One thing you have to keep in mind is economy of action.
If you just make the adversaries more powerful without adding more adversaries, the players will still have more actions than intended, and it won't work out like you'd like.
The Kingmaker reference is a good resource. He usually beefed up adversaries by adding advanced template and increased the number of creatures in the encounter by 50%. His target was to create an encounter that awarded 150% xp of the original encounter.
Just keeping the ecounters the same and relying on slower leveling doesn't work real well either. One reason is the same economy of action. Having 2 more characters' worth of actions will have much more of a power up effect than them being a level lower will have a power down effect. When you get to later books of the AP and the PCs get even farther behind, you're going to really run into trouble when things like SR start coming into play.
If you want to run an AP with 6 or more players, there's really no substitute for putting the time in and adjusting the encounters. If you're not willing to do that (and it does add a lot to prep time for you), then I suggest scaling the group down.
I'm a native English speaker, and a writer, and I have a fairly good vocabulary, and I'd never heard of the word Lucre either.
The anagram puzzle doesn't make any sense because it's supposed to be in ancient Thassilonian. Most of you probably know that a word in two different languages won't have the same number of letters. You can't do an anagram puzzle in a different language. It just doesn't work that way.
None of my players are linguists, however they are smart enough to realize this instantly. Not only does it break versimillitude, it will just come across as dumb.
I guess using the skill checks is the way to go, though it would be much more fun to have a puzzle the players can solve instead of just rolling dice. Using VEIL and EVIL is a good fix (at least they're words that are in common usage that the players will know), but honestly I don't think the puzzle is good enough to justify breaking the fourth wall like it does.
Yeah, that's really good advice guys. I will definitely give some guidance to those (and other encounters).
Maybe I'll even supply anyone who can use an arcane wand a Wand of Magic Missiles, as that's one of the few ways to do full damage to incorporeal creatures at 1st level.
Absolutely. Also, I would argue that maintaining a chaotic good or neutral good alignment as well as the dogmas and philosophies of a chaotic or neutral good deity are just as difficult as lawful good, but will result in a character that is more fun to play and adventure with.
I think the paladin as lawful good is more a product of designers' cultural bias than any in-world reasons. In the decades since the creation of the paladin class, this worldview has become even more anachronistic than it was at the time.
If I'd realized how easy this change was to implement, I would have done it a long time ago.
I really like the paladin class, and I always have, but I've found that few people play it in my games. Invariably when someone DOES play a paladin, there's a collective groan from the other players when this decision is made, and during virtually every gaming session.
The problem, I think, is so many people play the paladin lawful stupid. Even if a paladin is run well, they're often at odds with the rest of the group in a way that becomes tiresome to all involved (including the GM and paladin's player).
I wanted to "fix" the paladin so more people would play this very useful class. My idea was, I think, obvious. Why not have all gods have paladins? How does it make sense for a chaotic good god (e.g.) to have paladins that must be lawful good? The paladin would be living by and espousing beliefs his own deity doesn't even buy into.
The solution seemed simple. Any good god can have paladins, and any evil god can have paladins (antipaladin). I expected I'd have to retool some of the paladin abilities, so I put it off. Surely there were aspects of the paladin class that relied on the lawful part of their alignment, and those would need to be adjusted.
Yesterday, I went through the paladin's abilities and found, to my surprise, that not one of them has anything to do with the lawful part of their alignment. They're all abilities related to good against evil. So having a neutral or chaotic good paladin doesn't require any changes to the abilities of a paladin whatsoever!
The only required change is this: The paladin's alignment must match the alignment of his deity exactly. The paladin must live by this alignment and the ideals and tenets of his deity. If he fails to do this he suffers the penalties.
The antipaladin works the same way, only he has an evil deity. This allows lawful evil and neutral evil paladins.
I haven't come up with anything for a neutral paladin. The explanation is that neutral deities don't see the need for paladins as they're not involved in the good vs. evil conflict. They may be invovled in the chaos vs. law conflict, but this isn't what paladins are about (if you look at their abilities, none have anything to do with law or chaos).
I'm really interested to see if I see more paladins in my games with this new house rule. I also think it makes more sense in Golarion than the old fashioned "all paladins are lawful good" ever did.
That's definitely a possibility, but I really don't want to eliminate xp. For one thing, it fosters the perception that I'm just arbitrarily handing out levels, as opposed to the players earning them. Also, this solution would still result in them going a REALLY long time without leveling each time I threw in a module.
