Hello! Glad to see you know what you want (...sort of!), and I'd like to throw my hat into the ring. I'd be open to any of these except the first four, and Starfinder; I regrettably didn't get into any of the non-Greyhawk 3.x systems in their days, and without the accompanying nostalgia to go with it, I don't think I could get too into these with you to make it a truly enjoyable experience, and with Starfinder, I'm just not all that familiar with it, and would prefer my first game be either as a Player or as a GM with many players who could fix me when I inevitably get something wonky. I'll break down my remaining preferences in this spoiler:
Game Preferences!:
1) Magical College - Oh, the joys of Harry Potter Pathfinder! I started buying table-top books with 3.0, but didn't really get into playing until Pathfinder (small town, limited opportunities, the people were freaky, etc!) in college. Before that, I'd make up my own RP stuff (I'm also an only child, so there was a lot of self-entertainment required in my youth), and one of my favorite fantasies was living in Hogwarts. The nearly-complete separation between Magical and Muggle worlds means, for me anyway, you could readily plop the college in Taldor just as easily as Britain and change very little about the idea.
2) Lovecraft - I &%*$!#@ love Lovecraft, and (probably) like most, I don't really understand why; it's not entirely thrilling any more, particularly with the archaic language. Unlike most (for sure), I'm not a tremendous Cthulhu fan, but really enjoy the Dream Cycle stuff, as well as the one-off unrelated to other tales tales like "The Whisperer in Darkness," "The Color Out of Space," and one of my all-time favorites, "Polaris." A Lovecraft-themed campaign would likely focus on the inevitable descent into surrealism and madness as reality unfolds around you, rather than straight up brawls with aberrant Outer monstrosities. I actually think it would be incredibly fun to make a very weak, "normal" character, like a tavern owner, baker, or just your average Commoner, who was somehow forced into this adventure, and either grows stronger to survive the madness, or succumbs to it and mutates into...something else. 3) Drow - Dude-person! The Darklands is so incredibly cool, and IMO vastly underexplored by GMs in general. Screw Drow-on-the-surface schtick, if we'd go this route, I'd totally opt for a vast underground adventure. Heck, I'd even 100% be willing to combine this with the Kingdom campaign for a massive thrust into the Vaults in the ultimate expansion attempt (I mean, there's so, so much more room down there than on the surface, after all!). 4 & 5) Survival/Wandering Monk - These two come in at a tie for me. While the setting and ideas seem different on the surface, underneath it's simply an individual, relying on nothing but their own strength (and that of their animal ally, if survival) to beat whatever the world throws at them. Ultimately, as well, both are seeking a form of enlightenment; while the Monk might be literal, the survivalist campaign would be rife with emotional and mental strains as much as physical, and no one thrown into such a scenario would come out the other side the same. 6) Magical Girl - Same concept, different challenges as Harry Potter. We could revise the skill list (or adopt one from a more modern Modern setting) and stick you in the classic "my gym teacher is a vampire and I'm really the daughter of Lucifer" anime schtick. 7 & 8) Dark Souls/Witcher - Either of these would be cool. It's not entirely different from the Survival/Monk lines, but it just takes a bit more pre-prep to get them to fall in like with our systems here. 9) Vampire - This is more fun in-person. Always and forever, much like Amber Diceless, a lot is lost if you can't hear the person. I'd still be willing to do it, but it is what it is. 10 & 11) Viking/Persona - Personally I'm over the Norse; a lot of my personal play has involved or rotated around Nordic themes, and I just don't want to any more. Still can, but it's much like Vampire above. As for Persona, I feel like a similar vein can be taken with the Magical Girl line, without having to adopt a particular anime theme that I'm not personally familiar with. 12) Kingdom - I just took over a Kingmaker campaign, and while I really love them, I'm not feeling it solo, with the exception of the Drow part, above. Think I got them all there.
Jezakay wrote: I'm sorry, I totally missed this. We finalized on a house over the weekend/yesterday, so I've just been completely off my game. I usually love paperwork, but even for me that was a bit much. Yes, all of those assumptions are great. I love the RP in the Gameplay as well; your "summoner" should meet with you shortly! The maps I was given were corrupted at some point, so in addition, I've had to redo those. I'll be good to go, and get the "introductory" post up, in the morning. Sorry again for screwing around and not talking!
