Lia's Adventures in Golarion

Game Master Lia Wynn

A player-driven campaign set in Golarion.


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Hello everyone. This is the actual recruitment thread for the interest post that I put up last week.

I'm going to repeat some of what I said there here to explain the base idea of the game:

This is intended to be a more free-form PF2 game that is not an AP or a published adventure. The basic idea is that the group's goals would determine the types of adventures that they would have.

Players would help drive the story and world-building, and I would throw challenges and adversaries at them.

I would like to try a game where the players have a larger element of narrative control; however, this would also require players who were willing to communicate and engage both ICly and OOCly.

I want to say before I say anything else that there is a decent possibility that this will fail, given the nature of PbP games. Games that are more on-rails fail often, often due to player attrition or posting declines, and this one will ask more of players.

I hope that it does not, but I think that it is important to recognize that element before people put tons of time into it.

I'm not looking for character submissions yet. That will come. Instead, I'm stealing something Dr. Evil did for his Iron Gods game and doing a little interview process for players first. This will last until next week, players will be chosen, then we will get into character creation.

Even if you don't make the first cut, please feel free to follow the game thread. There will very likely be player attrition, and I'll be using the people who applied as the first option for replacement characters.

My first priority as both a GM and player is communication. If you have a question, ask it. If you have a concern, voice it. If you think I made a mistake in a mechanic or ruling, bring it up. I may not change it, but at the very least, I will listen.

Now, into the questions for you:

1) What draws you to this game, with all of its potential pitfalls, in particular?

2) Do you feel that you will have the time and energy to come up with hooks for the group?

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time?

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?

5) What one question would you ask me, or other players, to determine if they were a good fit with you?


Dotting from interest thread


1) Golarion. Player-GM collaboration on expanding the campaign-specific canon of Golarion. The GM of a previous game I was in liked the canon-adding elements talents I brought to the game. Some of the things I added were ancient migrations of factions of the ancient Osiriani deities - an iruxi exodus settled in the Riverlands at the sources of the rivers which are sacred sites for their deity; an amurran exodus settled in Watersend in Casmaron (and a significant event while traveling through the Meraz Desert created a splinter faith of Bastet).

2) Yes. Chances are there will be ebbs and flows with suggested/typed-up addtional canon elements/adventure ideas I think of - when the muse is active and time restraints are low.

3) Yes, I do. It is also fun to discover how/if the GM interweaves suggestions from different players in ways that were unexpected from the players who came up with the initial canon/adventure suggestions.

4) Checking the campaign (gameplay and discussion) posts daily. Keeping in mind that some players who might not have posted for a few days might be waiting for the posts of others to react/respond to the last post the player made. When a game is stalled to first check to see if the GM has been inactive on the boards for all their games. If a player posts asking "what's the hold up", to check the online Paizo boards activity of the GM and fellow players before replying. I do not do anything in particular to encourage these traits in others, as I feel some might view such messages as being pressured to 'be better', which could result in the oppostite result of the one desired, with the desired result being increasing the fun and friendly camaraderie feeling being part of the campaign gives the players (including the GM).

5)The one question would be, "Do you think that whenever a player asks the GM how they handle a specific game rule, that the player asking the question is attempting to be a rules lawyer and trying to get the GM to use their (the player's) interpretation of the rule?" Players that answer "yes" would not be a good fit for me. I like clarity when it comes to rules, which includes knowing how the GM is handling various rules, particularly ones that can tend to cause rules arguments at the tables from players who think their interpretation is the only 'correct' one and that the GM 'must' use their 'correct' one. An example of a non-rules lawyer asking a question outside of a ttrpg would be to ask which version of the various Crazy Eights alternate rules the other players want to use before starting the game to prevent rules arguments during the game.


Hey there! Getting right into the meat here, but just wanted to say hi.

1) What draws you to this game, with all of its potential pitfalls, in particular?

An actual sandbox is very rare to come by on these boards. It brings the opportunity to explore (and potentially further develop) the usually ignored areas of the world (perhaps even planes). At the same time, if the party does put down roots in already explored/developed areas, I still found most adventure paths that I have played relatively constrictive.

I would like to point out that both systems (AP and sandbox) have their pros and cons, but I feel like participating in a PbP medium sandbox is something I would enjoy very much.

2) Do you feel that you will have the time and energy to come up with hooks for the group?

Very much so. I do run live (and sometimes online) tables from the GM chair, so I guess that kind of qualifies. The question is how much leeway would the GM of this particular game allow for that kind of stuff and whether it would need to be pre-arranged before approaching other players with it.

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time?

Absolutely, assuming it makes sense to do so for the story narrative. Such as not immediately chasing a jewellery thief down the street when the party is being pursued by an angry mob for crashing a boat into the pier. Then again, the thief might be on their way to a good hiding spot. Damn. Now I'm conflicted...

You get my point.

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?

Posting at least once per two days, if not more often. PbP games live and die on player activity. It's simple to throw a die at someone when you're all sitting down at a table. If someone just disappears from a PbP game without some a heads up, nobody knows what's happening, players sort of lose interest and the game usually just dissolves into limbo.

Being able to participate in IC discussions. And I know this can be a huge time sink in PbP (see my previous point about posting frequency) if someone is left out. Being able to give the character's input can be the difference between a week of twiddling thumbs and playing the game.

Unfortunately, I can't really do anything about post frequency. Real life is always there to meddle with the game, but I can pose questions to specific characters if I feel like they've been silent for an extended period of time.

5) What one question would you ask me, or other players, to determine if they were a good fit with you?

What do you think of the significance of having a towel on hand during space travel?

AND

Are you able to separate character and player relationships? Characters and their philosophies can clash. Players should really not.


Pathfinder Lost Omens Subscriber

Now, into the questions for you:

1) What draws you to this game, with all of its potential pitfalls, in particular?
I tend to do better with open play games (Really digging the new Daggerheart game). I know you are a good / persistent GM and would look forward to cooperating on world building and adventuring.

2) Do you feel that you will have the time and energy to come up with hooks for the group? I think so. I'm excited for world / adventure building, and recently retiring has opened up more time for what I enjoy.

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time? I'd like to think so. I've played with PbP players in the past that made the game all about them. I'm fine with that as long as everyone gets their time in the spotlight.

