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![]() Recently played through an AP with Hero Points, wherein we were also able to sacrifice Experience earned (based on level) to gain more as well. I will now be hosting another AP and wanted to implement this type of idea, but i also abhor using EXP and prefer using an AP's recommended levels / base levels on where i feel the group need to be before an area. My immediate thought is to use Con Damage or Drain as a feature of this, or temporary negative levels they might be able to save against at the end of the day in lieu of EXP, wherein they could take a negative level for the opportunity. Not sure about how this might scale, or level 1 implementation. Maybe at level 1 it should be con damage anyway, since it should be less penalizing early on as they might need it then?
Kind of all over the place and not really sure what i really want here... A hero point system that isn't actually a pool drawn from but rather a costly endeavor that the players always have as an option if they feel they have no other choice but to draw upon. ![]()
![]() Potentially, but we're missing a couple things. A remote event is defined by the system as something that happens apart from the PCs presence, and that they learn about it in some what. Or at the very least, they themselves and not directly linked to the event beyond knowing of it. Every event also contains two parts, both a subject and an action. You have the action, of Trick, but not the subject matter.
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![]() Perfect. While we know the capital of Huinia, Valora, isn't necessarily filled with corruption, we do know such motives exist. If only the example of something shady with one of the top generals, D.D, influencing bandits within the borders.
. Edit: All of the below results were negative, and i had established Huinia as being at conflict with another nation/region to the east. I am adjusting the below to be 2 steps more likely and re-evaluating. [dice=Is Huinia at war with the neighboring region of "Humanlands" to the cold North? Somewhat likely (CHANGED to Very Likely) due to direct border and Huinia's efforts to unite Humanity. They most likely refuse diplomatic routes due to traditional differences]1d100[/dice] Yes, but... the war itself isn't universally supported, as while most Huinians believe in unification they want more time to diplomatically work it out. The conflicts are legitimate, but often large skirmishes end early with little bloodshed. Still, both sides must heavily enforce their borders because of it drawing upon large numbers of troops. [dice=Is Huinia at war with the neighboring region of "Humanlands" across the great lake to the east? Somewhat unlikely (CHANGED to somewhat likely) due to indirect borders.]1d100[/dice] No Is Huinia at war with the neighboring region of badlands to the southeast? 50/50 (CHANGED to Likely), while initially somewhat likely due to differences, it's also a region that would be hard to bring under their banner as it stands now. Uniting humanity would seem to be a primary goal.: 1d100 ⇒ 66 No Despite my efforts, fate seems to tell me Huinia is a fairly non-aggressive nation. ![]()
![]() Also, the map is incomplete obviously and intendedly so, and i haven't figured out how to make it a good resolution to zoom in on, but you can see the loose idea of the world. Everything, is loose, of course, in terms of racial bindings, it's just that's what you see the majority of and are often to see bigotry whether large or small cross borders. The area of Rence is the only region that has anything there really, because that was the focus so far. ![]()
![]() Capital makes sense. Especially if there's a select few people querying about some individual causing some issue for them that just want more information on her. Not sure if that's enough for a group to form, alone though. Maybe something else will bind us, if not we'll make one. Honestly, if you'd like to contribute a name, anything works, including a description of the area if you'd like. Whether plains all around or mountains in the backdrop. ![]()
![]() Just the same issue as before, being young when a human was the cause of your misfortunes.
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![]() Don't see any issue with it. Still, for now the recruitment is here. Let's not start making this campaign go under two separate recruitment topics and spam this forum, yes? ![]()
![]() I've already opened the Recruitment thread, and so far actually have three people that have shown interest, giving them time to consider further though. Still, better than it was before when the world was non-existent. xD Let's go ahead with level 2, so we have some buffer to HP and opens up the world extensively to more possibilities in terms of what we may face in it reasonably. .. As for the closing of a thread, that was admittedly something that concerned me, that it didn't feel like a real close because of the "lie" bit. Also... hot damn, was D.D. using the bandits to make the land prices cheaper? >.< Ruthless.