Smiling, the priest rises, and turns to the party as they approach. The beggar sits up, leaning against a crumbling wall and drinking from a skin. "Yes, these are dire times, indeed. Targeting the members of my faith is not uncommon; it seems we are little liked here, for what reason only Sarenrae knows why. But these murders! Killing new clergy...it is a sin most foul, beyond any hatred we've seen from Magnimarian locals." He gives a nod to the beggar, who rises, passing the skin back to the cleric before eyeing the party warily, and turning to walk off down the alley. "The Dawnflower asks us to provide for these poor, downtrodden souls, and we are only happy to oblige. But the Faith has yet to take true hold in the city; we've tried, but we're rejected...it's a shame the shrine built so long ago didn't take hold." Looking the party over, he nods to himself before continuing. "Are you with the guards? We have been asking for more to be done about this since it began! It's high time this is stopped. You will do so?"
You can hear the man giving praise to the Dawnflower, beseeching her mercy to bring healing to the poor beggar he's bent over. As he works, you can see the angelic ankh of his faith glow briefly; he passes it over the man, who seems to be moving more than he had been. The priest has yet to notice you.
Arion's correct; you arrived in Magnimar shortly after dawn. At best, it might be 1 or 2 in the afternoon, and that's pressing it a bit. The murders didn't take place until "pre-dawn," so probably around 3-4 in the morning, and its safe to assume that the forthcoming plan wouldn't start until then. Plenty of investigative time. I've also been keen on waiting until everyone makes some sort of post before moving on; I would hate to get to the important combat part and find out a couple of the players aren't around. During the investigation of the site, you find scant few people; those few you do seem sick, hungry, and homeless, asking for scraps of food or spare coins. Off one alley, Necress notices an older man, in better health than the local beggars, crouched over a bundled form on the ground. He is clad in robes of blue, trimmed with gold, and he seems to be speaking quietly to the form below him; Necress, deaf, can not hear what is being said, and the man seems to be too focused on his task to notice her observations. The location of the body is more obvious here; the guards clearly cared little about the cleanliness of the downtrodden area, and the pooled stain of blood is quite prominent. Aside from that, there is little to differentiate it from where the other bodies had fallen.
Might as well go ahead and follow General's example. Give everyone something to do until we get at least one more; we do indeed need four to make it legal. I don't know where everyone went, aside from the one who said he had to drop. It was just last week when I poked everyone. Sorry guys! Fez and I are talking; I guess he only has 3 as well. We'll probably merge at this point, unless someone comes back.
Indeed, though friendly, the locals offered nothing new that the old man hadn't already told, though their accents are much better. The stray feather was all to be found before you move on. You're all-too familiar with the dwellings of the poor; they've been staple neighborhoods thus far. But as you reach the third site, the quality of the buildings rapidly deteriorates. What were simply rundown and ill-repaired establishments have become bitter, mouldy, and filled with holes. It is clear that those forced to seek residence here are among the poorest souls in Magnimar.
Please check out my latest interest check post, and let me know what you think. I won't force anyone, but if one of you would volunteer to move to GM Fez's table, it would be super awesome, and very much appreciated. I'm sorry, again, for dropping the ball on starting this too soon.
GM Fez's table is off the ground. I jumped the gun a bit on this, and I apologize; in my eagerness to begin, I failed to look at the logistics of running a multi-table, long-term event. I believe we've gotten it settled now, and should have a proper Meta-Campaign set up in the near future, where we can detail relevant points to all campaign tables. Think something like the Flaxseed Lodge. We had also been wondering, in the interest of proper experimentation, if the groups should be limited to five, rather than six. At my last interest stirring, there were 14 potential players. That would be two tables of five and one of four, with the first two tables beginning shortly and the last once slin is able to return full-time. That way, the scenarios we use might actually test the feat viability, rather than just being overwhelmed through force of numbers. It would be my personal suggestion that those interested without fully-formed character concepts volunteer to sit at the upcoming third table. That way, there is ample time to figure out just how your group is going to work the Teamwork feats before the game needs to begin, and everyone starts with a solid and fair idea. Again this is just my suggestion. Thank you for everyone who is part of this. I'd particularly like to thank GM Fez and slin2678 for volunteering their time and effort to make this a success. slin2678 has shouldered the task of Event Coordinator. Without their help, this wouldn't be possible. I'm sure I speak for all of the GMs, current and future, when I thank those who're sitting at our tables for helping to build awesome parties and really keep to the spirit of this idea. I hope that your experiences during play meet, and exceed, your expectations. Let's play!