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others? In PF2e especially group dynamics and leaning on others strengths is vital. Players that take an interest in other players character backgrounds, not just their mechanical abilities shine to me. I'm a fan of taking the "In Game" time to find out what motivates the other PC's.

5) What one question would you ask me, or other players, to determine if they were a good fit with you? I'm a storyteller GM and Player, but I thrive on clear and concise rulings...(Again, a strength of PF2e) so what comes first? The Story or the rules?


What draws you to this game, with all of its potential pitfalls, in particular?

World building, inserting a piece of your imagination into a growing world, establishing them as part of the lore

Do you feel that you will have the time and energy to come up with hooks for the group?

I do. I know this is PbP, but TZ usually makes continuous play a tad difficult, but through even that, it makes it possible for someone who lives far outside the usual players TZ to participate

Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time?

That is part of world building, engaging and making the world come alive

What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?

Consistency, and being open to discussions, also clear communication of what may or may not happen. All that is good for both online and IRL play

What one question would you ask me, or other players, to determine if they were a good fit with you?

This is a bit hard, as people differ in quite a few ways. So, "Are you willing to make a character that is going to be part of the team and willing to try and stay part of the team?"


Some of these were easy to express as they are things I tend to think about anyways. Others though were a fresh way to look at things. Thanks for the opportunity.

1) What draws you to this game, with all of its potential pitfalls, in particular?
In general I am looking to get a chance to play (as opposed to GMing) more PF2E and as my friends and I get older, life has just gotten too complicated. PBP kind of solves a lot of the problems with that. For this specific game concept, I have recently had a chance to try my hands at a similar idea. It crashed, but it helped me realize that I need to reevaluate how I approach 2E games. And with this game I am hoping to see more examples to improve my own skills (as a player and as a GM).

2) Do you feel that you will have the time and energy to come up with hooks for the group?
I feel I should have the energy, and lately I am focusing on taking the time to engage with games a little more. Depending on the timing and formats used to communicate, I can easily engage with the others in the group.

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time?
Some of the greatest stories follow the “quest” of one character, with the others helping their friends achieve their goals. As long as the story allows each character to shine within the story and focus does not always fall to the “chosen one”, then it is a matter of working out the relationship to the group rather than worrying about if MY story is what is focused on.

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?
Not to repeat the obvious, but consistency is high on the list. A similar outlook or goal is probably the number one thing to look for. I prefer a group that tries to work together, understanding that every character should support the others at times, and with a GM you can trust to challenge the PCs but not try to destroy them. To encourage this I try to make characters that at least have one mechanical ability that is able to help another character shine, a well as developing story elements to connect with most if not all characters in the group. Even if they don’t see eye to eye, I work to make sure the characters can get passed their differences for the greater good.

5) What one question would you ask me, or other players, to determine if they were a good fit with you?
If you were born and raised in the world of Pathfinder, what deity or (deities) would you CHOOSE to worship (or EMBODY for the GM)? And why would you make this choice?
I feel this will give you a glimpse into their personality fairly well. For me, the answer would be a combination of Pharasma, and Desna and Sarenrae. I find life shouldn’t be taken lightly but is not necessarily “sacred”, when it’s time, it’s time. I also worship the sun (think beach bum) and love to wander when I can. Taking walks in the sun recharges me both physically and mentally.


Good luck Lia! I’ve had fun playing with you in the past, and while I a) really wish to play PF2e and b) like the premise of your proposal I’m completely worn out and pretty much checking out of/from the PbP scene.


OceanshieldwolPF 2.5 wrote:

Good luck Lia! I’ve had fun playing with you in the past, and while I a) really wish to play PF2e and b) like the premise of your proposal I’m completely worn out and pretty much checking out of/from the PbP scene.

Thanks for the well wishes, and if you change your mind, applications are open until Monday!

Also, to everyone else, I like the applications so far and will answer some of the questions later today.


I'd love to play with you folks. I've done a lot of PBP, but never really a sandbox campaign.

1) What draws you to this game, with all of its potential pitfalls, in particular? I'm drawn to the player-driven focus, and the possibility to explore Golarion without the strictures of canon on our actions in the story. I think that focusing on a team that is helping each other accomplish their goals leads to a great vibe in the adventure squad. There are also more part of Golarion that I want to write about than Paizo will ever let me :P.

2) Do you feel that you will have the time and energy to come up with hooks for the group? Yes. I have some thoughts already and some pet things in Golarion that I've wanted to explore.

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time? Yes. One of the best parts of PBP, imo.

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others? Actively responding to posts by others (not just waiting your turn to talk), avoiding monopolizing scenes (even if the focus is on your character's plotline), and moving things forward. Timely posting is also very important.

5) What one question would you ask me, or other players, to determine if they were a good fit with you? How do you plan to help move the story forward and maintain momentum without the support of an over-arching plot?


NotEspi wrote:

What do you think of the significance of having a towel on hand during space travel?

AND

Are you able to separate character and player relationships? Characters and their philosophies can clash. Players should really not.

towel question: First thought was it would indicate whether the shace ship utulizes sonic showers or water showers. Second thought was wondering what kind of variious utlity actions a towel could be used for - such as making a temporary seal at bottom of a door to prevent/delay smoke entering room (or exiting the room if the person knows they are doomed by dangerous gases and is trying to prevent the deadly gas getting out of the room/area that has turned into a lethal area.

other question: Yes, I able to separate character and player relationships. Though players' (political, religious, etc.) philosophies can (and do) clash - having the wisdom to not have such discussions at the gaming table separates players who can gel well together at the gaming table and players who do not gel well together.

scranford wrote:
The Story or the rules?

Outside of combat, story (plot) should override the rules if necessary for the sake of the story. During combat, ideally the story should be able to be told via the rules being used, so that players know their chosen character stuff works as the rules intended so that the options (feats/class features) work as they expected/envisioned.

Seth86 wrote:
"Are you willing to make a character that is going to be part of the team and willing to try and stay part of the team?

Yes, I am. I have a character concept in mind, though the character background story can be tailored towards that goal, so can be more reason than simply "supports her/his friends, both old and new friends".