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![]() Sorry, did i forget somewhere along the way that we increased their AC? Honestly, sorry if i forgot about it. Lots of numbers flying around, and just thought i got rid of their "combat gear" like potions. Their default ac is 13. ![]()
![]() Yeah, i think after noticing my tendencies I'll start playing it that way. Everyone has loose reign, but i hold the "reigns" so to speak. Don't intend to use such a power to plant direction or story, but merely hold things to a standard. One of the reasons i suggested Slayer is they won't get 2d6 sneak attack until beyond, and i kind of wanted to make Boscar 3 HD. ![]()
![]() Going to ask a few questions to help build Boscar, for whenever he shows up. Is Boscar significantly stronger (say, 3 HD) than the bandits under his command? Somewhat Likely: 1d100 ⇒ 29 Yes
Boringly expected ;3
After we finish our little bandit arc and decide where to go forward, i may consider re-posting a separate recruitment thread. The one i had up was a little passive, so people might not have thought i knew what i was doing and didn't consider joining. Now we have a story, and i think i could better advertise. ![]()
![]() First and foremost, there has to be a reason for characters to venture together. I left a tidbit of interest in exploring the world in Bolt's story, but one common way is through guilds, following quests, etc. You're right that i believe the random events table is supposed to be used to generate new "threads" of interest that can be followed up on. Especially in a more guild-oriented format where each thread can turn into its entirely own quest. In our own case, i imagine it'll turn into a world-exploration type trope. Also, we could engage in the towns' defense and the bandit lord himself may succumb to losing control over Rence but without having to fight him as it is now. Also, there's nothing wrong with throwing out oddities. If it's way too out of the way we can reel it back in. Besides, just attach a somewhat fitting likelihood, such as for what you suggested; Is the bandit lord secretly an individual from another town (as opposed to a true bandit lord out in the woods)? Very unlikely: 1d100 ⇒ 28 Yes There you have it. We may defeat the bandits, but the person responsible for actually draining our town isn't exactly an easy person to find.
Part of the idea is going with the flow of the game, rather than jumping into some greater plot. We're working from the bottom up, seeing the world as it develops before us, and not the top down where there's a large threat and we're trying to resolve it. ![]()
![]() Sorry, not talking about wealth in a vs. perspective, but rather from a GM mindset. And honestly, the hole itself is one of the lesser powerful high-value items you could consider giving players. Basically, in a normal game you'd have PCs (say 4) at level (say 3). There's a table that sort of indicates the general wealth you'd want characters to have by that level. In this case 3k each, meaning I would try to have balanced it loosely so that only 12k wealth has been handed out. More if they sold stuff and less if they kept it to try to keep them around that hurdle. For us, (as two true PCs) it'd be 1000 between us (because of ABP) That's one of the reasons that when i saw the numbers being thrown around i couldn't sit back and watch xD--The justification being it's funding the town after its decade of being under the bandits rule i was fine with the lesser total. We just have to be careful major-ticket items being thrown around. Thankfully, most of the magical gear (which doesn't actually exist now that i think about it, i gotta fix that +1 shortsword) it should keep relatively stable. ![]()
![]() Trust me, an enlarged animal is crazy powerful. Even if it's only for a minute, that's too niche a find xD Another thing to keep in mind, is that some things might require checks to identify, particularly if it's something powerful or unique. Post what it is normally, but then give yourself a knowledge check to help justify ranks into certain skills. Also, i think it's safe to say a scene probably ended back in town, and began when we left for this relic of a place. We can hold that off just a little longer, since i didn't think to mention it then. Overall though, with how many rolls seemed to go out of what you expected, I'd say things are less in control, thus more chaotic. ![]()
![]() Waaay too much loot. Not in amount, but in value. Particularly for level 1s-- even if we go for a large sum value assuming most of it is going to the town, the town itself is small and this sort of influx-- you're dropping near (100,000+ gold from a glance?) More... there's a lot built into those individual like exotic ink. A village has a purchase limit of about 1000gold, which should at least given an idea to the levels of wealth exchanging hands. At level 2, an average (keep in mind we're using bonus progression) is about 500 gold. If we even kept 5% of the items in terms of value, we'd be breaking the bank. Given the aged nature of the ruin, we can bring a lot of things down and assume much of the items here were lost to time. Below are my proposed amendments. Still too much i think, but reasonable giving it's not actually our loot to keep. Still a very large sum of gold, especially of a kind to be flaunted in front of our faces. It'll all go to the town, I'm sure, with a portion rewarded after our efforts against the bandits. Kept the most distinct item, the portable hole, as it seems like something a wizard of high power would have without smacking a a ton of 20k gold items across our faces. Potentially, more of her magical gear was not kept here? Regardless, the spell-books and notes on item creation alone would be enough to call this an exponential yes. Spoiler: Total coins in treasure room: 121 pp, 149 gp, 206 sp, 202 cp (1381.62 gp) Weapons: Longbow (75 gp)