Arion:
You can't honestly say with certainty that it is a demon; the tale comes from the common folk, who likely as not would be unable to distinguish between a Harpy, a Succubus, or a Summoner's Eidolon. What you do know is, it had claws, and large wings, and gave them a powerful fright. You find a similar scene at the second murder site; the day has grown into the trade hours, and there are fewer people milling about. Of those you notice, none scrutinize you with the same obvious interest as the last beggar. Searching the scene for artifacts the guards may have missed, Allanen immediately spots a mottled grey feather, stuck into a crack in one of the many unkempt buildings. There appears to be blood on a part of it. Knowledge: Nature OR Knowledge: Planes checks from Al, and anyone he shows the item to, please. Likewise, let me know if anyone speaks to the locals.
Gameplay is open for dots for those who've signed up for Table 1. For those others who were interested, but didn't sign up for Table 2; this entire system works best if we have two groups. Please feel free to sign on for the second table, so slin is prepared once he's ready to get started in just a few weeks. For those at my table; feel free to dot Gameplay. I'll make sure I have the maps populated and ready, and everything can start in a day or two once I get that finished.
The old man grins, his nearly toothless mouth releasing horrid vapors so common to the poor. Clearly pleased that someone would listen, he prattles on about nothing in particular before seeming to realize the group had been asking him specific questions. He nods to Arion as he answers. "I'm 'fraid not; I dinna see it fer m'self, jess tellin' da stories of us local folk. Ask 'round, dems dat did see'll surely tell ya da same. From what I hear, the beast stood like a man, with claws upon its hands 'n feet, and horrible bat-wings spannin' the sky. T'were it not a demon, I dunno what else ta call it." "Ol' Antbeard passed from da wet lung, assin I say. Happens to us poor folk; we get da fluid in our breath, rattlin' us when we sleep. He caught a fever, Antbeard did, and died just a day or so ago. T'weren't nuttin' speck-tackular 'bout 't." He shrugs at the other questions. "Like I say, I dinna see it meself. Antbeard say da one it carried moved; I've not seen da dead move." "Ye may wanna try speakin' wit some o' da priests 'round here. Folks get scared, dey turn to da Gods fer helpin's."
"Ain't who ya are 'at's got me interested, it's what yer doin'. 'Vesigating dese murders, are ya? Dem wit' da guards dinna wanna listen to ol' Antbeard, rest 's soul, but I gotta story ta tell, iff'n yer willing ta listen." "Us locals been seein' a strange sight of late; what look like a demon, flying abouts the sky at night. Some say day saw 'm climbin' 'bouts the rooftops. But nuttin' beats da tale of my late Dwarf friend." "Ya see, 'fore ol' Antbeard passed from da wet lung, he dun tol' me dat he seen dat same demon fly to the south, a person clutched innit's grasp. Iffin' I reckon proper, the same night as da last murder." "Dems wit' da guards dinna believe, but yens 'pear as listenin' folk. I hope ya find dis demon."
Reaching the first location, the party is able to inspect the cold scene; a faint outline of a body, sketched with chalk, can still be seen, and despite the locals' efforts, a deep red stain marrs the ground where the victim's blood covered the area. Several locals are milling about outside, and as the party investigates the scenes, one wrinkled old man in particular is staring at you intently.
Allanen wrote: Works for me. did we find out if any of the victims were female? It honestly doesn't say; I made up the bit about them being Taldane and Osiriani; I was very hesitant to do so, but I also sincerely dislike the lack of discourse regarding the victims presented in the module. The only other bit of information was one victim is called "him" in the book; so at least one of them was a male. However, it's possible that the guards weren't able to determine everything; Magnimar is still, largely, a city of "criminals," and the party may have better luck than the guards during their own investigation. If the plan is to investigate the murder sites, go ahead on, and let me know what each of you do when you arrive; you have little trouble finding the scenes, thanks to the map. You are free to shop along the way; I believe consensus was to purchase a CLW wand, but I'll need to know who is carrying it.