My "Weredragon" just became the one I am going with - one of the goals of the dragon eidolon (who was a dragon that lived x amount of years ago, determined by GM, so Lia can choose which time period she would like to have been the time the dragon lived) is seeking a specific magic item (or items) that it had in its hoard while it was alive - which could now be anywhere on Golarion. Like the time period the dragon lived in is up to the GM's choice, so is/are the magic items/s. As the location(s) of the magic item(s) can be anywhere, it can coincide with a location(s) other PCs have reasons of their own to want to travel to/explore/etc.

J Scot Shady wrote:
If you were born and raised in the world of Pathfinder, what deity or (deities) would you CHOOSE to worship (or EMBODY for the GM)? And why would you make this choice?

Good question. It is similar to a question I have asked people, "Which three super powers would you have, not the superpowers you would choose to have, but rather the three you would have if the events of your life determined which ones you manifested. Mine would be healing (my father was physically disabled from an automobile accident when I was a toddler, and the first thoughts regarding superpowers when I was a child was having the ability to be able heal my father's injury so he could walk again), teleportation (as moving hundreds of miles away from my initial friends and the majority of my family as well as several new friends moving abroad after high school - so with a blink of an eye being able to continue to hang out with them, so the hours/days of travel it would take to be able to hang out with them would no longer be an obstacle) and temporal travel (for significant personal life moments/events that I would like to try to change the outcome of). The third superpower might manifested as multiverse/alternate timeline travel instead of temporal travel (for same desired goal).

As for your question, would it be restricted to the 20 core deities, or chosen from the entirety of all the deity categories of Golarion?

Using all the deities: I am basing my answers of the deities' edicts and anathema (with more emphasis on the anathema).

Arshea would be one of the three.

I am going to read more before deciding which other two deities (from all the deities) would be my other two (if there are a total of two or three non-core deities that replace one of the following core deities that would be part of the three deities who would be my 'personal pantheon of three'.

If choosing from the (initial) 20 core deities of the Inner Sea region, then the three deities (using edicts and anathema) would be:

Cayden Cailean edict paraphrased "help the downtrodden" and anathema paraphrased "do not take advantage of the downtrodden"

Desna anathema "Do not engage in bigoted behaviour"

Gozreh The natural beauty of nature can have a positive effects on me. Whenever I go back to the area I grew up in and swim in the natural water of the lakes gives me a sense of refreshing/rejuvenating my soul (best words I can think to describe the feeling).

Arshea would replace Cayden.

Unless there are non-core deities that have similar anathema to Gozreh and Desna, there probably is not any non-core deities that would bump Desna and Gozreh from the three deities of my 'personal pantheon of three'.

So: Arshea, Desna, Gozreh.

Possibly adding Cayden and Kurgess for a 'personal pantheon of five'

Matt Morris wrote:
How do you plan to help move the story forward and maintain momentum without the support of an over-arching plot?

I would do that by roleplaying conversation with the other PCs with a goal of working in potential choices the characters decide to do next (such as which location to head to, an activity/event we want to watch or participate in, et cetera).


i do have a question for the GM about ancestries:

a year or 2 ago i was part of the BattleZoo kickstarter, and wanted to know if you would allow some of those ancestries in your game?


Answers to some of the 5) questions you all have asked.

@GM Drake:

I don't see a player asking how a GM would rule to be a rules lawyer by default. I do think asking rule questions or asking for clarifications is a good thing. I also do not see rules lawyering as a negative in general, though if it is used often to try and warp the game, and/or hinder other players from having fun, then that would change. I think bringing up rules issues is, in general, a good thing, both because GMs and players can make mistakes, and to try to ensure that rulings are consistent and people have good information to make decisions with.

@NotEspi:

I would agree that players should try not to clash. It can be a little harder in PbP to prevent that, as lack of body language and the like can make things feel worse than they are, but from what I've seen, most players here seem to manage that. It is something that should be looked out for.

@Scranford:

That's a good question. I think it's a little variable. I think the story most of the time, but the rules have their time to have the spotlight as well.

@J Scot Shady:

Irori. I like the concept of always striving to be your best, whatever that happens to be. An Irori worshipper is pretty high up on the list of things I want to play in PF2.

@Matt Morris:

Great question! From the GM perspective on that one, I have a ton of resources to use, so I think I can find plenty of ways to get the party back on track if things falter, and just because there is no overarching AP-level plot, that doesn't mean there won't be smaller plots for the group to dig into.

@Seth86:

While there will be some 3PP allowable in the game (to be talked about later), I would not allow Battle Zoo Ancestries for a simple reason. I don't own any of the Battlezoo books (though I do want to at least get the beastiaries at some point). I don't like using 3PP I don't own, both from the practical reason of not having access to it, but also from the reason of if I am using it in my games, I also want to be supporting the people that make it.


Hi GM-Lia, I am very curious about this game for a couple of reasons - OSW speaks highly of you, and also I have been really trying to get into PF2e without much success so far.

But I do have a lot of trepidation regarding the nature of the game and its scope - I have read also through the interest thread, and the premise sounds really fun. A sandbox, brave adventurers exploring the world and finding new challenges with a lot of player agency. It sounds perfect.

But I do have some questions, if that is ok :)

Would you mind elaborating a little bit more on what 'players having a larger element of narrative control' means? I love the notion that characters have goals in their humble lives starting out at level 1 - one wants to be a soldier, the other wants to avenge her Mother, yet one other wants to lead the Thieve's Guild. So they search for ways to accomplish their goals. They provide details on the guild, how their mother died, and where they want to be a soldier and why - broad strokes upon which the DM can build. Is this the gist of it?


I am not sure if GM-Lia intended for those submitting to answer the questions we each proposed, but following the example of Drake, here are mine.

Answers:
GM_Drake wrote:
5) The one question would be, "Do you think that whenever a player asks the GM how they handle a specific game rule, that the player asking the question is attempting to be a rules lawyer and trying to get the GM to use their (the player's) interpretation of the rule?"

Short answer, Nope. Long Answer, as a player and GM, I try my hardest to balance the concept of RAW and RAI. I do tend to lean towards RAW but the spirit of 2E seems to have clicked for me to embrace RAI a lot more. I welcome people to ask things in advance as I too want to know what issues I may need to rule on, and I feel it is best to encourage communications between players and the GM.

Also, rules lawyering is not always a bad thing, if it’s used to make things better for all.

