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So I'm currently in a campaign that's gone from the premade Reign of winter to us with the lost Shory flying city of Yjea traveling the multiverse. Anyways I was wondering if there were any really good rules for building and running a city that were free? I know of kingmaker, and I've been thinking of purchasing some of it to use for our city (Yjea is basically destroyed so we're having to rebuild it all and get some people to join.), but I thought I would check to see if anyone knew of a free alternative to help out a poor college student. :D
So in a campaign I'm running I have a druid who wants to start out with a modified Bulette animal companion. http://paizo.com/pathfinderRPG/prd/monsters/bulette.html I haven't found any stats for people making one before, so I was wondering if it might be better to just alter an existing starter companions, maybe an ankylosaurus, or to start from scratch?
I'm really curious, because I'm currently playing in a Winters Reign campaign with what has to be the most insane group I've ever had. We have Faierie dragon wizard- NG. Easily the most normal person, unfortunately he's so physically weak that he's gone uncocious every hit he's ever taken. He's also so terrified, justifiably, of the anti paladin that he generally just hides. Dwarven Forgemaster cleric- N. He's an alcoholic prophet of Gozreh, who's convinced that a storm is coming to end the world, which he tells everyone he can and uses as an excuse to overindulge in alcohol and drugs. Half elf Antipaladin- CE. He's an paladin of Callistria and has a soft spot for helping women, and he pretty much just kills anyone who messes with prostitutes. He's also slaughtered every elf we've ever met, and become the party leader because he's stronger than anyone else, and keeps pushing ahead and not giving a f~ when we're dying. Dhampir monk- LE. Pretty quite, we're all fairly certain he's doing terrible things when nobody is watching, but nobody is good enough to catch him. Goblin Rogue- CN. He steals shiny things, and generally eats anything that we kill or find dead. He's become the Anti paladins minion. Human Feral child druid- N. She was raised by Warcats in the tusk mountains, rides a warcat with a bow, and is convinced she is a warcat. She talks to cats more than people. Elf fighter (dead) - LG. He was killed by the anti paladin the moment we met him. It was an abrupt end. Android armor master fighter- NG. Possibly the most insane, he's convinced that he's actually the reincarnation of Aroden. The scary part is that knowing our DM, if the player had a good enough explanation for how I'm betting this will end up being entirely true. Somehow we've made it through almost three of the Reign of Winter books and come out alive. Mostly. The group social dynamics are beyond crazy. So what are some really crazy groups you've either run games with or been a player in?
So I'm running a campaign with a group I've been doing games with for quite a while now. We've always had combat oriented games and people have really wanted to branch out into more RP. The problem is that as none of us have a huge amount of experience in doing more in depth role play oriented games, we really don't know where to begin. I could really use some tips for how to start getting the group to be more in character without going out constantly and using meta-knowledge. Any suggestions would be appreciated.
I have a group interested in having me DM a RWBY game using pathfinder rules. For the most part I've found that the world can be adapted fairly easily and I have everything except for aura and semblances. So far the best I've come up with for aura is to adapt it as it's own stat. Like health it can be depleted and restored. I was thinking of changing the magic system to drain aura points instead of having spells per day and probably having set amounts to deduce based on spell levels. The problem is that everyone can use aura to a certain extent so there might need to be some basic aura spells that every character can use such as the force field technique which was demonstrated to have offensive and defensive techniques, and heightened senses. The problem here is that a non mage could potentially have more aura than the sorcerer or wizard who uses it for more. As it stands I'm having considerable trouble deciding what should be used to determine someones aura score value. Should it be rolled, determined by other stats, and would being a mage change how much you get? Then there's semblances. I'm not quite sure how to have these work or how to balance their effects. They don't seem to drain aura when being used in the show such as with Ruby's speed dashes, Pyrrha's flippant use of her polarity, and Weiss's glyphs. They're diverse and could potentially be really OP depending on how they work. As it stands I know it will probably be a case by case thing rather than a set system for semblances but I'd still like some kind of way to keep them in check during play. Any advise for adapting these would be much appreciated. |