Allanen wrote: Its a totally legitimate request to see the bodies. That is what happens on all the detective shows. :) What is up with that? It's not an option in the module; other than having their hearts cut out, and the interviews, there's nothing more about the bodies. I've never liked Sarenrae; maybe there's something in her lore that talks about mandatory burial rituals? If there was anything you could roll, I'd let you, but as there isn't, I can only assume they're just not available.
Kasadei nods as questions pour forth from the group, patiently addressing each in turn. "The victims were interrogated post-mortem via a spell, Speak with Dead I believe it is called. Unfortunately, time is limited with such a method, and we are forced to ask only the most vital of questions. It would seem strange that they should seek to pray in the shadows, but such are their rights." "Skinsaws? No, none of late; this doesn't fit their style, either. They target the poor and destitute, and not once has one of their victims been found with organs removed." "There have been four murders. The sights of which are marked on that map I gave you. They were, as I mentioned, killed in the morning...and no, they were not clerics, in as far as we could determine. None were native to the city, and all were human, though no other similarities exist; one was Taldane, one appeared to be Osiriani. The other two were of unidentifiable heritages." "We do not know what the symbol meant, lest I would have told you that. And of course we inquired at the nearby places of worship for Sarenrae; as I'm sure you're aware, the Dawnflower is a most popular Goddess, and there are many sites visited by those who seek her guidance. None had met these visitors." Ezren and Necress, you both recognize from the description the symbol of the demon lord Shax. She frowns slightly, "You would do well not to formulate plots outside of your bounds, friends. I will speak with my superiors, and we will discuss the course of action tonight. After-" she motions to the door, "-you investigate the scenes. I'm afraid the bodies are not available. Now, unless there are other questions...?"
Sheila smiles at the group, nodding slightly as she is asked for supplies. "We keep little in stock here at Heidmarch Manor; anything one needs can be found within the city markets. The guards have, however, offered a 3,000 gold piece award for solving this mystery; I was going to pay you once you finished, but I supposed I could part with half of it as an advance." Rifling through the contents of a nearby desk, the Venture-Captain returns with a sack of coins, handing it to Arion. "Spend it well. And if that is all, I would suggest seeking out Kasadei." 214 GP, 2 SP and 8 CP each. Remember, it doesn't last, so my personal suggestion would be to pool it, and snag a wand and some potions/splash weapons. *********************************** You follow her "suggestion" and seek out your contact in the guards; Ezren's intimate knowledge of the city makes your journey swift, and you find her within barracks near the docks. "Greetings; you must be the ones Sheila recruited to help with our problem. I am Kasadei, of the Magnimarian Guard. As you should be aware, a series of gruesome murders has recently taken place, and while my men have done the best we can, we find ourselves at our limits." "We have a plan to set up an ambush, to catch the criminal, but we are ill-equipped for such a task. That's where the lot of you come in." "All of these murders have taken place during the pre-dawn hours. We interrogated the victims; they were all traveling worshipers of the Dawnflower, but beyond that, seem to have little in common. All were killed during their daily sunwalk prayers, and were stabbed from behind. The most recent caught sight of the murder weapon; a dagger bearing a white feather dripping in blood, but alas, no sight of the murderer." She presents the PCs with a map, marking the locations of the murder sites (Linked at the top, and under the Campaign Info tab), and gives a grim nod. "Come back here tonight, and I will relate to you our plans; in the meantime, do some snooping for yourselves. Perhaps an experienced lot of Pathfinders will see something my boys missed. Any other questions?" Everyone make a Knowledge: Religion roll. Ezren, from your Local check before, you know that Magnimar sometimes comes under attack by the Skinsaw Cult. Feel free to ask her anything else, except about the plan; she won't discuss it until she converses with her superiors, and you all return in several hours.