NotEspi wrote:

5)… What do you think of the significance of having a towel on hand during space travel?

AND
Are you able to separate character and player relationships?

The PBP format means you have to be a little less reactionary as a player when someone says something IC. I do believe I can separate this in most cases and I also welcome anyone asking me if, maybe, I am going to far. And I tend to do the same. A lot can be said for being up front about how you intend to play something before posting it.

And anyone who knows where their towel is clearly with it. (Also, awesome reference.)

scranford wrote:
5)… I'm a storyteller GM and Player, but I thrive on clear and concise rulings...(Again, a strength of PF2e) so what comes first? The Story or the rules? [/ooc]

The story should always come first, but ignoring the rules just because it tells a more favorable (not necessarily better) story tends to lead to unbalanced play. If some players (or GMs) are less creative in their storytelling overall, they should not be penalized by letting more creative players get away with breaking the rules. In other words, the Rule of Cool is great but only to a point.

Seth86 wrote:
… This is a bit hard, as people differ in quite a few ways. So, "Are you willing to make a character that is going to be part of the team and willing to try and stay part of the team?"

Not only willing to be a part of the team, I actively encourage it from my players when I run games and I honestly dislike the behavior of players that tend to try to build characters that can do it all. If you can do everything yourself, why do you need the other people to accompany you?

Matt Morris wrote:
5)… How do you plan to help move the story forward and maintain momentum without the support of an over-arching plot?

I feel this was more intended for the GM but I think there is something to be said for thinking how the players will also work towards this. Personally, in this type of game, I feel it is honestly best for the Players and GM to have a session Negative 1. Meaning that the players should first discuss the ideas they have for what they would like to pursue. Do the players want to explore the wilderness, perhaps Kingmaker style? Do they want to be a team of Pathfinders or maybe Hellknights? Do they want to be on a grand quest to destroy a mighty ring that is carried by some inexperienced halfling farmer?

All this should be discussed before characters are built. I know it is my tendency to think of what character I want to play, but that is part of the fun and challenge of this style of campaign. I’ve been focusing on that idea for the moment rather than what character I would like to play.

Liberty's Edge

smollest of dots

I'll answer the questions presented later, but the TLDR is I wanna play a Caydenite whomst owns a brewery and travels the world searching for exotic ingredients.


1) What draws you to this game, with all of its potential pitfalls, in particular?
The biggest draw for me is the fact that this format pretty much sets this game up as the closest thing around for playing a PBP game that feels like a tabletop campaign. And who wouldn't want in on that?

2) Do you feel that you will have the time and energy to come up with hooks for the group?
I do. I'm an aspiring novelist and having a creative venture like this makes for a fantastic daily warm up for working on my book as well as a fun, creative way to "socialize" on line.

Full disclosure for anyone who may not recognize my avatar/handle, I am only recently returning from a self-imposed, several year hiatus from this site, which sadly I must admit, was of an MIA nature. I hadn't intended to drop-out, but real-life reared its ugly head and my personal world kind of went boom. Shame and anxiety kept me from coming back, feeling like I failed everyone who was involved with me. The point I'm heading for, though, is that I believe that with things far better in order and perspective, with a few rectrospective years in between, I'm pretty sure that I can handle matters in a much more mature and communicative manner.

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time?
What's the point of playing in a roleplaying game with other people if NOT to interact and create in a collaboration of fun? It's gaming improv, right? "Yes, and..."

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?
Best characteristics, I think, are listening (reading) and empathy for everyone around you. That, and sharing the spotlight so that everybody gets their 'moment' to shine.

5) What one question would you ask me, or other players, to determine if they were a good fit with you?
My Question for everyone: Do you agree that one of the most important jobs of all the players is to make the characters have their own reasons to WANT to be adventuring with the others?

In any event, this all seems like fun, GM Lia, and whether I'm chosen initially or not (or even at all), I'll definitely be reading what occurs with this game.

~ PD

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Alright, throwing my hat into the ring as well!

1) What draws you to this game, with all of its potential pitfalls, in particular?

I've always wanted to play something set IN Golarion that specifically was NOT one of the Adventure Paths, since I've had a lot of character ideas that, while fun, just simply wouldn't fit into the narratives those stories want to tell. Plus, I feel like it gets back to Pathfinder's roots as a game about weirdos exploring scary dungeons trying to find treasure, and that's the kind of story its rules facilitate best, rather than trying to cram a traditional three-act-structured narrative into those rules (especially considering Abomination Vaults and the updated Kingmaker are among the most popular APs for 2e). And...I'm just kind of just desperate for more Pathfinder 2e play-by-post of any kind. I am JONESING here!

2) Do you feel that you will have the time and energy to come up with hooks for the group?

Yes. I'm kind of used to playing characters whose goals happen to align with the plot of whatever module being played, so this will be a unique opportunity to create a character with their own goals and I do NOT plan to squander it!

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time?

Absolutely. That's just good manners. And as I mentioned in my previous answer, I do try to play characters who play nice with others and wanna be supportive of the rest of the party.

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?

I think my greatest quality is my stick-to-it-iveness as a play-by-post player. I've been around these boards for a while and I've played through a few APs to completion, even if it's taken literal years! You have me as a player, you know you can depend on me to keep the ball rolling.

5) What one question would you ask me, or other players, to determine if they were a good fit with you?

To GM-Lia: Are there any specific alternate rules from within the game itself (i.e. not 3PP) you plan on using or not using, such as Free Archetype, Ancestral Paragon, allowing Uncommon or Rare options during character creation or later on, or certain Legacy options? I plan on constructing my character as if we're just using vanilla Remastered 2e, but it'd be helpful to know where the limits are so I don't overstep my bounds.

To the other potential players: If any of those kinds of options are approved, how "zany" do you hope you might go with your character concept? I don't want to stifle anyone's creativity, obviously, and since the game IS starting in Absalom, where you can find virtually anything from across Golarion if you look long enough and hard enough, so there IS roleplaying precedent for almost any ancestry or other stuff, we've all seen those posts of parties where everyone is some really eclectic ancestry and class combo that will make the whole party stand out like a tropical-print shirt at a black-tie event, and when that happens I tend to try and dial back my own character creation choices to keep things more grounded.