Rather, I'm working on a system where their xp will go into a separate, temporary pool, when they start going too far beyond where they should be. They will be able to use this xp to buy extra feats. It will basically work out to a level's worth of xp will buy them 1 extra feat.
So if I throw in 2 extra modules, each giving about a level's worth of xp, they'll end up with 2 extra feats by the time they reach 18th level. I don't think this will overbalance, especially not as much as if they'd gained those 2 extra levels. But they will still feel like they're earning something.
I think that if I present this to the players in the beginning, and let them know that the alternatives were either not running the extra modules, not getting xp for the extra modules, or me just handing out levels when I felt it was appropriate, they'll be cool with it. I've gotten to a point where I would have loved an extra feat or two to further my concept with pretty much every character I've ever played in 3.0, 3.5 or Pathfinder.
This system will also allow me to throw in extra encounters to flesh out the AP whenever I wish and not worry about what it will do to their advancement track.
This doesn't address the WBL issue of adding a bunch of stuff, but unlike xp, gold is very easy to get rid of.
I think I'm going to modify my idea to just have them buy feats. I really don't see how each character getting 2-3 extra feats over the course of 18 levels is going to unbalance anything or lead to metagaming.
Ok, I've given this some more thought. Although I appreciate the suggestions offered, they're not addressing the problem in the way I'd like. There's nothing wrong with them, they just don't work for me. I don't like the idea of getting rid of xp all together and deciding when the PCs level, and I don't think at least some of my players would like it either.
My idea is pretty barebones, but here's what I came up with.
At any time in the AP that the characteres are about to get too far ahead of the advancement track (i.e. a full level ahead), the xp they earn starts going into a Temporary XP pool. This xp can be spent for various purposes.
1) Temporary xp can be used to buy a feat.
2) Temporary xp can be used to buy a "level's worth" of skill points (whatever that is for your class). This doesn't allow you to go above the rank maximum for your level, but does allow you to spread some points around in neglected skills.
3) Temporary xp can be used to increase one ability score by 1.
I only anticipate using this twice (so far) in the campaign, each time I add in a module. In a nutshell, the xp earned in that module will be used for one of the 4 above options. Each of the 3 options will cost the same, and the cost will scale with level such that each of the 2 (or more if I add more modules) times I do this, each character will be able to purchase either of these (I haven't decided yet).
It's basically giving them some of the benefits of gaining a level, without giving them enough to increase HD, BA, base saves, or CR.
Most players would love 1 or 2 more feats to flesh out their character through their career. Originally I was just going to let them buy feats, but I came up with the other ideas in case someone didn't want a feat (though I think the feat is probably the best buy).
I don't want to give them items instead of xp because they're already going to be above the WBL from the treasure from the added modules.
I don't like the idea of putting them through the extra modules with no reward beyond the treasure they find (which is effectively what leveling them when I want would do). At least this way they get something, even if it's not as good as an actual level.
In this way I can also keep them on track, even if I throw in more random encounters along the way. I can keep an eye on their xp, and anytime they start getting too far ahead, have xp go into the temporary pool for a while. Also, I can manipulate the prices so they don't get too many extra feats and unbalance the game.
Safety nets?! Yuck! If any PC falls victim to the trap I'm not pulling any punches. Neutering the trap in that way removes everything cool about it. Not to mention it's not even a trap at that point--just a free and way overpowered stat boost.
I don't allow players with knowledge of the module/AP I'm running to play in my games. They invariably ruin it for everyone else.
I think the trap is fine as is. Having it happen to more than one PC would cheapen it IMO. There are other clones secreted about, but they're not trapped in that way.
Ok, here's another question. I ran the numbers, and if I run Cold Mountain, it will end up with the PCs being more than a level ahead of where they should be. Assuming Horns of the Hunted is similar, they will end up being 2 or even 3 levels ahead of where they should be in Kingmaker if I run both modules.
What is a good way to deal with this? If the PCs are that far ahead of the power curve, the encounters will be a pushover and no fun. I could add to the encounters, but that's a lot of extra work, and that will result in the PCs getting even farther ahead of where they should be, which will only compound the problem.
I thought about going back and forth between slow and medium advancement, but that opens its own can of worms as it would necessitate chaning the PCs xp total every time I switched from one to the other.
How would you recommend I handle this? If you've run into this in your own games, I'd love to hear how you solved the problem.