Howdy folks! Expect this up by the end of the week. If you come to know me through here, something else you'll find is that I'm slow getting things started; I switch focuses pretty readily, and I don't often have time until well into the evenings to sit down and format the page-stretching, narrative posts that I really enjoy putting together. "The end of the week" very likely means next week, but I'm not abandoning this project. In-game, this won't be something to worry about. I have ample time for comments in Discussion, which will again be very heavy in a campaign of this type, and combat's a breeze in any instance, as it's largely descriptive aspects of die rolls, with little dialogue and scene-scaping; not a lot you can do in six seconds. But the vast weeks-spanning scene transitions come with time. As I'll detail further in the proper recruitment, I'm not a fan of the "which way do we go" character conversations, which, owing to our time differences, can take literal days. I greatly prefer large amounts of "over-the-table" conversations in Discussion when worrying about stuff like that; everyone presents their arguments, and the matters are resolved, leaving room for the sort of epic storytelling posts a campaign deserves. ...combat, obviously, violates that style, which is why I'll be keeping it meaningful, relevant, and minimal. I want our 1000+ posts in the Gameplay thread to be something worth starting from page 1 and reading to the end.
Morning arrives, with the intrepid group of Pathfinder journeymen gathering in the Great Hall. A gathering of powerful Venture-Captains is a rare site, indeed, and the lot before you make up some of the most well-known figures around Absalom. Aram Zey stands tall, addressing the party as, behind, a glowing ring of magical energy sits waiting. "Pathfinders, Sheila Heidmarch has done many great things for our organization, and several of us owe her favors. We have gone to great expense to send you on your way; her call was urgent, and we do not take such things lightly. You have been selected as some of the...best...the Society has to offer, and we are all counting on you to solve whatever problems are plaguing our colleague to this great extent. This spell will take you directly to the Magnimarian Lodge, Heidmarch Manor; Sheila is waiting to explain the mission to you. It is your duty to succeed, and indeed, your future in the Society hinges on your success. Go forth, and quickly." It's a bit wonky; this wasn't written specifically for PFS play, and it's assumed the PCs are already near Magnimar; with a varied group like this, I couldn't justify that, so forgive the impractical and likely un-Society-like way of getting you there.
"Greetings Pathfinders. Welcome to Magnimar, and my home. As you've undoubtedly been informed, I am Sheila Heidmarch, retired Pathfinder along with my husband, and operator of this lodge." "It is with heavy heart that I have brought you here today; a dearest friend, Kasadei, esteemed member of the Magnimarian guard, has informed me of a gruesome series of murders that has taken place in the last week. The victims were stabbed, and their hearts were removed..." With a slight shiver, she continues. "Murder is not uncommon in a city of this size, but the ghastly circumstances suggest something far more deadly than your typical violent offender. The guard is at a loss, and Kasadei came to me, knowing that I would contact someone of proper skill to handle this situation. It would seem my friends in Absalom saw you fit to deal with this, and I pray it to be true. Be at your best; it is of the utmost import that this be solved, and quickly. Please, make yourselves at home; the resources of Heidmarch Manor are at your disposal. Do not dally, however; this is not a vacation." Ask her any questions you might have; in the interest of expedition, anything related directly to the murders or the particulars of the case would be best sought through Kasadei; Sheila will inform you of the location of her barracks, and where you might find her any particular time of the day. Questions about Magnimar, or the Lodge in general, are more appropriate for Sheila. If you don't have questions for her, feel free to decide to head out and investigate.
Resting between missions, the lot of you have found yourselves sharing respite in the Grand Lodge of Absalom, forced together as no other lounge was available. A diverse group such as yourselves, with several successful missions under your belts, find the hours winding past as you recount tales of glory, and unfortunate mistakes. A clockwork timepiece shows well after midnight before you finally bed down, with the chattiest of the group pressed into silence by those who need their beauty rest. As you begin to dream, falling at last into restful sleep, a thunderous bang and brilliant flash of light startles you out of your slumber; Venture-Captain Drandle Dreng has thrown open the door, shining a lantern directly onto your sleeping faces. "Pathfinders! We've just received word from the Heidmarchs in Magnimar; there's trouble brewing, and she requires the aid of an "experienced" lot such as yourselves. Get dressed, and equip yourselves; meet me in the Great Hall at dawn." And with that, he walks out, ignoring any questions. You'll have a chance to shop once you get to Magnimar, but I would prefer any major items (that require Fame levels or PP) to be bought now. As a reminder, any items you receive in the course of play can be used during the module, but must be purchased (if listed) from the Chronicle Sheet in order to carry over into your next game. Likewise, any gold you receive in-game can be spent, but the same limits apply; you neither keep the excess gold nor any items paid for after this game ends.