========================================================================

GM_Drake wrote:
The one question would be, "Do you think that whenever a player asks the GM how they handle a specific game rule, that the player asking the question is attempting to be a rules lawyer and trying to get the GM to use their (the player's) interpretation of the rule?

No, I don't. I know if I'M asking these kinds of questions, it's because I'm genuinely unsure if I read the rules right and am seeking clarification, and I want to extend that same grace to the other players (and I count the GM as a fellow player, so that includes them).

NotEspi wrote:

What do you think of the significance of having a towel on hand during space travel?

AND

Are you able to separate character and player relationships? Characters and their philosophies can clash. Players should really not.

I think it's one of the most important tools you can have, and you're one hoopy frood for asking! :P

AND

Absolutely. I go out of my way to make sure that when my own character gets abrasive or upset with another character, I make the fact that I am NOT upset with the player playing that other character abundantly clear. And I generally try to get along with all the other players regardless.

scranford wrote:
I'm a storyteller GM and Player, but I thrive on clear and concise rulings...(Again, a strength of PF2e) so what comes first? The Story or the rules?

To be honest, my answer here is "whichever is more important to the person asking the question at that time." If someone's trying to do a cool stunt or something and I think it's outside the purview of the rules, it's not my place to argue. And if I'm making a mistake from a rules perspective, I appreciate being informed of this so I can correct it. Above all, I don't want to be disruptive to the group or start arguments.

Seth86 wrote:
This is a bit hard, as people differ in quite a few ways. So, "Are you willing to make a character that is going to be part of the team and willing to try and stay part of the team?"

Yes, without hesitation. Like I mentioned in the commentary of my own question for the GM and players, I am willing to take into account the kinds of characters the other players are making and adjust my own character to both meet the group's needs and keep the narrative a tad more grounded, even if I'm a bit more boring as a result.

J Scot Shady wrote:

If you were born and raised in the world of Pathfinder, what deity or (deities) would you CHOOSE to worship (or EMBODY for the GM)? And why would you make this choice?

I feel this will give you a glimpse into their personality fairly well. For me, the answer would be a combination of Pharasma, and Desna and Sarenrae. I find life shouldn’t be taken lightly but is not necessarily “sacred”, when it’s time, it’s time. I also worship the sun (think beach bum) and love to wander when I can. Taking walks in the sun recharges me both physically and mentally.

Given my general temperament, I think I'd probably gravitate towards The Laborer's Bastion. Despite my username, I'm no great warrior, but I generally find honest work fulfilling and try to be nice to people.

Matt Morris wrote:
5) What one question would you ask me, or other players, to determine if they were a good fit with you? How do you plan to help move the story forward and maintain momentum without the support of an over-arching plot?

By being supportive to the other players when they've got the spotlight and playing a character who, when there's nothing else on the to-do list, at least has "go out and see who needs help" as a continual motivation. If we've solved all the problems in one place, then it's time to move on to the next place!

Plastic Dragon wrote:

5) What one question would you ask me, or other players, to determine if they were a good fit with you?

My Question for everyone: Do you agree that one of the most important jobs of all the players is to make the characters have their own reasons to WANT to be adventuring with the others?

Absolutely!


Plastic Dragon wrote:
Do you agree that one of the most important jobs of all the players is to make the characters have their own reasons to WANT to be adventuring with the others?

I do agree. Six 'lone wolf' characters all deciding to work together makes a 'lone wolf pack' campaign difficult to become immersed in the story if there is nothing in-game that would explain why they are working together. I am not saying such a campaign could not be done well, but it would take impressive effort from all the players. In my experience most players I have played with that created a lone wolf character put absolutely zero effort into why their character would decide to join up with other characters. I am not suggesting any of the players create a lone wolf character. I enjoy creating interwoven backstories between characters before a campaign begins.

Archpaladin Zousha wrote:
If any of those kinds of options are approved, how "zany" do you hope you might go with your character concept?

If the uncommon Dragonblooded versatile heritages is allowed: taking the Breath of the Dragon ancestry feat (at the earliest ancestry feat after Natural Ambition (for gaining the required initial Meld into Dragon class feat at 1st level, which is needed for my core character concept) part of the eidolon's process of 'coming to the surface' (or attempting to) would use the ancestry feat mechanics, but thematically it would be the eidolon that is breathing the dragon breath before my character 'shapeshifts' into the dragon (eidolon).

This one would need the GM to approve of some things. If dual-classed variant rule is used....I might make my character a variation of one of my oldest GMPCs (who was the youngest sibling of a family with a elven father and human mother, although through the trickery and machinations of a dragon divine disciple of Loki (pure chaos and trickery, not good/evil) which caused her and all but one of her siblings to have a different biological father - though they all thought (including their parents) that the elf was the father to all of them - pure elf, half-dwarf, half-gnome, half-halfling (quarterling?). The sheriff of the small village they are from is a halfling, who the half-halfling (who was also a direct descendant of the mischevious dragon divine disciple - though that fact was not revealed was only revealed to her half-gnome brother (by the dragon who charged the half-gnome to keep his progeny safe). Lina (the half-halfling barbarian/sorcerer dragon disciple) while mind-controlled killed the halfling sheriff of their hometown (who never learned that the sheriff was her bio-dad, though her divine disciple-in training half-gnome brother pieced it together). She had a habit of getting drunk (and made use of the Quick Sober cantrip frequently). For this "zany" iteration to be captured, I would ask the GM if she would approve the following: Being a small-sized human instead of the default medium size, if also using the Ancestral Paragon variant rule, to use the Adopted Ancestry feat (for mechanics of being able to take halfling ancestry feats) but making it so her actual bloodline is human, halfling and dragon (from the dragonblooded heritage). Of the remastered dragons, the Conspirator dragon fits the best for the type of dragon that might have manipulated things that resulted in her and her siblings' varying ancestries.

If dual-classed and free archetype: as above (dual-classed) with dual-class Dragon eidolon summoner/(barbarian or draconic sorcerer) and free archetype (draconic sorcerer or barbarian) & dragon disciple. The original character was barbarian/sorcerer with the dragon disciple & survivor prestige classes. The PF2E dragon instinct barbarian rage - could be a quirk/side effect of the dragon attempted to 'take over'. Same with some/all of the sorcerer spells and/or bloodline abilities.

