Painter Worshipper of Shelyn

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147 posts. Alias of kdtompos.




Dot away!


Amaziah Bienville
Fernando Rosales
Huey Humphrey
Nora O'Leary
Orland Delmar
Serra Willmore

There's our list.

The final components of character creation are skills, stunts, and final aspects (phase trio).

For Skills, go with the traditional pyramid: 1 at +4, 2 at +3, 3 at +2, and 4 at +1. If you want to leave any spots open, that's fine (to be defined in play, once you find what you want to have). Likewise, I'm pretty lax on anything you want to adjust or switch around in the first "session." e.g. If you find your not really getting much from a skill, or wish you had something else, I'm fine moving things until you get a pyramid you like.

*Advice: Your +4 and +3's are obviously your best skills. I recommend varying these amongst applications (if they're all 'combat' type skills you may find yourself with a lack of options). Also, I like to think of the +1 skills as things you're willing to try, but will likely cause complications (as statistically, a +1 will fall short of a standard DC of +2).

Skills:

• Brains (Lore)
• Brawn (Physique)
• Charm (Empathy+Rapport)
• Contacts
• Fight
• Gamble (Burglary+Deceive)
• Grit (Will)
• Investigate
• Menace (Provoke)
• Occult (New / Parts of Lore)
• Resources
• Ride
• Shoot
• Speed (Athletics)
• Stealth
• Survival (New + parts of Notice)
• Tools (Craft)

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For Stunts, you have the standard 3 stunts that you can pull from a variety of sources (check Fate Core for a good list) or create your own.

In General, a Stunt:

  • Grants a +2 bonus to a specific action of one skill in a specific situation. e.g. Gain +2 to Charm when trying to Create an Advantage against someone who finds you attractive (and who wouldn't?)
  • Add an new action to a skill, or swap it in place of another skill in a specific situation. e.g. Use Stealth to attack a target who is unaware of your presence or distracted. -OR- Use Tools instead of Ride when operating any sort of vehicle.
  • Break Rules or Add Effect. [i]This could cost a Fate Point, or be allowed once per session, or even once per scene if minor. Just about anything you want your character to be able to do should be able to fit in here with proper parameters/limits.

You only start with 2 Refresh - Yep. Compel to get more. This is because...

You will get a Bargain Stunt, which is in addition to your standard 3 stunts. This will likely take the most work, and it will be more powerful than a typical stunt.

--------------------------

Before we get into the Phase Trio, I actually want to figure out some game Aspects. So we should be thinking about what we want the Main Issues to be... what is this game about, and what are you all after?

I'll write up some ideas I have and throw them into the ring, but you all should suggest any you think of as well. We'll go with what grabs the most people.


Fate Core is a wonderful system, but requires a bit of mental gymnastics for those used to D20 games or their kin. Just be warned that if this is new to you, there will likely be some mental struggles in unlearning.

Right, cue the theme songs:
Dorothy - Gun in My Hand
Crowder - Keep Me

Quote:

It was simple, he replied. He said the natural order of things was the most vicious crime ever perpetrated on mankind. It turned men into slaves who crawled from cradle to grave in servitude, their pathetic existences hardly qualifying as life at all.

Chaos, on the other hand, revealed mankind’s full potential: where there were madmen, there were geniuses; where there were the most depraved villains, the greatest heroes rose.
To upset the status quo was mankind’s highest calling. And there was no greater bastion of the status quo than Purgatory.

—The Stranger aka The Devil, Hard West

Year of 1871 - You and yours got it in the neck good. Ain’t that always the way it goes? That flannel-mouthed demon had an offer too good to be true, which you were too enticed to pass up. Now, nearly a decade down the trail, that four-flusher’s got your world up the spout, and Hell itself is damn close on your heels. But that doesn’t hold a candle to what you can dish out in return. In fact, I wager you’re fittin’ to euchre the devil himself; soon as you can figure how. It's a risky hand, but a good gambler knows it's all in how you play it.

* * * * * * * *

What Do We Have Here?:

This is the recruitment for a High-Octane, Supernatural, Spaghetti Western son-of-a-b**ch PbP game, ridin’ a crazy horse called Fate Core.

Spaghetti Western - A style of Westerns (gunslingers, outlaws, wide open ranges, and lawless territories) characterized not by white hat heroes and sunsets, but by gritty noir-style antiheroes, darker plots, and over-the-top action. It's somehow pulpy with larger than life heroes as well as deadly.

Supernatural - Demonic bargains, clairvoyants, shamans, mythical beasts, voodoo practitioners, undead, mystical relics, werewolves, forgotten gods and cultists... yeah, everything you can stuff into that grisly saddle-bag. I'm not talking overt though, it's too slick to be out in the open like that. To most people, that stuff's just stories.

