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![]() In a campaign I currently play in, one of the PCs is a Half-Orc Barbarian, raised by one of the Elf PCs. He thinks he's an Elf, tries to be stealthy like an Elf (he's doing well now. We just his 7th level, and his modifier is finally at +1), and even sings (terribly). It's hilarious to watch. That player always comes up with some oddball quirk about his character, and then ramps it up to 11. ![]()
![]() Sleet Storm wrote:
Nope, just follow the link on Tuesday. It gets processed like a purchase (still free, though), and goes into your downloads. ![]()
![]() My character is an officer in his home country's standing army, so my followers are a squad of soldiers. I more or less gave my GM carte blanche to come up with whatever he wanted to give me (my exact words were, "make something you'll have fun NPCing"), and ended up with a squad of combat engineers led by a Wizard. I divert a portion of my loot to supply them with siege engines and bags of holding to carry them in (and, as soon as I can afford them, golem loading crews). They come in handy in support roles, as I'm loathe to put them in direct danger. As a party, we've recruited several NPCs to live in our ever growing town; the best of which was supposed to be a one-shot antagonist, whom we are all now quite fond of. ![]()
![]() In no particular order, since I enjoy all the systems for different reasons. 1) Old World of Darkness--Specifically Mage: the Ascension, but any of the settings. WoD was the first system I played when my group matured beyond hack and slash. 2) Pathfinder--My group was wildly disappointed by 4e (which we refer to as that MMO simulator), and Pathfinder was like a godsend. 3) Star Wars (any incarnation)--I've always loved Star Wars; always have, always will. I just recently ended a campaign spanning 8 years, and 4 full parties of PCs. 4) Cortex RPG--A system similar to GURPS, using all of the polyhedrons but a d20. The system is flexible enough that I can convert most settings/systems to it with about a page of extra rules notes. 5) d20 Modern--DnD on motorcycles? Sign me up; plus, I could never convince my group to buy Shadowrun. 6) Call of Cthulhu--I love horror stories. 7) Kobolds Ate My Baby!--Hilarious to run and play. Sometimes a GM really wants to be antagonistic to his players, and this is the game to do it. 8) AD&D (2e)--the first system I ever played, starting when I was about nine (my brother and his friends needed a fourth player). I was given a Paladin. Like most gamers that era, I have fond memories of the system, if not good ones. THAC0 forever! 9) Marvel Superheroes--who wouldn't want to play a superhero that is in no way the Flash with energy blasts? 10) BESM--Sometimes a player really wants to make his GM cry, and this is the game to do it. ![]()
![]() In the game I currently play in, our GM had us meet at a train station as we all headed back to our hometown after Basic Training (we all started as members of our nation's military, performing our required service). He had set it so we were childhood friends, thus eliminating the usual conversations of "You seem trustworthy, come join us on our noble quest!" When I GM, I prefer to have preludes taken care of before the start of the campaign, and generally make it a requirement that each PC know at least one other character. If the party weaves together an extensive and intertwined backstory, I award bonus EXP (or some equivalent; a nifty piece of gear, an ability they otherwise wouldn't have access to, etc). ![]()
![]() I usually have the absent PC doing something related to the active quest, just not directly involved. Studying maps, dealing with logistical issues, distracting relevant plot complications, etc. Sometimes characters come down with SPACE FLU! (or Sky Flu, or Alien Flu, or whatever Flu is humorously appropriate for the setting I'm running). ![]()
![]() Maddigan wrote:
We probably won't either. Mostly because we don't want to give our GM more ways to kill us. ![]()
![]() Ravingdork wrote:
My GM will be making that Exotic, I can tell you that much ![]()
![]() Valkyn Highwind wrote:
Correct. You gain your first use at 1st level, and every 6 levels after that. It is pretty badly worded, but essentially you give up extra killing evil for extra healing. ![]()
![]() Valkyn Highwind wrote:
You would gain your second use of Smite Evil at 7th. Which, given how it works now, isn't so bad for a support type of character; the Channel Energy pool you gain separate from your uses of Lay on Hands can be worth it. ![]()