In a nutshell, a spectator (who has not seen her change into the dragon eidiolon) might think she suffers from dissociated identity madness (aka multiple personality disorder).


J Scot Shady wrote:
If you were born and raised in the world of Pathfinder, what deity or (deities) would you CHOOSE to worship (or EMBODY for the GM)? And why would you make this choice?

I was rushing this morning before having to head out - I was thinking "which three deities" was asked (due to my comparison to the 3 super powers question).

All five of the deities I listed plus the Good Neighbors covenant (which Cayden is part of).


Well.

Certainly feeling like I've fallen behind on the questions after reading through those last couple of posts. And honestly, I can't say I can really improve on your answers all that much. Good stuff, guys. (And honestly, I'd probably settle for Erastil, being somewhat of a commoner, myself)

SO, I'll just take the liberty to come up with another question: What style of game do you prefer? "Classic" dungeoneering, "Magnificent Seven--ish" saving the town, "Eleven Oceans" Heists or "Epic" Slay the Dragon and Save the Kingdom extravaganzas?

Whether we all end up playing together or not, howsabout we turn this thread into a conversation to get to know one another while we await decisions from our GM Hostess, eh?


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Plastic Dragon wrote:

SO, I'll just take the liberty to come up with another question: What style of game do you prefer? "Classic" dungeoneering, "Magnificent Seven--ish" saving the town, "Eleven Oceans" Heists or "Epic" Slay the Dragon and Save the Kingdom extravaganzas?

Whether we all end up playing together or not, howsabout we turn this thread into a conversation to get to know one another while we await decisions from our GM Hostess, eh?

I personally think one of the best things to come out of 4th ed was giving a summary for the various different types of players.

As for your updated question, though my order of preference would fluctuate, starting with my preferred choice, with my character concept influencing my answer, of the ones you listed: "Magnificient Seven-ish" saving the town, "Eleven Oceans" heist (the dragon eidolon does want to find items that were part of the hoard it had when it was alive, and that might involve 're-acquiring' items the dragon still considers are his property), "Epic" Slay the Dragon and Save the Kingdom extravaganzas, "Classic" dungeoneering.

I think your suggestion might elaborate on one of the reasons Lia created this thread for - to get a feel for us as players.


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Plastic Dragon wrote:
Whether we all end up playing together or not, howsabout we turn this thread into a conversation to get to know one another while we await decisions from our GM Hostess, eh?

While I think this is a good idea, I'd rather see what Lia thinks on this before posting too much more. Don't want to bury her in posts if she's not cool with it. But, whether it is done here and now or after selection, this is exactly the thing this group should do.


Pathfinder Adventure Path, Maps Subscriber

Lia - I would love to be in a game like this, and if not selected would be willing to run a similar concept with players not taken here. We could do a Westmarches style game if that's not too out there. If chosen to play, I would love that -- I am not currently playing anything, just GMing several.

1) What draws you to this game, with all of its potential pitfalls, in particular? I love the idea of collaborative story-telling, which is why I play RPGs in the first place. This game will give the players agency to help more than any AP in crafting what they do and more direction over their life than many railroad pre-written adventures. There may not be a campaign end in mind, which makes the journey more enjoyable.

2) Do you feel that you will have the time and energy to come up with hooks for the group? Absolutely. Posting at least once per day (mostly) is part of the consistency of GMing PBP. And setting hooks for other players, or even just prompts to respond to, is a must-have for an immersive PBP experience.

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time? I am adult enough to not have "main character syndrome" and would be happy to support other players reaching their goals without expecting a quid pro quo. It just a danger of the game to go off on a goofy adventure that leads to the next one and the next. We may never get back to my original storyline. Fine, maybe - even better.

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others? Being timely. Setting prompts and hooks. Playing up the characterization of your PC to make it more than numbers on a page. You have the time in this venue to provide exposition, voice, and personality that you often don't at tabletop. Engaging with the PC and drawing that engagement out of other players is part of the fun.

5) What one question would you ask me, or other players, to determine if they were a good fit with you? I don't doubt the fit. We have played together quite a bit. But, for other players - I see some of you are writers etc - how will you make a fully-fleshed out character that is more than a stat block and some dice rolls? I see lots of really long, creative concepts and backstories that are reduced to one line of exposition and some dice rolls as soon as the action starts. This concept lets you run as far as you want to making your characters story come to life. Will you use it?


@Albion:

Questions are always welcome, so, yes, it's ok, and before I say anything else, welcome to PF2!

Your question is a very good one, and somewhat tricky to answer. Partially, what I mean by 'players having greater narrative control' is large-scale. Rather than me saying "You are all in the town of Otari and you have to explore the Abomination Vaults." (which, by the way, is very fun), this will instead be 'Where do you want to go? What sorts of stories do you want to explore?'

Does the group want Steampunk in Alkenstar?
Frankenstein-like horror in Ustalav?
Baddie of the week investigation in Absalom?
Underwater adventures near Tian Xia?

And there are zillions more examples I could toss out. It could be harder on me, to be sure, than using an AP, but that's also exciting to me. I love Paizo's APs (most of them at least), but I want to see what I - and the group - come up with on our own.

However, it's also more granular and, for lack of a better word, intimate. To use your example, say the rogue who wants to one day run a Thieves' Guild says that he wants to get information from a contact at a tavern.

I might very well say something like "Awesome. Tell us about the tavern and your contact," which lets the player add more to the story that I could build off of, and so could others.

And, yes, I am stealing ideas from Daggerheart for this game. They do a good job of showcasing ways to make narrative matter as much as mechanics.

@J Scot Shady:

The session-1 idea is a great one! Thanks, and we will use that once the group is selected.

@Archpaladin Zousha:

Regarding optional rules, I'm not sure yet. I love Ancestral Paragon, but not all Ancestries can support it well, which is one of the many reasons why, when someone makes a 'What do you want to see in PF2 thread', I'm always chiming in with 'A book of more options for what we already have.'

In regard to FA: Again, not sure. I love the Achetype System, but it seems to me it's often used less for interesting choice and more for just MCDs. Now, that's not a bad thing generally. However, I also like that PF2 makes you make hard choices when you level, and FA can nullify that.

Both of those options will be hashed in the Session-1 proposed above!