High-Octane - While this is heavy role-play by nature of a story game system, it's going to be relatively fast paced and hard hitting (for a story game). Character development happens during the action, as I don't intend many opportunities to catch your breath. Do that when you're dead. I also have next to no intention of keeping this historically accurate to the period. I intend the old west feel with fairly rampant anachronisms (such as the 1960s phrase in this heading).

As for Fate Core:
- Core Rules - which are Pay-What-You-Want, so snag them for free and support the other once you discover how great they are.
- Official SRD - for quick reference.

I intend to help anyone new to the system, and actually really enjoy doing so. But you'll really want to read the rules rather than just rely on me, so you don't get frustrated. Here's some extra reading that may help.

Learning Fate Systems from a d20 Background
The Fate Mindset and Paradigm Shifts
The Book of Hanz - This has a lot of musings from someone working through really getting the system. They're fantastic, and each is quick (though the entirety is extensive).

In general, characters in Fate Core are Competent, Proactive, and Dramatic.

Competent - You're not beginners. You're proficient, impressive, and made to do impressive things. So your actions don't need to be timid or reserved, and certainly not safe. Go big because you can - it's pulp style gaming.

Proactive - There are no rails here (metaphorically speaking). The game drives from what your characters want, and we make it memorable together. So this game calls for creativity and rewards those who take initiative and have something they're after, while reactive characters tend to take a back seat.

Dramatic - As powerful as you are, the best characters have some serious flaws. The more you can embrace that, the better your character will be and the greater the story that comes out of it. Make brilliant mistakes and push for drama over perfection.

* * * * * * * *

The Hook - Every character has made a deal with the Devil himself (herself?). There's something you got from the deal: an item, a power, a companion, something "well worth the price." But obviously, Faustian bargains tend to have downsides as well. Outside of that, we'll work to tie all your characters together in a nice little posse.

And don't worry, you don't all have to like each other, but you share a common debt and we'll work a common cause as well.

You will help me define the rest -- what you're really after, what the big struggle is, etc. So if you want to brainstorm some ideas, that's great, but it'll be something everyone is behind; so be willing to be flexible.

* * * * * * * *

Character Creation:

In Fate Core terms, all I'm looking for at the moment is a High Concept[b], a [b]Trouble, and one more Aspect (I'll refer to it as your Bargain Aspect).

The year is 1871, not long after the end of the Civil War, in a lawless land west of the Mississippi River. That can give you some anchors in history to pull from, but don't hesitate for a second to break out of traditional molds. Gender, Ethnicity, Religion, Style... I intend to break out of the historic expectations for these, but set them against that backdrop. So if you want to be a female, Buddhist, Chinese immigrant marshall; then that's very much a thing. People won't act like that's common place, but it'll be a thing because you made it so.

High Concept: What's your character in a nutshell? This should include Race/Ethnicity/Cultural background as well as some sort of vocational/lifestyle/archetype denotation.

Want some inspiration/ideas?: Clairvoyant, Common Vocations, Gambler, Gunslinger, Hired Gun, Houngan/Mambo, Indian Brave, Indian Medicine (Wo)Man, Inquisitor, Law Dog, Necromancer, Outlaw, Pinkerton Agent, Preacher, Prospector, Relic Hunter, Sawbones, Seer, Snake-oil Salesman, Soiled Dove, Sorceror, Soldier... or any of thousands more.

Trouble: The book has great advice on good troubles. My only advice is this: (1) This is separate from your Faustian Bargain, and (2) Think of this as answering, "What do I want to constantly be battling against? What do I want the GM to be throwing in my path again and again?"

Bargain Aspect: This can be loose right now, but I want at least an idea of what you got out of this bargain. And yeah, it's significant enough that you get a full Aspect out of it. Whatever this is, however, also belongs to the force that granted it... so expect compels here as well.

*In addition to these three Aspects, include a brief paragraph (this doesn't have to be more than a few sentences if you don't feel like writing more) explaining the concept. We already should have a pretty great picture from those above aspects, but this could give them some necessary context/explanation.

Once we set up our players/general characters (I'll have to cap it at 5, which is my personal limit), then as a group we'll figure out all the other things like Game Aspects, Phase Trio, Skills and Stunts, etc. (So yeah, character creation is involved. But think of it as the first session of gameplay)

* * * * * * * *

Extras

Posting expectations would be about 1 post per day, except on weekends. These don't have to be long to be substantial, and I realize that things may get busy and this may lag, but that's what I'm hoping for. I will hold myself to this strictly, as I've found daily GM posts to be one of the best ways to keep games alive.

Gameplay would be conversational. Feel free to jump in and out of character, or share thoughts in ooc within the gameplay thread.