As suggested in the SS books themselves, I'm planning to integrate Dawn of the Scarlet Sun after book 2 and at least some of the encounters from Seven Swords of Sin into book 3. I haven't read the last few books of the AP yet, but if they suggest good tie-in modules, I'd like to run those as well. I want to make this campaign as epic and far-reaching as I can.
My question is about the effect this will have on the xp of the PCs. Obviously, if I just throw in these 2 modules and don't do anything to compensate, they'll end up at least 2 levels ahead of where they should be. I don't like this as I would have to alter all future encounters to make them challenging, which will increase xp even more, and it quickly snowballs out of control.
So far the only solution that's come to mind is to switch back and forth between medium and slow advancement as needed, but this is not at all an elegant solution, as it would involve monkeying around with the PCs xp each time I switched.
Have any of you found an elegant and effective way to deal with this issue?
I also considered just running the whole AP with slow advancement, but since the first tie-in isn't until after book 2, I would have to add in a LOT of encounters to keep the PCs where they should be on the advancement track.
I'll definitely look into those Lovecraft stories. I've read quite a few Lovecraft stories, but not those particular ones.
Are rogues absolutely necessary? I'm just asking because I'm anticipating the possibility that no one will want to play a rogue, since they're so well loved in Pathfinder.
What about non-core classes? Any that would be particularly good for this AP or that I should steer away from?
I'm planning to run this AP in the near future, and I was hoping to get some words of advice from those of you who have already run it (or are currently running it).
How many points would you recommend I allow to players to build their characters? The standard 15?
Are there any classes or abilities that the group needs to have to be successful in the AP?
Are there any classes that wouldn't be useful or fun to play in the AP?
Any general words of advice as I begin preparation to run this adventure?
The rings are a cool idea. IMC I think I may have the hair just magically form into a ring that will be "indestructable" as opposed to having the hair encased in glass.
I have read the entire thing at least once, and I've read many of the sections numerous times. Desptite that, almost any time I reread a section, I pick up something new that didn't stick the past times I read it.
When playing Pathfinder, it's painfully obvious who has read the CRB and who just uses the SRD or Paizo core rules online. I guess you just get a better "big picture" understanding by reading the book as opposed to reading the rules scattershot online. I suppose you could get the same effect by reading the Paizo rules online in their entirety, but most people I know who use them jump around.
I was reading through Stolen Land again yesterday and reread the part where it mentions how Nyrissa appeared to the Stag Lord in a dream and left him with a lock of her hair.
I thought it would be cool if the PCs found that lock of hair somehow (probably on the Stag Lord's person when they kill him), and also find similar locks of hair upon other pawns of Nyrissa. This could be a clue that someone is manipulating them all and at least what their hair looks like.
My only pause is the possibility of the PCs figuring out someway of using Nyrissa's hair against her (sympathetic magic) that would give them too much advantage. I would assume, though, if this were possible, she wouldn't be handing her hair out to people.
Thank you for bringing this to my attention, Jason! I heard an interview you did on a podcast (I believe it was Chronicles), and I checked out Legendary Games at that time, but you guys didn't have any Kingmaker stuff yet, and it fell off my radar.
Heading over there now to get Cold Mountain. Can't wait till Horns of the Hunted comes out.
Ordered Cold Mountain!
What's the expected release date of Horns of the Hunted?
I've heard quite a few people mention that one of the problems with this AP is that some of the later events/adversaries aren't foreshadowed adequately, and they end up feeling cobbled on to the rest of the adventure.
The most common offenders I've seen mentioned are Nyrissa herself and the ties of the Cult of Gyronna to the barbarians, Iraveti and Pitax.
I've listened to the Chronicles podcast and they had some good ideas for foreshadowing these things a little better, and I intend to implement them. They include:
Have a kingdom event in book 2 where a scholar of the River Kingdoms pays a visit. He can tell the PCs the history of the Cult of Gyronna and about the city of Heibarr.
Create a love interest between Gregory the Bard(?) and Malgorzata(?) the Priestess of Gyronna.
Do you have any other suggestions of good ways to foreshadow the events in books 5 and 6 earlier in the campaign?
Specifically, I'd really like some ways to foreshadow Nyrissa early on, as I've heard so many people say she didn't work for them. I really like her, and the fact that she's behind the scenes pulling so many strings is one of my favorite aspects of the AP.
I've been thinking that I will make it clear early on that there is some "mastermind" manipulating events (and the players). My hope is to impress this upon them so well that every time they encounter a new villain, they ask, "Is this the one behind everything?", and then each time they find that that person is actually being manipulated by someone else. In this way I hope to create a trail of breadcrumbs that will eventually lead them to Nyrissa. I think if I can get across the idea that the PCs themselves are being manipulated, it will motivate them to get to the bottom of it.
