GM BrOp |
So, in the interest of building lore I'll fill in some elven lore
Iarnúr (Old People) are the race of elves that Nalun belongs to, they live in forest cities (barnúrguin), but work stone and metal as well.
Nethnúr (Young People) are the race of elves that humans would call "Forest Elves". They live in the forest in mobile bands, and their works are of nature. It is said that metal working is beyond them.
The elvish of both cultures organize into kin groups (noshúd) of 10-15 or larger kin bands 50-100 (limnosdorth). Larger cities/towns exist amongst the Iarnúr but not the Nethnúr.
Cool, added to Campaign Info tab.
GM BrOp |
We're going to continue talking about the rules of the game here in this thread, since I'm assuming they're new to most (if not all) of you.
Goals
At the beginning of each session, write a goal for your character. A goal is some action or deed you need to accomplish in that session.
A goal should be appropriate to the adventure and your character. And a goal must be something you can reasonably accomplish this session. You might not get there, but it’s got to be possible if you try.
Writing Goals
A goal includes a statement about your character, an action and a target. Really good goals include a condition on top of those. Each character can come up with a goal of their own, although they will most likely be related to what you are all hoping to accomplish on the next adventure.
*A goal includes one of the following imperatives: I will, I will not, I must, I must not.
*A goal includes an action like these: find, stop, return, rebuild, demonstrate, protect, feed.
*A goal is not an immediate or simple action. “I’m going to make a pie!” is not an appropriate goal for this game. Neither is a goal a far-off wish. Goals like “I will bring peace to the land!” are unsuitable for play.
*A goal is something you hope to accomplish in your next foray into the wild and dark. It is based on the scenario presented by the game master.
Examples:
I’ll determine what happened to the lost child.
I will rescue any poor souls trapped in this crypt.
I must drive out the evil that has overtaken this place. I will impress my companions with my bravery.
I will loot this place for all it’s worth.
I will track this trail to its source.
GM BrOp |
More on Goals ...
Playing Goals
In play, your game master is going to use your goal as a guideline for what you’re interested in accomplishing during this session. Once they know what you want to achieve, they’re going to throw obstacles in your way. Your character is defined not by what shining gem you ultimately capture, but by what obstacles you overcome to get it.
Accomplishing Goals
You accomplish your goal when you fulfill the criteria you’ve written down for it during play. If there’s a question, the other players and the game master can decide as a group if it was completed or not.
You get one goal per session. If you don’t accomplish it by the end of the session, you should change your goal at the start of the next one. Rewrite it to make sure you can accomplish it in the next session. Don’t sit on an unaccomplishable goal.
Accomplishing your goal gets you rewarded. Rewards are good! You can use them to help you accomplish your next goal, fight for what you believe and, most important, level up.
Challenging Goals
A goal is no fun unless it’s challenged. By challenging goals, we test the mettle of the character and the luck of the player.
One of the game master’s primary roles is to challenge the players’ goals and make them work to earn their rewards. This aim requires creativity, quick thinking and a bit of stubbornness—all natural roles for the game master.
Fellow Player Support
* Skilled Torchbearer players take note of each other’s goals. During play they set up opportunities for their comrades to work toward or accomplish their goals.
* This is not to say one should complete another character’s goal for them. Doing so would rob them of the glory and the rewards. Better to support them in their aims instead.
GM BrOp |
Sorry again for absence, but I had a computer breakdown and am now on a borrowed on.
One thing that we had not discussed is that in Torchbearer there are often negative consequences if you fail skill checks. This is done by me and involves either a twist (a new obstacle) or I allow you to succeed by impose a condition on you. Although it's great for RP to introduce to twists, having your PCs gain a condition is not great, as it makes everything harder and leads you one step closer to death.
This is why it is often best to coordinate and help a single person make the roll, versus risking multiple people failing.
Since we hadn't discussed this, I am willing to give everyone a mulligan and redo the check to overcome the obstacles.
For help, check out THIS CHEAT SHEET. It's from 1st edition Torchbearer, but close enough for us.
GM BrOp |
Hope not. But I have a question regarding instincts, as mine is always check for traps and hazards my understanding is that that check won't cost us a turn. Is the rest of the group allowed to assist on my check?
That's a good question. I'll do some research and will get back to you.
Nalun Phlithmira |
I'm here....but I gotta admit, the rules seem daunting.
Do I roll those again? Also, can anyone help anyone else? Do they just roll normal and we add out successes together? If so, why doesn't that just become the default?
GM BrOp |
Helping each other does become the default most of the time (or should if you want a better chance of surviving). Anyone with the duplicate skill can automatically assist for +1D. Take a look at the cheat sheet at all the ways of assisting rolls.
GM BrOp |
No, I don't think you should stop trying, but in a game like Torchbearer it's a good idea to try to minimize your losses whenever possible. I'll work something out game-wise today.
Owl Catches the Mouse |
I understand we should minimize our losses, resource management is important. Again, just have one loremaster and no one else has the skill to aid him, only thing worse would be no one having the skill because none of us have enough will to beginners luck it on 2 dice. Sometimes you just fail a dice roll, but we succeeded admirably on the recon so we have that going for us.
Unless not knowing what the thing is guarantees failure right here and now, that would complicate matters.
GM BrOp |
Apologies for my absence in the past week. Ongoing depression/anxiety isses. Please accept my apology ... again.
GM BrOp |
So I did it again. I ran from my pbp when things got hard for me. Sorry.
Are folks still interested in playing? I understand if the answer is no.
GM BrOp |
I apologize, folks, but I'm going to have to close this down. I just started grad school and the amount of work I have to do has skyrocketed. I just don't have the brain space for this game at the moment. Sorry for getting hopes up.
BrOp