My working inspirations for this game, if interested: Sixth Gun (comic), Hard West (Video Game), and Samurai Champloo (Animation, inspiration in its blending of modern culture/style with a traditional period).
If you recognize any of these, that's a bit of the flavor I'm personally aiming at.


1 person marked this as a favorite.

Fate Core!? Yeah.
I'm just checking to see if a story game like this would be viable on these boards. That's all for the moment.

Theme Music

Quote:

"All this country needs is a little more water and a better class of people to move in."

"Yeah, they say that's all hell needs."

1871 - You and yours got it in the neck good. Ain’t that always the way it goes? That flannel-mouthed demon had an offer too good to be true, which you were too enticed to pass up. Now, nearly a decade down the trail, that four-flusher’s got your world up the spout, and Hell itself is damn close on your heels. But that doesn’t hold a candle to what you can dish out in return, and I wager you’re fittin’ to euchre the devil himself; soon as you can figure how. Safe trails.

********

This game is a High-Octane, Supernatural, Spaghetti Western Son-of-a-B**ch, ridin’ a crazy horse called Fate Core.

Spaghetti Western - A style of Westerns (gunslingers, outlaws, wide open ranges, and lawless territories) characterized by gritty noir style antiheroes, darker plots, and over-the-top action. It's somehow pulpy with larger than life heroes as well as deadly.

Supernatural - Demonic bargains, clairvoyants, shamans, mythical beasts, voodoo practitioners, undead, mystical relics, werewolves, forgotten gods and cultists... yeah, everything you can fit into that grisly trough. It's not everywhere, and most people convince themselves that those stories are hogwash and tall tales, but you know it’s the Simon pure.

High-Octane - While this is heavy role-play by nature of a story game system, it's going to be relatively fast paced and hard hitting (for a story game). Character development happens during the action, as I don't intend many opportunities to catch your breath. Do that when you're dead. I also have next to no intention of keeping this historically accurate to the period. I foresee quite a few blatant anachronisms, and maybe an occasional accidental one, but there’s no way you’ll mistake it for anything but a western.

Tom Mix wrote:
"The Old West is not a certain place in a certain time, it's a state of mind. It's whatever you want it to be."

As for Fate Core, the core rules can be downloaded here at whatever price you deem fit; and there's a fantastic SRD. We’ll stick fairly close to that, but we’re not exactly playing according to Hoyle. I’ve got some modifications to throw in to really dial in the setting and better suit a PbP format. But as long as you twig Fate Core, you’ll slide into this without any problems at all.

********

Oh yeah, and if you're looking for a concept on what Fate Core embodies -- what sort of mindset am I looking at in this system? -- check out:

Learning Fate Systems from a d20 Background
The Fate Mindset and Paradigm Shifts

********

Again, just testing the water here. Any Questions, shoot! Pun Energetically Intended!


((Dot away if you want to add this to your dash. Game will begin once we've got our posse of 15.))


Here's some relevant info for the five of you:

All lvl 0 characters begin with the following:

  • 1d4 hit points, modified by Stamina (Let's say roll 2d4 and take the higher of the 2... call me gracious).
  • 5d12 dollars
  • 0 XP (at 10 XP you reach level 1!)
  • +0 modifier to attack rolls and all saving throws

Finally, don't worry about Alignment yet. I think that would be better left to determine when you reach level 1. Play to find out, eh?


Brimstone's a boom town deep in the Black Hills of dark Dakota Territory, recently connected to the rails and infamous for rising up around the Maw -- a bottomless pit that's opened up in the earth. It's a prime claim for mining Demon Ore and low-life's have been scrambling to get there for just that reason. But where Demon Ore is found, lawlessness, corruption, disease, and volatile supernatural threats run rampant.

But it's a place to get a new start. It's a place to make a name. Most importantly, it's a place to strike it rich -- if you survive it long enough.

---------------------------------------------------------------

This campaign, if there is enough interest, will be using the DCC (Dungeon Crawl Classics) system. For those unfamiliar with it, there's an intentional old school feel: incredibly open rules, emphasis on player skill and creativity (over character skill), and potentially high lethality.

The game begins with a funnel (you will control several 0-level characters, striving through a meat-grinder to determine which of your fledglings has the grit to make it on the frontier), then opens up to allow you to choose whichever class you wish and pursue the hooks in Brimstone that interest you most.

The standard rules are modified slightly by Stormlord Publishing's Black Powder, Black Magic setting. This is an alternate history of the American West, 1880's, slathered in supernatural horrors, steampunk advancement, and spaghetti western pastiche.

You do not need to own any of these books, as primers will be made available. However, you certainly won't regret owning them, and a deeper understanding of the system always helps (especially for those that pursue the more "crunchy" classes, such as sorcerers).