Armor: Masterwork Heavy Wooden Shield (157 gp)
Other random things: Ring of Feather Falling (2200 gp)
Portable Hole contents:
Child's room: Bag of 20 Marbles (2 sp, 1 lb) (bag material is unknown to Zak, but it doesn't seem to be weak or wearing out at all)
Sitting room: Game Board (1 gp, 2 lb)
Main Bedroom: 27 gp, 26 sp, 6 cp (all ancient Elven coins)
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![]() The small town of Rence stands near the border of the Human kingdom of Huinia, nearby the loose beginnings of the heavily forested Elven and mountainous Dwarven lands. As a result, the population has a few of these bordering races mixed in the genearal populous, as well as Halflings as they are found all throughout Human lands. As a result of the mixed population and relative peace Huinia has had with the Elves and Dwarves in recent times, Rence stands mostly unregarded by the kingdom at large. Unfortunately, this holds true even fifteen years after a bandit group decided to take advantage of this situation. Oferring a "protection" to the town, a scam obvious to everyone, they have drained the livelihood of the once peaceful and prosperous small village of Rence. Over the past five years, the bandit lord has expanded his reach into other neighboring towns and grown his influence in the region. Enough so that Huinia has taken a notice, but too troublesome a task, apparently, for them to decide to deal with at the current level of threat. . How is this? Anything you'd like to change? I'll fiddle with getting a map of some sort later. ![]()
![]() Whichever you feel is more interesting.
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![]() Yeah, just like that. It seems there's a little more boundary between races than initial assumption might have made xD We can adjust things like traits sure, as long as it fits a thing we find. Maybe just long-abandoned facilities, things like that.
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![]() Hard decision to me, to be honest. Golarion makes things a lot easier in the sense that there's so much lore to draw upon, but at the same time part of the joy of Mythic (i think) is going with the flow and seeing the world develop before you. We could do a new world, still, and simply adapt some of Golarions' more in-depth concepts like the deities and just ignore/adjust for any of their story points that would need to be. As for languages, I'm partial to simply running things along mostly racial languages for simplicity. Dwarves and Elves are old enough languages, I'm sure there would be an ancient language for them. Dwarvish especially, in the way that so many other races use Dwarvish script (in DnD at least) it seems that it has been in place for a long time.
. I'm also somewhat partial for splitting some conflicts along races lines. Nothing is black and white, of course, but i like the idea of a somewhat divided world among major players (Elves, Human, Dwarves, Orcs, Gnomes to name a few) With some races, like Halflings, tending to fall mostly in line with a one of the groups. ![]()
![]() I kind of want to stay away from controlling more than one PC-- since we'll already be muddling things up with how we're controlling other characters. That argument goes the other way too though, that we're already controlling a few, what's another? Personally still like the idea of just a single true "pc" ![]()
![]() We could also employ background skills, as that would make sense. Max gold because there's just a couple of us? 2 traits. I've also always been partial to half+1 for HP beyond level 1, unless you'd rather it be rolled, or rolled and minimum take half, something like that.
Making a Human Divine Hunter atm, a clergyman now and then for the town, but a trapper the rest of the time. Plan to make him mostly an archer, but Hunters can swap to other roles if needed, fairly easily-- we'll have a wolf at our side to hopefully act as protection. ![]()
![]() I suppose it would be possible to just start working towards creating something with just the two of us as well. Oracles are personally my favorite class, and i have to consciously tell myself not to default to it all the time xD I've never really made a summoner, actually-- that may make the group effectively three people if nobody hops in to join us. Then again, with the village mindset maybe something more akin to a Druid or Hunter... hmn, maybe Hunter. ![]()
![]() The idea is you have some concept of what might be in the room, so you can either figure that, because the room is not empty it must be So and SO. Or, you could test it further, if the room is not empty, "Is it the guy we've been chasing?" If no, then was it his henchmen? Maybe a hostage he captures? Even with a series of No, eventually you could pinch onto what it might be -- asking down the lines of what you most expect. If the room itself is empty of anything interesting, that's probably not some place we'll keep the narrative for long.
. Good thing about PbP is you have time to recheck the systems between posts. ![]()
![]() Woah woah. What just happened. Did you just say Gestalt? What.