However, I haven't yet come up with any good specific ways to accomplish this. Any ideas you have and/or anecdotes of what you tried in your game and how it did or didn't work will be greatly appreciated!
Hi guys! I've been really wanting to run a good old-fashioned dungeon crawl in Pathfinder.
I'm looking for a module or an AP that involves one or more good dungeons. Preferably, I'm looking for an epic dungeon that the party will adventure through for some time. I'm looking for a dungeon with a story to it, where things make sense (i.e. the dungeon is an ecosystem). The bigger and more involved the dungeon, the better. I would like a dungeon that has interesting traps, and one with something like riddles that involve the players having to think to get past the trap would be awesome.
Any recommendations you guys can give would be awesome, especially if you can tell me what you like about that particular dungeon. I don't want to have to do conversions, so plesae limit it to Pathfinder material.
I very much support Paizo's position on not advancing Golarion's timeline. To be a successful setting publisher, you want to appeal to as many customers as possible. You will have customers who've been playing in your setting since the beginning, you will have customers who just started playing, and everything in-between.
If you run or play in Golarion with one GM in campaign or series of campaigns where the world remains constant (i.e. isn't "rebooted" with each new campaign), then you will see changes in the world based on the PCs actions and choices, and based on what the GM has decided to do with the world. Every time the publisher advances the timeline, they run the very real risk that it will seriously impact every gaming group out there who has been playing in the world for some time and developing their own timeline/history. The GM is then forced to either disregard the new material, try to change it to fit his story, or retcon the story to fit the new material. None of these options are good or desirable.
Also, such advances to the timeline impact any new GMs wanting to run in the world. They have to decide whether to buy all the supplemental material to be "up to date" or whether to run without it, knowing they will have similar difficulties in the future as the above example if they ever want to include the newer material.
There is no way for a publisher to win at this. No matter how they choose to change things while advancing the timeline, they will alienate many groups.
I dealt with this personally with the Forgotten Realms as GM. I was constantly having to decide how to deal with new material. This was in the 2nd ed. days through 3.5, I thankfully had given up on WotC by the 4th ed. debacle. My ultimate solution was to make my FR my own world, which gave me the freedom to do whatever the hell I wanted and disregard any new material I didn't want to deal with. It was likely hard on some players, though, as my FR was very different from the published FR. I'm lucky that I never had a player have a real problem with it, but I can imagine if a big fan of the FR had played in my game, they would've been very disappointed when it wasn't what they expected.
Paizo's statements that they didn't intend to advance Golarion's timeline was the single determining factor that led to me choosing to run in Golarion as opposed to creating my own campaign setting. Because I can count on Golarion being rather constant, I feel more free to make my own changes and let the course of my world take its own shape.
In summary, I believe it is the job/fun of the GM and players together to advance the timeline of a campaign setting, not the publisher's. It is the publisher's job to present a setting in it's "starting state" and allow players and GMs to run with it from there. Good setting books will include lots of bits of rumor and unverified history, etc. that can fuel a GM's imagination and give him or her some ideas of where to take the setting, but these should not be absolute truths (i.e. unverified information) so the GM can decide what to do with that tidbit.
I'm very glad to see James Jacobs sticking to his guns on this issue, and I'm sure that Paizo's position on this matter will serve them well. I'm glad that they have learned from the mistakes of others in the past, and as a disgruntled Forgotten Realms (and Dragonlance) player and GM, I'm glad to have a well-realized setting that I can call my own.
I think this is a cool idea. I used to run Changeling the Dreaming, and this was exactly how cold iron worked in that game, only it was even worse, because you couln't do magic at all while it was around (basically anti-magic).
I agree though that if you use this it doesn't make sense to have enchanted cold iron items.
Option 2: Healing in combat is a very bad use of resources and should be a last resort.
This option means that you will normally perform other actions in combat but will save a comrade from dying if it comes to that.
I go with option 2. It's really just simple math. Your healing output will rarely be able to keep up with the damage output of your opponents. Heals in combat are best reserved to keep someone from dying (stabilize), and rarely to bring someone up from unconsciousness (if there are circumstances that make it likely said person will be able to stay up and not just get knocked down again).
Part of a GM's responsibility is interpreting the rules (or even changing them) in a way that makes sense and is logical. If you think using a greatsword from a horse doesn't make sense (and I would agree with you), then you should at the very least impose some penalties (negative to hit, damage, etc.).