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This campaign should be high action with the weird factor dialed up pretty high. Rolls are made in the open, so death is a possibility, but it's pretty quick to roll up another lowlife and get back in the fray.

If you're interested, I'll outline the character creation rules below.

  • Make 4 random characters -- rolling for everything but gender and name. You're free to determine those for yourselves.
  • Depending on interest, you likely won't use all 4, but they're there just in case.
  • Write a short paragraph (seriously, I only need like 3 sentences) for each of them - enough to give us both a quick look at what they look like, where they're from, what they're after.

------------------------------------------------------------------

Personal capacity (hard limit) is 5 players. If we actually exceed that on these forums, then we'll roll with the first 5 to express and maintain interest, assuming we can get characters together in the next week or so.

Any questions? Ask away.


Feel free to dot as well, if you like to track things from your campaign tab. If we have to drop some, I'll remove the character so you won't have this stuck in there for ya.


Discuss away...


This campaign will use the Dungeon World System.
The full text is contained for free online as well. And I am always happy to help introduce people to the system. It's simple.

Dungeon World?:
Dungeon World is probably the most dynamic and natural feeling setting for an RPG that I’ve ever come across. It’s simple, it’s creative, and it’s explosive.

The entire focus of this setting is the fiction (the story) and the fantastic characters that make that story happen. The mechanics are intended to rise out of the fiction and spur you on into further adventure by introducing complications, rather than determine if you can do what you desire. In fact, as a GM I don’t even roll any dice – instead I prompt you, the players, to roll when failure might present interesting options and build the story according to those successes and quirks.

Don’t worry, it’s not completely free form. As a GM I do everything that would typically be expected of one wearing that cap: setting the scene and mood, providing interesting hooks and dilemmas, roleplaying NPCs and dangerous creatures, and describing the events as they unfold around you. What makes this different is that these things explode out of what you, the adventurers do. It’s got that vintage, old-school aroma.

This is what I mean. Everything that needs to be resolved is performed by rolling 2d6 (with a minor modifier for stats).

Quote:
A result of 10+ is a complete success, a result of 7-9 means you succeed but there’s a complication, and a result of 6 or less means that you jot down a point of experience and things get nastier rather than better.

Notice that even the lowest roll may not mean you fail at the action, it just means that things are going to heat up even more. Your actions aren’t defined by the mechanics and the roles, those dice rolls instead rise out of the fictional actions to build a dynamic and fantastic encounter.

Example? Certainly!
You: "I'll charge at the shaman's massive cauldron, trying to topple it and send the horrendous concoction within washing over the gibbering greenskins trying to rush up the hill."
GM: "That things really hot! Let's do it, but you'll likely take some damage and... wait, you're a dwarf! Dwarves are like, crazy hardy right? Tell me what that means." This is where you get to define some of the world too. You're a dwarf, after all, so you should know them best right?
You: [you talk about how dwarven matrons are all blacksmiths as well, so every dwarven child spends its first year wrapped in its mother's arms at a scalding forge. So minor burns really are nothing at all... You're making up stuff off the top of your head, but it's becoming canon for our world! I love this!]
GM: "Awesome. So you're still Defying Danger, but not against the burns. The danger is toppling the cauldron before the goblins reach you, so roll 2d6+Str modifier."
So you roll and the results are in one of those 3 categories above of Success, Success w/ Complications, or Trouble. Here's what could happen as a result:

  • 10+: Awesome. I'll describe how it worked out fantastically! Maybe the mixture washes over the front line of goblins--burning away flesh, blinding eyes, leaving a stench that makes you want to hurl, etc. Maybe one or two even get bowled over by the rolling cauldron.
  • 7-9: You still pulled it off. But it's complicated. Maybe some of the goblins get up there and out of the way first, and now they're leaping at you with their spears. Or maybe in your haste you overcommitted and now find yourself tumbling down behind it, needing to think fast before you find yourself in the same bath, etc.
  • 6-: Oops. Maybe the goblins got to you before you could topple it--dragging you to the ground and now are swarming all over you like hornets. Or hell, maybe you succeeded in doing what you wanted, but instead of burning off the front line it seems to be strengthening them! They're growing larger as muscles expand beneath their sinewy flesh and spikes erupt from their backs.

The point of this system is to let the players really act through their characters and go crazy. You don't make the above decision because you have a "Bowling with Cauldrons" feat. You also aren't dissuaded from pursuing an unorthodox action by the intimidating prospect of multiple rolls to determine aim, fortitude, saves vs. fire, and ability with an improvised weapon. You do it because it's what your character would do, and it sounds awesome. And we resolve it with a single roll. You also rest assured that whether it works the way you planned it or not, it's gonna make on e hell of a story should you survive to tell it.

