Kjaerulff

DM Vord's page

1,551 posts. Alias of Vorduvai.


Full Name

DM Vorduvai

Gender

Male

About DM Vord

Doomed Hero's Guide to PbP Gaming
Painlord's Advanced Guide to PbP Gaming

Vord’s PbP Posting Habits:
Vord’s PbP Posting Habits
#1) Read the game’s posts every day (or nearly so).
#2) Post to the game every other day (3-4 posts weekly is the goal).
#3) Make your posts meaningful in some way (whether brief or lengthy).
#4) Post not only to the NPC’s, but also to PC’s (strive for inclusive interaction).

Explanation of the PbP Posting Habits
#1) Read the game’s posts every day (or nearly so).
You need to read/follow the game more often than you post, so that you can be (a) thinking about how your character would react and (b) thinking how your post can interact with the story. It makes for much better writing, as opposed to speed-reading the game a few minutes before writing a post – details get missed and sloppy mistakes or inconsistencies get made that way. So read the story every day (or nearly so), and be thinking about what you’re going to do before the time you sit down and write it out.

#2) Post to the game every other day (3-4 posts weekly is the goal).
Mostly self-explanatory, but consider that if all seven players were doing this, there would be an average of 25 posts weekly to read and enjoy. Add in DM posts and there would be close to 30 posts weekly, or roughly four per day. That’s a dynamic game! Yes, sometimes posts are larger w/ less frequency (a transitional soliloquy or interim narrative for example) and that’s fine. Yes, sometimes RL intrudes with “stuff” or there’s writer’s block. Yet these should be the exceptions and not the norms. Routinely posting 1 or 2 times per week is not cutting it.

#3) Make your posts meaningful in some way (whether brief or lengthy).
Largely self-explanatory, and a counter to shallow one-liner posts that I see in so many other PbP games. This is an interactive story, and so the posts should reflect that. Note that it doesn’t necessarily mean lengthy posts – some players get caught up in thinking they have to write large volumes in order to be meaningful and then fatigue themselves out, so that’s not the goal. Note that it doesn’t necessarily mean dialogue - internal voice or unspoken actions can be just as powerful to provide insight to the character. Bottom line is that the post should add to the story somehow, and gives encouragement/inspiration to other players and DM to do the same!

#4) Post not only to the NPC’s, but also to PC’s (strive for inclusive interaction).
The best games have dynamics between the characters (whether positive or negative), not just between PC’s and NPC’s. Think about a conversational scene where all seven PC’s aren’t talking to each other but to one or more NPC’s only. That’s a 7:1 ratio of response the DM has to provide! Instead, if there is a more healthy mix of PC-to-PC and PC-to-NPC interactions in a scene, the story is going to flow better and be more entertaining to read and write. Oftentimes the DM finds unexpected inspiration in these interactions, so the game feels more organic and not as plot-driven. Note that this really requires the first three habits to be followed well – it also requires trust by players posting interaction hooks that the other player(s) will pick up on it and do something with it in return. The PC give-and-take is delicate and requires trust, but is some of the most rewarding in the PbP experience. Keep in mind that for potentially negative or adversarial interactions, it’s essential for the players to communicate (PM’s, Discussion Tab, e-mail, etc.) to understand necessary boundaries and know the interactions aren’t directed at the player. Above all be inclusive, and don’t write a PC into a corner where it doesn’t make sense story-wise for that character to be with the group (because this isn’t a solo game).

Vord's Zeitgeist Character Creation Specifics:

Ability Scores: Ability Scores will be a 22 point buy. Go forth and be heroes of the story!

Races: Strong bias towards humans, with other main character races needing extra work by the player to make the backstory and cultural context of the character seem plausible. Some races, such as Tieflings and Eladrin, I am heavily against as PC choices.

Classes: All classes from Paizo main rulebooks (CRB, APG, UC, UM, ACG, OA, etc.) allowed, though any choice needs to solidly fit into the theme and spirit of the campaign. In some cases a title or reference re-skin can be coordinated with me to make it fit better (eastern-themed classes such as ninja or samurai for example).

Alignment: Alignment must be LG, LN, NG or N, in order to fit with the requirements of being selected for an organization such as the Royal Homeland Constabulary. Evil characters are not what I wish to explore in this campaign, and Chaotic characters would never mesh with the rigors and requirements of the R.H.C. and its selection process for its constables.