As for Uncommon and Rare options, I'm open to allowing them. Just bounce it off me first, but I tend to be pretty open to them.


GM-Lia wrote:

@Albion:

Questions are always welcome, so, yes, it's ok, and before I say anything else, welcome to PF2!

Your question is a very good one, and somewhat tricky to answer. Partially, what I mean by 'players having greater narrative control' is large-scale. Rather than me saying "You are all in the town of Otari and you have to explore the Abomination Vaults." (which, by the way, is very fun), this will instead be 'Where do you want to go? What sorts of stories do you want to explore?'

Does the group want Steampunk in Alkenstar?
Frankenstein-like horror in Ustalav?
Baddie of the week investigation in Absalom?
Underwater adventures near Tian Xia?

And there are zillions more examples I could toss out. It could be harder on me, to be sure, than using an AP, but that's also exciting to me. I love Paizo's APs (most of them at least), but I want to see what I - and the group - come up with on our own.

However, it's also more granular and, for lack of a better word, intimate. To use your example, say the rogue who wants to one day run a Thieves' Guild says that he wants to get information from a contact at a tavern.

I might very well say something like "Awesome. Tell us about the tavern and your contact," which lets the player add more to the story that I could build off of, and so could others.

And, yes, I am stealing ideas from Daggerheart for this game. They do a good job of showcasing ways to make narrative matter as much as

Thanks a lot for adding a few more words to it GM-Lia, it gave me a very clear image of what is the plan.

I love the first half, but unfortunately I am not a big fan of the second, in which we detail the tavern and the contact. My preference would be that actually getting a contact might constitute an adventure or side-trek itself, discovering what tavern in town is the best for finding such contacts could be another, etc. The narrative part in which I detail - 'my contact is one-eyed Joe, a toothless, greasy man, deadly with a dagger and with a constant sneer on his face. He usually hangs out at the Broken Pot tavern, as befits a lowly street thug of the Guild' - for me feels more like telling a story than playing the game. Just a matter of personal preference is all :)

I do think you have a great vision though, and feel like the game will be very entertaining for those seeking a more narrative experience. Wish you a great one! And I will for sure poke my head in every once in a while ;)


@Albion:

Certainly, some things like contacts will be made in play, just as a clarification.


I have a few ideas for character background. Taking inspiration from songs/previous APs

So I'm happy to work out how such characters would fit and have interacted with the world


Pathfinder Lost Omens Subscriber

I've got a couple of concepts floating around my head as well. One thing that excites me about this is we are looking at designing the adventures around the characters, instead of designing the characters around the adventure. This might be a chance to try some more exotic builds that just don't niche into pre-written campaigns as well... or inversely design characters with the flexibility to fit into multiple situations.

This has the potential to grow into a West marches type game as well with different PC's for different story arcs.


Above NotEspi mentioned "planes" and it has been running around in my head since. I have a concept for a "conjurer" that would be interested in exploring planar travel. Not necessarily actually travelling (though that would be cool) but a wizard/conjurer who wishes to learn about the planes and how they impact each other. And the magical theory around planar travel and summoning.

It's at the early stages, but I think there is some potential here.


Oof, lots of reading for me to do to catch up! Let’s start with my responses to your five questions.

1) What draws you to this game, with all of its potential pitfalls, in particular?

The chance for deeper, meaningful relationships between PCs and personalized quests. When the game is driven by the characters’ backstories and motivations, the connections between them are likely to be stronger, and my favorite games are always the ones with meaningful connections, not just the glib quips and superficial interactions you find in some adventuring parties.

I also like the ideas of quests and goals tailored to the PCs—it’s hard to do that with a published module.

2) Do you feel that you will have the time and energy to come up with hooks for the group?

Yes. This is something I ordinarily do anyways.

3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time?

Definitely! I’m very happy to play a supporting role—generally I prefer that over being the ‘star’.

4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?

Consistent posting and quality interaction. The success of PbP games depends crucially on a timely, reliable posting rate that is adhered to by all parties. The games we play are stories we create together, and meaningful PC-PC/PC-NPC interactions are the heart of such stories. This dance requires attentive listening/reading and give-and-take, so good communication skills are subsumed by this characteristic. (One of my pet peeves is players who don’t read carefully and respond with posts that make no sense in the situation.)

Honestly, I’m not sure how to encourage consistent posting from another player or GM—there are circumstances and personalities beyond my control. The best I can do is write hopefully interesting posts with intriguing hooks that makes them want to respond. That’s also how I’d encourage interaction.

5) What one question would you ask me, or other players, to determine if they were a good fit with you?

What are your expectations on posting rate, and how do you plan to enforce it?


I'm hoping for daily posting rates, with allowances for weekends and holidays, and as Scranford can attest, I will just skip over PC turns to keep things moving in combat, and prompt people at decision points.

I will likely also steal Dr. Evil's PBP GMing mantra of once two players agree to do something, that's the action taken when it comes to things like which way to go.

That said, player input on how things can be run is always listened to.


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To keep people informed on plans.

Recruitment will run through the weekend.

Monday, I'll make choices, and Session -1 will start on the discussion thread. I'm budgeting a week for that, but if the group comes to a quick consensus on what it would like the initial theme to be, it will end sooner.

Session 0 will be character creation, and I'll cover more on that when we get to it. This will also include discussions on optional rules.


sounds good :)


Cool beans.

Here's a question I think we all missed asking (Or at least I failed a perception check and missed seeing it...)

How many players are you planning on recruiting? How many characters do you consider optional at a table?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Plastic Dragon wrote:
SO, I'll just take the liberty to come up with another question: What style of game do you prefer? "Classic" dungeoneering, "Magnificent Seven--ish" saving the town, "Eleven Oceans" Heists or "Epic" Slay the Dragon and Save the Kingdom extravaganzas?

I'm pretty much up for anything, all things considered. Since most of my experience is in Adventure Paths, I'll enjoy whatever the AP serves up because I want to participate in the story. Left to my own devices...well...that's a good question?

While I greatly enjoy the possibility of "city-building" a la Kingmaker, watching a small, scrappy town grow into a prosperous city because you're making the land safe, I have no actual experience with that style of play, and understand that it's a big ask for any potential GM. Besides, such a style of play would necessitate staying in one place for a long time, perhaps the whole campaign, and that seems antithetical to the kind of game GM-Lia wishes to run.