Beyond all the basic options, you will also get to pick a Class. This is all about the fiction, so a class will simply open up new fun areas to consider beyond what an average person could perform: like casting spells, calling on divine favors, picking pockets, changing forms, etc.

The system is also intended to give you authorship of the world and adventures. As illustrated above, even as I shift and control the world around you I will be asking a ton of questions about things your character would know. These become opportunities for you to join me in creating the world. Go as big as you want and I'll likely add to what you introduce as well.

So the game grows to be about more than just following your characters, but also about creating and discovering the world in which they exist. It's wonderful.

Even if you are familiar with Dungeon World, check out this guide. It will really help you understand some of the hurdles that gamers usually get stuck on.

-------------------------------------------------------------

And the pitch... There's TWO options, but I'm only going to move forward with ONE.

  • End of the Northlanders-- You are all survivors in the frozen north; an unforgiving land that walks a strange line between honor and savagery. Furthermore, it's falling apart. Before we even begin I will ask you questions about how you know that the world is ending, where the gods seem to be, and what that has done to this already brutal landscape and culture. Picture gargantuan trolls, gods in disguise, ravaging tribes, and eternal snow.
    Norse flavor with emphasis on survival, brutality, and glory in a world falling apart. I will likely introduce new moves to deal with omens or oaths, and we can flavor classes in ways to make them more befitting of Scandinavian Sword and Sorcery.

  • WHAAAGGHHH! Goblins!-- You are all goblins. Which sucks because goblins die in horribly painful ways! But you refuse to go down that way, you're going to rise above and set the world on fire doing so. This campaign would be ridiculous from the onset and the dangers would be adjusted to fit that. Everything will be exaggerated so that backfiring spells and poor swings have gigantic repercussions. Likewise, gritty realism will be conveniently ignored most of the time so that lighting yourself on fire before rushing into a crowd of priests becomes a worthwhile trade rather than a death sentence. Before we begin I will be asking you tons of questions about how you will define goblins as well as their place in this world. Picture absurdity with the illusion of control and constant danger from yourselves as much as the colorful world around you. I'm thinking more along the lines of bizarre goblins than genocidal maniac goblins. Though I'm sure there's a middle ground.
    Fantasy of the brightest colors and an ever-present reality as defined by wizards and whimsical gods. Not to be taken seriously, though death is still a possibility (albeit a humorous one). Any class will be flavored heavily toward the ridiculous--like fighters with a stuffed marlin as a signature weapon, clerics that serve the god of fashion, or druids that limit their form changing to mythical types of horses, etc.

-------------------------------------------------------------

I know these boards don't usually have a lot of interest in other systems, but I've been able to run a few DW games here previously with fantastic participation. I know there are also 3 other games currently still running!

So if these pique your interest, say so and cast a vote for a preference! Again, I'll only follow through on ONE as I'm learning my own limitations. But if your preference isn't voted to the top, you're still welcome to be a part of the one that does.

Once we pick a path, then we can work more on building characters.


Dot away. Once we've got enough foundations to get rolling, we'll do so!


1d6 ⇒ 1
1d6 ⇒ 1

Our Village...

These questions are for you as a group to answer. Feel free to grab one or two, or even add-to/modify what someone else has contributed. I'll be getting up a map shortly as well.

  • What is the village called?
  • What is its main resource?
  • What is its relationship to the presiding Kingdom (if there is indeed a kingdom)
  • What are the surroundings and geography like?

    The above rolls randomized an additional benefit as well as a struggle. As follows:

  • The village has abundant resources (which increases its prosperity)! What makes its resource particularly abundant or beneficial?
  • The village is remote or unwelcoming. What makes this steading so isolated?
  • How do you resolve these? How has the village prospered from its abundance, in spite of its isolation?

    I know these questions are more "nuts and bolts" type questions, but once we have a basic foundation I'll bring some much more interesting questions.


  • The Dog-Men Cometh...
    The door splinters and bulges under the assault from without, but does not yet break. The barking and snarling is so loud you would think all the wolves in the world were at the door. You look around the room: only a handful of your neighbors and kinfolk have found refuge here, terror in their eyes. Howls and screams from outside say all there is to say: the dog-men run rampant without; blood runs in the road. You and those here with you may be the only ones left. And that door is about to give.

    What is Dungeon World?:
    Find an overview of the basic rules here, if interested.

    Dungeon World is likely how you imagined Roleplaying Games would be when you first heard of them. It's an incredibly straight-forward set of rules that allows characters to attempt pretty much anything they can think of, with a cinematic style of play and rules that propel action forward.

    In Dungeon World the focus is on the fiction or story, and the rules are there to spur on further action. Should your character do something that triggers a roll (sword-fighting an orc, leaping from a burning building, seducing a princess, etc.) then there's a roll to determine how successful that action is--which always results in more things happening, pushing the action forward.