grimdog73's second pregen wrote: umm...you forgot about me.... Oh, my apologies grimdog. Please fill out your alias with the character's stats; I had not heard from you, and seeing your profile blank led me to believe you were no longer interested. Okay, so addendum: Arion and SkipperD, you were the first two to arrive; if one of you do not feel comfortable in a group of seven, speak now, or else go on in. Vailis - I'm terribly sorry; I've already extended the group to 7 players, and I can not do 8. If one of the above two wish to step aside for whatever reason, you can come in their stead, but otherwise I'm afraid I'm going to have to ask you to catch the next one.
As it stands right now, we have the following: Ezren Pregen - Wizard 5
With the newest interested: Arion Duvamil - Pally2/Oracle2
We were originally going to run seven before a few characters died; if the three of you newest are interested in running with 7, I feel like the survivability factor is pretty good. Pop a dot into gameplay, and if you have any convenient way of getting me your sheets, I would appreciate that, but at this point, I'd rather assume to trust and just get this thing started. Once everyone checks in, I'll post up the intro and we'll finally get going. To my current players; thank you for sticking around. Waki - I definitely appreciate you popping a note into the Flakseed Lodge; I'll have to remember that resource for the future. Game on.
There seems to be some discrepancy in understanding as to how this will begin. Everyone will not have their own stronghold from the very start. In fact, you will be a party, and have nothing. I expect a (semi)cooperative group working together towards some common goal. I mentioned that it would be possible to break off into your own kingdoms. I do believe I also mentioned this might come later. I have no intention of running six individual kingdoms for each person right off the bat; if it gets to that point later, sure. Nekomimi, and anyone else with knowledge of/access to the SBG; none of the Wondrous Architecture is going to be used. The rooms will not follow the same format as they do in the book, and while new rooms have been added, many of the old ones do not exist any more, or at least not in the same form. You also don't have the option to pick the discounts in price, from Monster Lair or Income Source; those are assigned by me based on what is in the area of availability. Also Nekomimi, I appreciate the Sketchup entries! That's a very cool mapping tool, and certainly useful for what we're doing. I will keep it in mind, but it honestly seems a bit too complex for what is really necessary; the 3D feature is nice, but the scale of what we're looking at would lend itself much better to a 2D image. On a hex grid, which we will be using instead of squares. I'm sure what you're using can function just as well for what we'd need too, though!
Nekomimi^w^ wrote:
I would really prefer no one make a character just yet. I have not decided exactly what I do and do not want in yet (though it will likely be most anything, but just to be safe), and I would hate to have someone get involved with a character, only for me to dash away its base with the opening recruitment post. That being said, having an idea of what you'd like to do is fine. There are multiple ways to reach a concept's goal without already having a class/archetype/feat selection and all that crunch set out. So, we'll probably start at 13. The absolute lowest would be 10, and it wouldn't start higher than 15. Once I decide what power level I'd like to begin with, I'll be able to be more concrete. As far as the feat, I don't see why not! Again, though, I'd prefer no one take it yet; if Mass Combat ends up being low on the list of priorities for those interested, then I wouldn't want an applicant to have built around that goal. To that end, part of the recruitment process will be a brief survey of what direction the individual would like to see the campaign head. This is also why I'd prefer no one get too set on anything just yet, as what you want to do may very well change.
Monkeygod wrote: This is definitely going to be set on Golarion, right? Asking so I can sort of work up a background and develop a solid PC concept now so I have a bit of a head start for the actual recruitment. Absolutely. I'd prefer somewhere in the Inner Sea, or Tian Xia, at least at the beginning. Sarusan and Arcadia (and most of Casmaron) aren't detailed enough for me to take anything, and I'd rather start sooner rather than craft an entire continent first. Deleted the old and reposted with a quote, since it spawned a new page.
Meet your neighbor, The City-State of Corrinhold. The document is old, and I did little but change a few typos I caught as I re-read it. There are some locational discrepancies, and a checklist for personal use at the bottom, but it's a good example of the degree to which I'd expect the PCs to take their particular settlement.
