so I think I can be forgiven for this.
Submissions include:
Larin Zespire - Human Ranger (Dandy) ---- adsapiens
Robert Merosett - Human Cleric (Cardinal) ---- Anthorg
Etienne St. Germain - Human Paladin (Virtuous Bravo) ---- Torilgrey
Kyralina Licina - Human Bard () ---- Kittenmancer
Gionne Sulus - Human Fighter (Aldori Defender) ---- Galahad0430
Chakos Hyluan - Human Oracle () ---- Zahir
Lotti Qebs - Gnome Arcanist (Blood Arcanist) ---- Hawthile
Marius Erallan - Human Inquisitor (Tactical Leader/Sanctified Slayer) ---- CrusaderWolf
Randall Tullmoor - Human Brawler () ---- Dread
Mirann Zalar - Vishkanya Unchained Rogue (Deadly Courtesan) ---- The Lobster
Adriel Moonflower - Elf Unchained Rogue () ---- inara14
Konstiantina Mokei - Aasimar Paladin (Virtuous Bravo) ---- electricjokecascade
Lope de Vega - Human Magus (Kensai/Bladebound) ---- Balacertar
Nico Sabinus - Human Psychic () ---- Losonti
Maximo Durettani - Human Swashbuckler () ---- Redblade8
Virgil Geryon - Half-orc Mesmerist (Overlooked Mastermind) ---- Dorian 'Grey'
Valeria Turanor - Human Oracle () ---- Drogeney
Kinjal Sengal - Human Cleric () ---- Patrickthekid
Phillip Gastone - Human Investigator () ---- Andrea1
Cnut Bjornsson - Human Barbarian (Invulnerable Rager) ---- Ouchitonian
Akorian Kotusia - Human Rogue (Rake) ---- pad300
Izalco Zespire - Human Occultist (Silksworn) ---- Xynen
Aurelia Talbot - Half-elf Vigilante (Double Scion) ---- Ellioti
Lady Aelia Norbanus - Half-elf Witch (Bonded) ---- Sha'ir
Cecilia Volso - Half-elf Vigilante (Avenger) ---- Ever_Anon
Tabar Ballast - Human Investigator (Majordomo) ---- The Emerald Duke
Kaigo of the People - Human Sorceror () ---- Joker27
Kaithros/Denin Strigh - Kitsune Unchained Rogue () ---- Herkymyr the Silly
Olnaris Valkavian - Human Telekineticist () ---- Simeon
Shasvi Varima - Tiefling Mesmerist () ---- theasl
St. John Smythe - Human Fighter (Rondelero Duelist) ---- trawets71
Raesilia Talbot - Human Vigilante (Avenger) ---- Trevor86
Morena Thibalin - Half-orc Cavalier (Constable) ---- Cuan
Gaylth Kallios - Human Bard () ---- Nathan Goodrich
Lucia de Borel - Human Wizard (Spirit Binder) ---- dr. kekyll
Final decisions will be made on Saturday, 9/12. Thank you everyone for your submissions, and I wish everyone good luck!