Skills:In order to allow for more character background development, +5 Skill Points are allowed at first level, in addition to the normal skill points granted for class/race/INT. As always, you cannot raise any ranks above your level, so this +5 bonus helps to broaden the character's experience. Final decision is left to the player, but please use some SP's to take skills that would help the character's backstory and hobbies, such as a Profession, off-class Knowledge, Craft or Perform skill.

Feats: An extra feat is granted to help provide flavor for the character's backstory and theme of the campaign. In the context of Zeitgeist, this translates to the campaign "Theme Feat" being free aside from other feats for class, level or race.
Note: Zeitgeist Theme Feats have not only a feat "power" associated with them, but have an ongoing impact to various elements of the storylines - often with bonuses or advantages to be explored that the other characters do not have.

Traits (and Drawbacks):Two traits are allowed, with a third trait possible if the character has a suitable Drawback from Ultimate Campaign book. Please make sure chosen traits are from separate categories, and that they fit into the overall theme of the campaign as well as the character's background.

Hit Points Max at 1st level. Hit Points at subsequent levels are rolled - two rolls and take the higher of the two. On a truly horrible set of rolls, a Hero Point may be expended to make a single extra die roll, with average hit points counting as the "floor" of that roll.

Note: Bad guys get double dice on HP rolls as well, so don't get cocky kid!

Starting Wealth:Generally max starting wealth by class. In addition a starting "Cost of Living" (from CRB - Gamemastering section) will be determined by the DM to apply to each character in question. In the context of Zeitgeist, this will be part of the character's stipend, and will help to pay for minor items and consumables that do not need to be calculated as part of the WBL.

Hero Points:
All PCs start with 1 Hero point and gain 1 Hero Point each time they level up. The maximum number of Hero Points a PC can have at a time is 3. Hero Point feats and spells are allowed.

You can use 1 Hero Point to do any of the following actions. You can only use 1 Hero Point per turn for these actions.
1. Gain an extra standard action during your turn.
2. Gain a +8 bonus to a d20 roll if spent before or a +4 bonus if spent after. This can also be used to effectively increase the DC of a spell by lowering a single target's saving throw in the same manner.
3. Ready an action at any time. (Must be done before a post is made; no retcons.)
4. Regain a spell or use of a limited special ability.
5. Reroll a d20.
6. Reroll for HP at a new level (with avg HP's the minimum floor).
You can use 2 Hero Points to do the following, regardless of if you have used a Hero Point this turn.
7. Survive a fatal attack at -10, unconscious, and stable.(2 points)

Automatic Bonus Progression (modified):
Taken from Pathfinder Unchained rules (pgs. 156-7), Automatic Bonus Progression will be used throughout the campaign for all PC's and NPC's, with the following modifications:
* WBL will be at normal levels and not be adjusted downward
* The choice of whether 'Mental Prowess' or 'Physical Prowess' comes first at 6th-7th levels is chosen for each character. Once chosen, however, that order must be maintained for future progressions.
* 'Armor Attunement' and 'Weapon Attunement' is not used - all magic armor and weapon rules are per normal

The Original Ten-Minute Background Post:

(Original Post from WotC boards by The Stray)
"Here is something I use for my players that allows me to get a good background outline from my players to break the ice with. It gets people thinking, which is good, without overwhelming them with questions. It's based off of the Minimus RPG engine, copyright 2008 Ad Astra Games, used with permission. Minimus is donation-ware, so if you like the TMB, please consider donating for a copy of Minimus, as per the instructions in the file."

The Ten-Minute Background

In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

[Example: Martin Tenbones]
1) He is a former pirate and retired adventurer and now owns a tavern in the city of St. Clarice.

2) He is outgoing and charismatic, and attempts to keep abreast of all the local gossip and juicy secrets that pass his way, because he believes that knowledge is power.

3) He and his former adventuring band fought against the forces of the pirate captain Craven, who was a major lieutenant for the current Dread Pirate Hellbeard. He used the wealth that he acquired to build his tavern, but he sometimes worries that the pirates may one day decide to find him and extract revenge.

4) Though he is still friends with most of his former adventuring mates, some of them parted the group on bad terms. His girlfriend went back to the sea to fight pirates once more, but he received word that her vessel was taken by Hellbeard and believes she was killed. He mourns her death.