Bigrig has actually dropped; the fifth is grimdog with the swashbuckler pregen. However, I've not yet heard back from him, and his pregen alias hasn't been filled out with a stat block; it may be just four. I'll poke recruitment, see if we can get one or two more. I was hoping as well to get it started soon; posting up the intro tonight was my plan, but if the party is down to 4, I'd really suggest against running it. It is rather hard. I don't want to outright abandon everyone though, but on the same note I don't want to tie up your characters if it's never getting off the ground.
WreckTall wrote: Timeline/Lore variances? Depending on where I set this, I may have to alter the surroundings or major Golarion events to make it fit. I'm too involved in constructing the rules document to worry about the "campaign" part of the campaign, but I have a few ideas that'll take some looking into once I finish the mechanics. I missed a couple of questions; I apologize, and promise it wasn't intentional. @WreckTall again - Regarding the city of glass, yes, the SBG has specific rules for crafting glass strongholds, including magical reinforcement. There are also reductions in price based on the payer's ability to self-cast. @Gavmania - Likely not; if any one specific organization backs you, it will be something more akin to the Aspis Consortium, rather than a direct governmental influence.
It's going. I have an outline, and about a quarter typed. It's difficult for me to write it as though a reader is completely ignorant of any of the system (which I should do; experience levels vary), and I keep finding myself rewriting sections to improve their readability. But once all of that is finished, I still have to construct the beginning campaign outline, highlight any timelime/lore variances, and set out recruitment requirements. Liberal estimate? Two weeks. Engineer's estimate? A month and a half. Likely somewhere in the middle
WreckTall wrote:
1) Yes. Both get discounts to their creation because they're made of the materials locally plentiful, too! 2) There is no true area of untamed wilderness, without going to Arcadia or Casmaron or one of the other little-detailed continents. Whether we start in the Stolen Lands of Kingmaker, unclaimed territory in the Land of the Linnorm Kings, or the vast desert spaces of Garund, there are other people around that will have opinions on your presence. This won't be a small-scale wilderness fort, you will be building an empire from the start, and it's up to the party to decide how to deal with other claimants to the land and their budding sovereignty.
It would not; I will word it better (and not type from mobile) in the proper recruitment, but what I meant was you could play a LN Paladin, or a Chaotic Monk, etc. Divine casters would still need to be within one step of their deity, as per normal. However, if you were to worship Torag, or Sarenrae, or any good deity as a Cleric, I wouldn't prohibit you from casting Inflict simply because it has the Evil descriptor; you would still have to channel positive energy, and spontaneously cast Cure.
Of another particular note (mostly for my benefit, so I remember to include it in the actual recruitment); alignment will be far more philosophical than is traditional. By the most strict definition, the supreme majority of people fall as true neutral, with leanings to one or another axis. If I can find an old chart again, I'll post it, as it provided a better example of an alignment spectrum than most D20 systems, PF included. There will be no alignment restrictions on classes; some abilities may need altered, but a lot of 3PP materials (or 3.5 stuff) has already been modified accordingly, and I of course reserve the right to change bits of those as well, as I see fit. No spell will require an alignment to cast, no deity will restrict people to only casting Cure. Spontaneous/energy channeling will be as normal, but there is no reason a Cleric of Sarenrae wouldn't be able to cast Inflict if she wanted to do so. Likewise, non-divine class worshippers do not have to conform to any axis of their deities alignment; a deluded madman who murders people by anyone else's eyes could still believe himself doing divine good. Edit: This isn't to say I'm not open to suggestions. For all but the alignment, which my group at home has been using for several years, this is essentially my alpha playtest. If I say or post something that seems obviously broken or disagreeable, don't hesitate to let me know, and I'll either justify my choice to you or reconsider my design.
The Wyrm Ouroboros wrote: Breeding, unfortunately ... tends towards the norm. Exceptional individuals do not, as an unfortunate rule, have exceptional offspring. Might be interesting in regards to how to set up a 'perfect' rulership ... With a variety of mid-to-high level spells, there's absolute potential for magical genetic manipulation of a fetus. I've never done anything like that, nor heard of it being done (nor even looked to see if others have suggested stuff for it), but if that's the direction taken, I'm more than willing to go there. It makes for a neat thought experiment and ethical debate, in any case.
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