    And the mechanic of every roll is basically the same:

    Quote:

    Roll 2d6, and add a multiplier ranging from -2 to +3 depending on a stat.

    • If the result is 10 or greater, you succeed greatly without any complications.
    • If the result is 7-9, you succeed with some complications. Either you get most of what you want, but not all, or possibly more than you bargained for.
    • If the result is 6 or less, you may or may not still succeed, but stuff gets really dicey!

    That's it! That's every roll. 2d6+Stat. Each different move may have slightly more defined results than the basic outline above, but it follows that same concept.

    Finally, it's a collaborative setting where you get to not only have a hand in defining the world your character occupies, but you also have incredible agency in how the story will play out.

    If you've been hearing about Dungeon World and are looking for a way to try it out, this is it. If you've played it before, then you know what I'm talking about, and I'd love your participation as well!


    You will not be required to purchase the rulebook for this setting, as relevant aspects will be explained. But I do hope through experiencing the setting, you will want to purchase it eventually to fully dive into all that it offers!

    What is a Funnel?:
    Unlike normal Dungeon World, this advertisement is for a Funnel, using the rules of Dungeon World but adapted by Jason Lutes for 0-level Adventures (a.k.a. a Funnel)

    A Funnel is an adventure in which the player-characters start as a motley crew of ordinary villagers who find themselves in extraordinary circumstances; common folk thrown into a crucible of death and terror, who struggle merely to come out the other end in one piece. Many, and sometimes all of these poor souls die horrible deaths over the course of a Funnel adventure, but those lucky enough to survive are transformed by the extremity of their experience.

    While most fantasy RPGs start the PCs off as heroes, a Funnel adventure concretely demonstrates how common folk become heroes. It is their origin story.


    --------------------------

    What am I looking for?

    This is a great chance for those looking to get their feet wet with the Dungeon World system who have never tried it before. Likewise, it's a fun way for those who are accustomed with it to try their hand at playing much more 'ordinary' characters!

    The excerpt above is the introduction to the adventure, setting up where you all will eventually begin. This will be a one-shot adventure. So don't worry about a long commitment if the system doesn't end up grabbing you (which it will). If I decide to continue anything, it will likely be through setting up another one-shot.

    If you're interested, here's what I'll need from you:

    You will create 4 Random Villagers, who will be your characters to guide and play through the funnel. Should they all die, and they might, there will likely be ways to introduce more so that you may continue to play.

    To do so...

    • Roll 3d6, 7 times for each stat: STR, DEX, CON, INT, WIS, CHA, and Luck. The rolls will be assigned in the order they are rolled.
    • Roll 1d100 - which I will compare to a chart to determing you Villager's occupation (which will include race, and starting gear)
    • Determine Gender (You may designate this if you wish, or roll for it through any means you wish... I recommend rolling a die of any size and designating odd=male, even=female)
    • Roll 1d100 - which will determine a physical trait
    • Roll 1d100 - which will determine a personality trait

    Yes, you will need to do this 4 times, each for a different character. (If there is more interest in this than I anticipate, I may ignore the last rolls to cut down to less characters per player)

    Example:
    Character 1:
    STR: 3d6 ⇒ (2, 6, 5) = 13
    DEX: 3d6 ⇒ (6, 4, 4) = 14
    CON: 3d6 ⇒ (4, 2, 6) = 12
    INT: 3d6 ⇒ (6, 5, 5) = 16
    WIS: 3d6 ⇒ (4, 2, 4) = 10
    CHA: 3d6 ⇒ (3, 3, 6) = 12
    Luck: 3d6 ⇒ (6, 2, 1) = 9
    Occupation and Race: 1d100 ⇒ 79
    Gender: Odd male, Even female: 1d10 ⇒ 2
    Physical: 1d100 ⇒ 59
    Personality: 1d100 ⇒ 71
    Wow, those are actually some incredible stats... And would have resulted in a Female, Human Scribe; who starts play with the clothes on her back, 2d4 pieces of parchment, and a quill& bottle of ink. She is one-handed and outspoken.

    Once you have rolled these, I will let you know what you rolled out, and you can give them wonderful names.

    ----------------------

    About Me (If you're curious):
    I have GMed a couple of Dungeon World games on this site previously, which I really enjoyed. But I overextended myself a bit, and the pace at which forum games crawl combined with the long commitment of ongoing games burned me out a bit when combined with the ups and downs of real life. So I informed those games that I needed to step back for a bit.

    I still love this system though and would like to run 1 game, with a definitive end (hence the one-shot). So you don't have to worry about me burning out and leaving you stranded.