![]() I tend to be fairly free flowing with how I run a campaign. I have a plot, and we'll get to it eventually, but if the PC's want to fly to Planet Vegas and cheat/rob a casino blind, I'll roll with it. When it comes time to advance the plot, I can adjust any time sensitive hooks accordingly. Additionally, while I occasionally foster a somewhat adversarial approach to GMing, I do so to encourage creativity. I want my players to out-think me, and award them extra EXP when they do (it's about 50/50 at this point, which I'm satisfied with). Plot often writes itself: I present a plot hook, and the players make their plans/assumptions. I, meanwhile, sit back and pay attention, jotting down what I want to use and what I don't. It makes the players active participants in creating the world, which gives them incentives to roleplay. When it comes to character creation, I outline any house rules I have at the beginning of a campaign, of which there are very few. I do require some sort of backstory from my players; the more detailed, the more I can write story arcs centered around that PC (everyone needs a chance to shine). One final thing that I require, which is something I picked up from a PbP I was in a few years ago. I ask for 9 NPCs from each player; 3 friends, 3 contacts, and 3 enemies. Again, this makes my world a little more real, and invests the players in the world. Plus, I end up with a ready pool of 50+ NPCs, which makes my job a lot easier. ![]()
![]() I run two campaigns at the moment. My players would say their favorite is my Star Wars Saga Edition game. I've set it in an Infinities Universe, so things are always new and unexpected for them. I'm actually about to wrap up the third part of this campaign, and there will be a fourth to end the saga. I started them in the Rise of the Empire era, where they were a group of Antarian Rangers (for those of you who aren't Fanatical Followers of the Flannel One's mythos, the Antarian Rangers are a paramilitary organization who assist the Jedi). At the conclusion of that campaign, I moved the timeline forward to the events of A New Hope, where the party was a Rebel cell, specifically working for their old characters. We're currently wrapping up the Empire Strikes Back arc, where the party is playing a group of Imperial soldiers. They have crossed paths with their old characters, though in tangential ways. They're now looking towards the Return of the Jedi era with great anticipation, the entire party consisting of Force-users. I'm happy to have had the opportunity to run a saga of this type, and will be sad (and satisfied) when it's done. It's been a four year run thus far. My favorite is the Cortex System (a generic RPG system ala GURPS, but far better in my opinion) campaign I run based on Crimson Skies. I'm a huge fan of Dieselpunk, and the setting appeals to me. Plus, I sandbox that campaign; while I have story arcs planned for each character, the party is free to do what they like, where they like. The campaign is very player driven, and requires very little prep work on my part. ![]()
![]() I would say the easiest way to determine this is to look as the classes as analogues of the PHB classes. Alchemist: A spellcasting class (specifically a Wizard), so using the Wizard starting ages seems appropriate. Cavalier: A martial class somewhere in-between the Paladin and Fighter; Fighter starting ages. Inquisitor: A tricky one, as arguments can be made that it is an analog to Paladins, Rangers, or even Rogues. Nonetheless, I'd give them the Cleric starting age, to represent indoctrination of religious dogma from their Church. Oracle: The Divine equivalent of a Sorcerer, so I think the Sorcerer starting ages works fine. Summoner: Another Wizard for all intents and purposes, so again, the Wizard starting ages seems to work well. Witch: The Witch strikes me as am Arcane Druid, so the Druid starting ages seems to suit. ![]()
![]() seekerofshadowlight wrote:
Seconded. The holy men of a religion are Adepts, not a PC class. They're the ones that stay cloistered, or tend to their flock in a safe town. Clerics go out and spread/defend the faith in the "Here there be Dragons" part of the map. Paladins are supposed to be the champions of all that is right and good, but I don't see why they have to be LG to do that. Neither did my GM, so he allows NG and CG Paladins. It requires a little more defining of the Paladin's Code, but that wasn't a major issue. I'm sure he plans on doing something similar with the Anti-Paladin, assuming he ever stats one as a BBEG (playing an evil character is verboten, mostly because we requested that he run a happy campaign for a change. But that's a different story). ![]()
![]() MisterSlanky wrote:
Except for the Cavalier's ability to ignore the AC penalty on a mounted charge, of course. At any rate, prepare to inflict hilarious amounts of damage against your foes. ![]()
![]() The only time we ever use minis is during a huge massed battle, where it does actually matter where everyone is. For the most part otherwise, we just ask questions like "can I charge," "will this spell hit the party as well as the monster," "can I move to him without an AoO," etc. Granted, it's possibly because we tend to play World of Darkness more than anything, which relies on descriptions rather than maps. Whatever works. |