One of the big advantages of a tabletop RPG over, say a video game, is the ability of the GM to interpret the rules to keep the game from getting "cartoonish" or flying in the face of reason.
I use a templated sheet on google docs (Epizephyrii). It looks pretty much like the standard PF character sheet, and it calculates your stat bonuses and puts them into your skills, AC, CMB/CMD, and whatnot, based on your class levels. It works for up to three classes (two spellcasting classes) and doesn't seem to do prestige classes, but within its limits it's very quick and easy. It's just a spreadsheet, though... so it's not a big deal to modify it.
Plus it's online, which is pretty convenient if you're prone to forgetting things.
I've been using it over several years for multiple characters, only ever found one mistake besides a misspelling of "Appraise". (And I've heard several complaints about Herolab over this time, although presumably those get fixed.)
I use this one as well. It's basically an Excel spreadsheet, so if you know Excel, you can work some magic with it. It does a lot of the calculations for you, like skill bonuses and stuff. It also looks like the standard Paizo sheet, and it's free (unlike hero lab).
I also like that you (as GM) can share a sheet to each character, and then you can always look at their character and even update it. I use that for giving people XP and sometimes magic items/equipment as well. It's a lot easier to just put the xp in their character sheet, and the sheet adds up the xp for you as well (and tracks fast, medium, slow advancement).
I believe 12 pm PST is 7 pm GMT if that helps at all.
Send me a PM so I can give you my email address. For some reason I can't PM you.
Druid or cleric will be fine unless you want to play something different. The bard will have cha covered I think.
If you take a look at the KM Player's guide linked in my first post, it will tell you what deities are active in the area. You don't have to pick one of them, but they are the ones that will be a part of the story.
It partly depends on your GM. In my games, roleplay trumps rollplay, so a fighter can do social things, even if he doesn't have the skills. Although, if a particular player did that a lot, I would encourage him to put some points in those skills (usually don't have to encourage).
If your group's style is one of moving miniatures, rolling dice, min-maxing, and trying to come up with the best "builds" (which is unfortunately very prevalent in Pathfinder), then you may be largely out of luck. However, if you have a group that enjoys roleplaying and story more than mechanics and min-maxing, the only real limit is your imagination and willingness to stretch yourself.
It may be too late, but you can also mitigate this when you make your character. If you want to be able to roleplay more with the character, don't pump all your points into str dex and con. Put some in intelligence and charisma.
In my experience, more games are "won" or "lost" by good tactics and roleplay and just general player intelligence than they are by min-maxing. If you're a good player, you can be very successful with a fighter who doesn't have maxed physical abilities but has some intelligence and charisma. You might even find your GM is so grateful to see a unique character and not just another "optimized" character that he throws you a bone every now and then.
This game will be online. We will use the OpenRPG program and Mumble for voice comms. Both these programs are free and I can help you if you’ve never used them before. You will need a working mic. It doesn’t have to be a $300 mic, but it shouldn’t sound like a bag of cats either. Character sheets will be recorded via Google Docs, so you also need a Google account.
The game will run either every Friday or every other Friday (TBD)* from 12-4pm PST. I’m looking for 4 players, but I will also accept additional players who are willing to be on standby in case someone can’t make a particular session. It’s vital to the survival of the group that there be 4 players every week. If a given player is habitually absent, the next standby player will be able to step in. Unfortunately I can’t have more than 4 players due to the design of the AP and limitations of my Mumble server.
I think part of the fun of playing RPGs is rolling dice, so we will be using dice. Everyone will make their own rolls (unless I need to make roll for you in secret, of course). We'll be using the honor system, and I will have to trust in your integrity not to cheat, and you will have to do the same. If we have problems, we can always use the dice rolling function in OpenRPG, but I'd like to avoid that because it's less fun.
Character Creation
Please refer to the Kingmaker Players’ Guide for advice on races, classes, patron deity, etc. There is a lot of good advice in there that will help you make an effective character that will do well in this campaign. Please read it.
All races and classes in the CRB are open for play. The following additional classes are also available to play: Oracle, Witch, Magus. Any races, feats, spells, archetypes or other options that come from somewhere other than the CRB must be approved ahead of time. No evil alignments are allowed.