    I should be able to reply consistently, multiple times a day on weekdays, but will likely be silent on weekends. What I expect of players is the ability to post something (even if it's tiny) about once a day through the week--which shouldn't be too much to ask, and keeps things moving. If you are unable to, the story will likely still advance around you.

    Questions? Shoot away! Once people start getting characters together, we will spend a little bit of time answering some questions about the setting and collaboratively filling in the blanks in this story... then we'll get to the chaos!


    Credit to Nate Saunders, who is creating this hack.

    “It is a law of nature we overlook, that intellectual versatility is the compensation for change, danger, and trouble. An animal perfectly in harmony with its environment is a perfect mechanism. Nature never appeals to intelligence until habit and instinct are useless. There is no intelligence where there is no change and no need of change. Only those animals partake of intelligence that have a huge variety of needs and dangers.” – H.G. Wells, The Time Machine

    ------------------------------------------------------------------
    From the introduction to the Adventshire hack...
    Adventshire is a game of thrilling steampunk noir adventure, discovery, intrigue, creation, mechanical imagination, and scientific romance. It is a world in which humanity is on the cusp of the Age of Enlightenment, and nothing one can envision seems impossible. The will of the human spirit and strength of imagination knows no limits, and the Impossible Dream, the collective unconscious that connects and inspires every mind in the enlightened world, shows it. Through the Dream this world’s mind-boggling adventure is possible, for if one can imagine it, why can it not be so?

    Innovation, curiosity, and gusto are the values men and women can succeed by, and the constant allure of discovery and adventure beckons the bold. Idleness and apathy are things of the past, and everyone has their own grand vision for the future, so if you’re not for progress, you’re for revolution. But what are the prices of creating a utopia, the genius fascist flipside of the intellectual visionary, the things that fall through the cracks when reaching for the stars?

    Each character has the agency to construct, protect, subvert, or destroy the status quo, in the efforts of creating a more perfect society. Sometimes, one will have to roll up one’s sleeves to take out the trash - anarchists, secret societies, cultists, sentient mechanical monstrosities, mad scientists and experiments gone horribly awry, civil corruption all the way to the top, ancient monsters from other dimensions - all dangers in the “utopian” society the party and MC will build and resolve through play.
    ------------------------------------------------------------------

    What is Apocalypse World?

    Apocalypse World (or the Powered By The Apocalypse system) is an RPG setting created by Vincent Baker. Its gameplay is wide-open and versatile, simple to pick up, and wildly conversational.

    • Wide-Open World - the world you live in is only an implied setting when you begin. That means that all we know is that it's decidedly Steampunk/Clockpunk. You as players help flesh out enough to give a foundation to the setting, which then builds and grows organically as you play.
    • Simple Mechanics - Whenever you need to roll, the mechanic is the same. Roll 2d6 and add a small stat modifier (-1 to +3) to the result. If the result is 10 or greater you succeed without struggle. If the result is 7-9, then you succeed partially or with complications. If the result is 6- something bad happens (you may still succeed, but you won't really like the results). That's it. You now understand the basic of every single roll.
    • Conversational Play - but most of the time, you likely won't even be rolling. You live out your character within the world, you taste, you run, you flirt, you invent... and when the need arises out of the fiction for a roll to be made, you do so. In the meantime, the MC (myself) is asking you leading questions and creating the world around you based on your answers and the snowballing effects of your actions.

    As you can see, it's a style of play that emphasizes story over mechanics. It's a setting where you immerse yourself and worry less about mechanical moves to make and skill bonuses, and more about how your character would act and deal with such situations.

    However, the MC is still responsible for spurring the world and adventures forward in fantastic and intriguing ways. You don't have to create the world or its inhabitants, nor make the adventure happen as often becomes the case in sandbox-style-play. Believe me, I'll fill your lives with drama and intrigue. But I will also ask your character a myriad of questions that he/she would know, and continue to build accordingly.

    What am I looking for? What would this entail?

    I'm checking to see if there exists a small handful of people interested in playing such an adventure? Obviously those that are familiar with Apocalypse World (or any of its other hacks like Dungeon World, Monsterhearts, Monster of the Week, etc.) would fit fantastically. But it's such a simple system that anyone should be able to thrive in it quickly, and I'd love to help any/all beginners.

    What we would do, should there be enough interest, is create a discussion thread where we'd begin to build a basic foundation for this setting. You'd also pick out Playbooks, which help outline the niche your character occupies in this fantastic world.

    Here is where you can find Apocalypse World, the original ruleset. It's inexpensive as a PDF and does a killer job of explaining the nuances of the system with several flavorful examples as well. This isn't required but highly recommended.

    And here you can find a basic rundown on Adventshire, the hack we'll be using. This hack is unpublished and currently just a playtest. Which means things may not always be balanced (we can tweak) and the author has every right to remove these documents when he wishes.