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Okay, and here are my answers to the players’ questions:

"Do you think that whenever a player asks the GM how they handle a specific game rule, that the player asking the question is attempting to be a rules lawyer and trying to get the GM to use their (the player's) interpretation of the rule?"

No. It’s natural for everyone to ask questions about the rules. To become a rules lawyer, one would need to repeatedly ask egregious questions in an argumentative manner.

Are you able to separate character and player relationships?

Yes.

The Story or the rules?

Your son or your daughter? :D I play RPGs because I want both story and rules. Without rules, it’s just freeform spitballing. Without story, I might as well play a board game. I want to experience every single letter of RPG.

"Are you willing to make a character that is going to be part of the team and willing to try and stay part of the team?"

Yes.

How do you plan to help move the story forward and maintain momentum without the support of an over-arching plot?

Oh, this is a good one. I’m not sure. My gut instinct is to ‘do stuff’, but then we risk each PC heading in its own direction, like a herd of cats. I think there’ll need to be a lot of OOC discussion about the big picture and where we’re headed to make sure we don’t get lost in the weeds.

Do you agree that one of the most important jobs of all the players is to make the characters have their own reasons to WANT to be adventuring with the others?

Yes.

If any of those kinds of options are approved, how "zany" do you hope you might go with your character concept?

I guess it depends on what you mean by “zany”. Personality-wise, some of my PCs can be quite strong and eccentric, though I’m leaning towards a more serious PC for this game. But from a mechanical standpoint my builds are usually pretty plain. (I don’t like scouring dozens of options and rulebooks—when I played PF 1e, I’d use this instead of Archives of Nethys because it limits my options to a manageable serving.)

How will you make a fully-fleshed out character that is more than a stat block and some dice rolls? I see lots of really long, creative concepts and backstories that are reduced to one line of exposition and some dice rolls as soon as the action starts. This concept lets you run as far as you want to making your characters story come to life. Will you use it?

Some of my favorite and best posts are in-combat posts. I might be the opposite of the players you describe—I generally try to keep my backgrounds short and focused. All the cool stuff that one might try to cram into an overstuffed backstory? That’s the stuff I want to roleplay in the game.


@Plastic Dragon:

Probably six, but, and this might sound terrible, I haven't decided yet. At least four, but I'm comfy with more, and it gives more of a safety net if someone drops in the first few weeks, to allow the group to keep going while a new player and character are brought in.

@Archpaladin Zousha:

If people wanted to do a 'we live in and protect a small town', ala D&D 4E or Dawnsbury Days Point of Light theming, that would be fine. Whatever we do, short and long arcs, I'll be adapting to the group, and that's exciting for me.


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Archpaladin Zousha wrote:
While I greatly enjoy the possibility of "city-building" a la Kingmaker, watching a small, scrappy town grow into a prosperous city because you're making the land safe, I have no actual experience with that style of play, and understand that it's a big ask for any potential GM. Besides, such a style of play would necessitate staying in one place for a long time, perhaps the whole campaign, and that seems antithetical to the kind of game GM-Lia wishes to run.

I agree with you that the "sit in one place" campaign doesn't feel right in this concept. I was mentioning it more for the Hex-ploration aspect of that AP. That concept also is done well in Mummy's Mask. Personally, I am open to a lot of different things.


in KM we wont be sitting in one place, you travel quite a bit. i believe there are 4 kingdoms around you that you also visit

KM is one of my favourite APs

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

True, but it had sounded like this may be a bit more far-roving, should we wish it. Like Jade Regent far-roving! Especially since the story starts in Absalom, the PCs could basically go ANYWHERE.


Pathfinder Lost Omens Subscriber

I'm thinking we consider the adventure after the characters are chosen and created. Those chosen could take the time during character creation to find common ground and perhaps that would lead to adventure seeds. Is everyone a Pathfinder Recruit, Aspis Consortium or some other organization... or have they had a run in with one of these organizations or a political group... perhaps even another nation?

Is there a common thread or just a group of mostly "Like Minded" individuals finding challenges in life. I think this is an opportunity to create... within limits... a character that you truly want to play and then see how the dots connect.


scranford wrote:

I'm thinking we consider the adventure after the characters are chosen and created. Those chosen could take the time during character creation to find common ground and perhaps that would lead to adventure seeds. Is everyone a Pathfinder Recruit, Aspis Consortium or some other organization... or have they had a run in with one of these organizations or a political group... perhaps even another nation?

Is there a common thread or just a group of mostly "Like Minded" individuals finding challenges in life. I think this is an opportunity to create... within limits... a character that you truly want to play and then see how the dots connect.

That's something we'll cover in Session 0, though it is a good thing to bring up.


scranford wrote:

I'm thinking we consider the adventure after the characters are chosen and created. Those chosen could take the time during character creation to find common ground and perhaps that would lead to adventure seeds. Is everyone a Pathfinder Recruit, Aspis Consortium or some other organization... or have they had a run in with one of these organizations or a political group... perhaps even another nation?

Is there a common thread or just a group of mostly "Like Minded" individuals finding challenges in life. I think this is an opportunity to create... within limits... a character that you truly want to play and then see how the dots connect.

Well said.

And rather than post the comments I was writing when I saw that GM Lia had already responded, I'll just say, Cool-beans.

With most of these questions handled, is there more we should all be discussing in this thread at the moment?


This has been a hard decision to make. Every one of the 10 of you who have applied, I'd be more than happy to have in the game. I even thought about throwing caution to the wind and taking everyone, but I think that would be a little too unwieldy, even for PbP.

In the end, I decided to go with six, but I want to again reiterate that the other four of you are invited to follow along with the game, and should we lose players, I'd be reaching out to you all to bring in replacements.

For the starting team, in alphabetical order, I've chosen:

Archpaladin Zousha
Dr. Evil
GM Drake
J Scot Shady
Plastic Dragon
Scranford

I'm going to get a session -1 post up on Discussion, feel free to tag in.


Enjoy


Have fun, folks!

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Huzzah! Congrats to everyone!


Archpaladin Zousha wrote:
Huzzah! Congrats to everyone!

Seconded! I look forward to this.


Congratulations to everyone, indeed!

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