5) Although he is retired, he can be convinced to adventure again if he hears that Sasha (his lost love) may still be alive, or if he is contacted by the White Foxes during a crisis (see secrets).

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

[Example]
1) I would like to see Martin reunited with his lost love and perhaps able to mend fences with some of his former adventuring buddies over the course of this campaign.

2) It would be cool to have Martin face and possibly defeat the Dread Pirate Hellbeard once and for all.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

[Example]
1) Martin is a member of the White Fox Society, a secret society dedicated to keeping Coralton free of tyranny and evil, as well as keeping local governments honest. He provides information and rumors to them, but can be convinced to take a more active roll if pressed.

2) Sasha LeBell, Marin's lost love, is still alive. She was captured by the Dread Pirate Hellbeard and has been kept as his captive for all these years.

3) (Example of a secret I might make up about your character): Not only is Sasha alive, but also she has escaped captivity and killed Hellbeard. She has taken over his ship and crew, and has turned to piracy out of bitterness. She now IS the new Dread Pirate Hellbeard!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

[Example]
1) Martin's friend Audric Cwellen was one of his adventuring mate. Audric, a holy warrior in the service of the Goddess of Love, is the leader of the local cell of the White Fox society, and provides Martin with information and adventure hooks.

2) Another of Martin's old traveling companions, Aubrey LeVaine, is not as helpful as Audric, because they quarreled over the love of Sasha, and Aubrey is still bitter about losing her to Martin. Still, he can provide some magical support if Martin can convince him to let go of his hate.

3) Yebin Thistledown is a strange little creature from the Feywild called a gnome. Martin met the gnome in the Shroudmist Forest and saved him from a pack of Howlers. The Gnome makes all sorts of alchemical items and gadgets, and loves collecting odd souvenirs and items, as well as "recreational herbs." He operates a bizarre patchwork shop in the Rue Angélique district.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

[Example]
1) Martin remembers growing up in a tavern as a young boy, helping his mother with the cooking. This started his own interest in the culinary arts.

2) Martin remembers the panic he felt when he discovered that the ship he signed on to was a pirate ship after a brutal attack on a merchantman. He vividly recalls the smell of blood and burning timbers.

3) Martin often recalls the goodbye kiss he gave Sasha when she left him. No kiss he's had since ever compares to that memory.

Celeador's Ten Minute Background Example:

Five background and concept elements important to John Rawkins.
1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago his ship the Righteous Eagle was led into a trap by the notorious Shackles vessel Carrion's Maw. During the ensuring battle, Petty Officer Rawkins was part of a boarding party, that along with First Lieutenant Steele was lured aboard the Carrion's Maw. Once on board, the trap was revealed and the boarders were surrounded by a full company of mercenaries. Outmatched and cut off from the Righteous Eagle Petty Officer Rawkins was left behind while the Righteous Eagle was forced to retreat, or risk being sunk. During the battle, John took a spear to the side, falling overboard. As he floated in the water, his blood slowly seeped out into the sea, and he was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. In remembrance of his lost friend's and ruined leg, John wears a Jigsaw Shark's tooth on a throng around his neck. It is the very same tooth that that the surgeon dug out of his leg following the battle. Trait: Peg Leg
2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin. Hence the charisma of 8, and his store of grog and Alchemist's kindness
3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him. Trait: Paranoid
5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so. Trait: Freedom Fighter and Trait: Lover of the Law

Two goals that are important to John.
1) I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles.
2) ”I’ll find the shark that took my leg!. Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Carrion's Maw managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard...

Two secrets about John, one that he knows, and one that he not yet aware of.
1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.

Four people that are tied to John, three are friends and one is an enemy.

1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
2) Lord Cornelius Havershaw: Ageing captain of the Righteous Eagle. Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
3) First Lieutenant Iakob Steele: Boarding Officer for the Righteous Eagle. Iakob grew up in the same town as John, Souston, and joined the Andoran Navy several years ahead of him. John later met, and came to work for First Lieutenant Steele upon his assignment to the Righteous Eagle, it was during that time that a friendship came to develop between the two. First Lieutenant Steele was presumably lost at sea following the ruinous battle between the Righteous Eagle and Carron's Maw.
4) Captain Typhus Scalp-Taker: Captain of the Carron's Maw, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Righteous Eagle. During the battle the pirate lord hurled the spear that drove John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.

Three memories, mannerisms or quirks John possesses.
1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and he carries the cutlass with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.