4d6 ⇒ (2, 4, 1, 5) = 12 11
Significantly better. From 9 point buy to 31 and gestalt... is this really acceptable? ..
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![]() Yeah, the idea is that most things should fall into play just because it plays well into good story-- but if you ever feel unsure about something, there's nothing wrong with another question! The CRGE had a really good point about two kinds of questions, Cutting vs. Chipping. Cutting is like taking a giant leap of a question: Is Darth Vader Luke's father? The odds of it are low but not impossible Chipping is asking a series of questions to refine the results, like "Has Darth been to Tatooine? Does he know Luke's family? Is he related to this family in some way? Is he his father?" to get to the same answer but through a different means. Problem with asking too many questions is it sets the world as it is, more than as we know it. When a question is answered, it's not necessarily known to the characters, but it is canon in the universe. So if we were to ask a hugely broad question (in another system) such as, "Is there magic?" And got a no, that cuts off a huge portion of could be story down the road. . On another note, Chaos is basically an idea of how "in control" of the situation the players are. After a scene ends, if things were generally out of control (nothing going as planned) the Chaos increases, causing more "Yes" answers whereas the opposite is true, with more No answers in a low-Chaos state. The idea that having more questions answered "Yes" tends to be more chaotic, with more being added to the world than lines of thought being shut shot down. I think. ![]()
![]() I may be able to join in, if it's on the earlier portion of that time spot-- 2pm central is something i could do. At least four hours, eventually all day. Going to dot this page with my rolls and design a character later.
Stats are an abysmal 9-point buy. But that's a character concept in its own right. ![]()
![]() Even if it sort of hits a dead end, that'd be an interesting experience nonetheless. Plus experience in how the system works out, where it works and doesn't. .. I really like the simple idea and concept, that's how Mythic is supposed to start (i think). Still not sure about the difficulty, from the bottom looking up-- but we could see where it goes.
. Lower power or standard? I've read from the book and comments that Mythic is a poor system for power gamers, since you're in a way creating the challenge yourself and can word questions in your favor if you're trying to cheat the game. I was thinking 15 point buy partially for this reason as well, and we can try to keep each others' characters in check when designing them. ![]()
![]() Personally, i always preferred starting something new low, and working my / my players' ways up. Dragons are such a difficult opponent at such a point though. I Also think it would be easier if there was something binding the group to further adventure, or at least if characters had the mentality of such a thing. Maybe we'd discover what that was investigating the dragon. Definitely a workable concept, though-- the idea of a town asking for people to come forth to conquer a threat to it. We would definitely require an indirect means of defeating the dragon if that is actually the initial antagonist. ![]()
![]() Me neither; i first heard about it while searching for something entirely unrelated. No idea how well it'll work for that reason though, but i can see it being easier on a PbP where you have the time to decide how to interpret your result and develop the setting with each post. As for actual play, i don't have any specific story in mind, since the goal is just to have an initial setting and focus of the characters. While it allows for play without a GM, really it's just that everyone takes the GM role in different capacities-- especially when you're setting up the scene for the most part. What sort of idea did you have in mind? I wasn't even sure about it being Golarion standard, or something of a random Donjon-made world. ![]()
![]() Updated main post to include a pdf. There's another system called CRGE which was based on Mythic GMemu but i didn't like it quite as much, reading through it. I may want to adjust the fate table to include one thing i did like, though, in that there is another option.
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![]() I was wondering if anyone here has experience with the Mythic system for GM emulation? I heard some people offer it's a decent tool to use in PbP games but i never saw many posts about in on Google-- a bit old and the CRGE is newer (another system for gm emulation). I'm somewhat interested in joining three others in seeing how it works. The idea is that the story develops as you go about, asking questions, getting answers, and following threads of story to see how it develops. For the most part, there's no real GM though i hear some players tend to take active roles in building context.
Basic idea, is you ask a yes/no question, and based on the likelihood, you gain an answer that informs you further to the game world-- eventually enough so that you can use logic to understand what happens next. ![]()
![]() HedwickTheWorldly wrote:
Thank you, i missed that. I see the post now. Must have be tired, when i first looked through i was just so confused that it was a PbP recruitment with the "may PbP" xD ![]()
![]() Currently, I have made it into the other Season 0 (on Sunday). It sounds like they'll be doing Eternal Obelisk, a 5-9.
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