Each character begins play with 2 traits. You can only pick one trait from a particular category. If you pick a Campaign trait, it must be one of the traits described in the Kingmaker PG. If you don’t decide to pick a campaign trait, please come up with a reason why your character is called to explore the Stolen Lands as part of your backstory (see the campaign traits for some ideas to get you started). It’s best if your character is from Brevoy. You can get a PDF with the non-Kingmaker traits from Paizo here. They're also in the APG.
Please come up with a background for your character that explains why they’re going to be part of the adventure and what they’ve been doing with themselves up to that point. I really urge you to come up with at least one or two hooks that I can use at some point in the future if the muse strikes me. By a hook I mean something from your character’s past that may come into play at some point in the story.
Advice
It’s really ideal if there’s at least one character in the party who is charisma based. You’ll understand why when you read the KM PG. Pay attention to the leadership roles in the Players’ Guide. Once you build your kingdom, each character will fill one of these roles. Ultimately, how good you are in the role will be determined by a particular ability score. The ruler uses charisma. The roles that aren’t filled by PCs will be filled with NPCs you meet along the way. It would be kind of weird and unfulfilling to have the ruler of your kingdom be an NPC.
If you’re interested please reply to this thread. Let me know what type of character you’d like to play. I will then contact you by PM so we can exchange email addresses so I can give you access to the Google Docs character sheet.
Feel free to ask any questions you have as well.
* I’m in school right now, and although I’d like to play every week, we’ll have to play it by ear. I may need every other Friday to catch up on homework. It also depends on what the players want to do (i.e. if everyone prefers every other week, that’s definitely what we’ll do).
This game will be online. We will use the OpenRPG program and Mumble for voice comms. Both these programs are free and I can help you if you’ve never used them before. You will need a working mic. It doesn’t have to be a $300 mic, but it shouldn’t sound like a bag of cats either. Character sheets will be recorded via Google Docs, so you also need a Google account.
The game will run either every Friday or every other Friday (TBD)* from 12-4pm PST. I’m looking for 4 players, but I will also accept additional players who are willing to be on standby in case someone can’t make a particular session. It’s vital to the survival of the group that there be 4 players every week. If a given player is habitually absent, the next standby player will be able to step in. Unfortunately I can’t have more than 4 players due to the design of the AP and limitations of my Mumble server.
I think part of the fun of playing RPGs is rolling dice, so we will be using dice. Everyone will make their own rolls (unless I need to make roll for you in secret, of course). We'll be using the honor system, and I will have to trust in your integrity not to cheat, and you will have to do the same. If we have problems, we can always use the dice rolling function in OpenRPG, but I'd like to avoid that because it's less fun.
Character Creation
Please refer to the Kingmaker Players’ Guide for advice on races, classes, patron deity, etc. There is a lot of good advice in there that will help you make an effective character that will do well in this campaign. Please read it.
All races and classes in the CRB are open for play. The following additional classes are also available to play: Oracle, Witch, Magus. Any races, feats, spells, archetypes or other options that come from somewhere other than the CRB must be approved ahead of time. No evil alignments are allowed.
Each character begins play with 2 traits. You can only pick one trait from a particular category. If you pick a Campaign trait, it must be one of the traits described in the Kingmaker PG. If you don’t decide to pick a campaign trait, please come up with a reason why your character is called to explore the Stolen Lands as part of your backstory (see the campaign traits for some ideas to get you started). It’s best if your character is from Brevoy. You can get a PDF with the non-Kingmaker traits from Paizo here. They're also in the APG.
Please come up with a background for your character that explains why they’re going to be part of the adventure and what they’ve been doing with themselves up to that point. I really urge you to come up with at least one or two hooks that I can use at some point in the future if the muse strikes me. By a hook I mean something from your character’s past that may come into play at some point in the story.
Advice
It’s really ideal if there’s at least one character in the party who is charisma based. You’ll understand why when you read the KM PG. Pay attention to the leadership roles in the Players’ Guide. Once you build your kingdom, each character will fill one of these roles. Ultimately, how good you are in the role will be determined by a particular ability score. The ruler uses charisma. The roles that aren’t filled by PCs will be filled with NPCs you meet along the way. It would be kind of weird and unfulfilling to have the ruler of your kingdom be an NPC.
If you’re interested please reply to this thread. Let me know what type of character you’d like to play. I will then contact you by PM so we can exchange email addresses so I can give you access to the Google Docs character sheet.
Feel free to ask any questions you have as well.
* I’m in school right now, and although I’d like to play every week, we’ll have to play it by ear. I may need every other Friday to catch up on homework. It also depends on what the players want to do (i.e. if everyone prefers every other week, that’s definitely what we’ll do).