    Should interest arise, we can talk about playbooks at that point and I'll gladly explain anything and everything that might not make sense to you yet.

    “There is an electric fire in human nature tending to purify – so that among these human creatures there is continually some birth of new heroism. The pity is that we must wonder at it, as we should at finding a pearl in rubbish.” – John Keats

    ------------------------------------------------------------------

    About Me, If Interested:

    I currently GM two other games on this site, both of which are Dungeon World (a hack of Apocalypse World). So I'm quite familiar with these boards as well as the implementation of story-based games with this particular system. I am able to post several times during the day M-F, and live in the Pacific Time Zone of the United States.


    Feel free to dot away, so it's easier to track the discussion thread ;)


    Feel free to discuss further character creation here. We'll want to work on setting up bonds once we get the characters together, and I will eventually have some questions here needed to shape the first adventure.

    First, however, I have a minor change in character creation that I want to point out. Instead of Alignment, I would like to use Drives. A drive defines whatever serves as the core motivation for your character. Maybe it's riches, or power, or romance, or fame, or loyalty, or safety... the list goes on more or less endlessly. This drive could be vague (e.g. Discovery), or specific (e.g. To catalogue a living journal of every creature, citizen, and culture I come across).

    Through your drive you will be able to gain experience points in two different ways.

    • At the end of any session in which you made significant progress in this direction, you will gain an extra xp.
    • Any time your character willingly and substantially complicates the situation by following his/her drive, you will gain an xp. (e.g. A character who pursues romance would not get xp for kissing a random woman on the streets, even if her husband is nearby because the complication isn't substantially significant. Likewise, you wouldn't get xp if at the Duke's party the Duke himself discovers that you've been having an affair with the Duchesse, even though it's a significant complication it didn't come up at this moment willingly. However, if at the party you decide to grab the Duchesse around the waist, dip her low, and embrace her lips with your own in spite of the shocked and furious Duke nearby, that's an experience point!

    Please ask any questions you may have, and don't feel rushed in this. I'll gladly work with you where I can.


    "Why, Beastmen grow from people-leavings. That’s why you should always do your business in a nice deep hole and bury it. When the new whelp appears, it don’t know which way’s up. So it digs and wigs the wrong way until it starves to death." – Seff, Village Idiot

    Dungeon World is probably the most dynamic and natural feeling setting for an RPG that I’ve ever come across. It’s simple, it’s creative, and it’s explosive.

    The entire focus of this setting is the fiction (the story) and the fantastic characters that make that story happen. The mechanics are intended to rise out of the fiction and spur you on into further adventure by introducing complications, rather than determine if you can do what you desire. In fact, as a GM I don’t even roll any dice – instead I prompt you, the players, to roll when failure might present interesting options and build the story according to those successes and quirks.

    Don’t worry, it’s not completely free form. As a GM I do everything that would typically be expected of one wearing that cap: setting the scene and mood, providing interesting hooks and dilemmas, roleplaying NPCs and dangerous creatures, and describing the events as they unfold around you. What makes this different is that these things explode out of what you, the adventurers do. It’s got that vintage, old-school aroma.

    This is what I mean. Everything that needs to be resolved is performed by rolling 2d6 (with a minor modifier for stats). A result of 10+ is a complete success, a result of 7-9 means you succeed but there’s a complication, and a result of 6 or less means that you jot down a point of experience and I make things interesting. That’s right, even the lowest roll may not mean you fail at the action, it just means things are heating up. Your actions aren’t defined by the mechanics and the roles, those dice rolls instead rise out of the fictional actions to build a dynamic and fantastic encounter.

    Example? Certainly!

    Say you push over the shaman’s bubbling cauldron, washing out the oncoming horde of gibbering greenskins with the horrendous concoction within. Dealing with unidentified substances, especially at that temperature, is a risky move, but you’re a hearty dwarf and not phased by such things as burns (chemical or physical). You roll a 2d6 to Defy Danger and add a bonus from your constitution (because you’re a brick!).

    • 10+ on the results: Drink up, boys! The wretched mixture washes over the front line of goblins– burning away flesh, blinding eyes, and leaving a stench that wrenches at the very soul. One probably gets bowled over by the cauldron as well.
    • 7-9: Phew, you pulled it off, but there’s a complication. Maybe you take damage from the heat, or draw the attention of the Troll that’s been swinging your thief around like a club, or maybe you trip and go tumbling behind it toward those that survive.
    • 6-: Oops. Mark 1 more point of experience! Maybe you dumped the concoction on yourself – causing some serious burns and who knows what kind of abnormalities to your gene pool. Or maybe you succeeded in doing exactly what you wanted, but instead of burning off the front line it seems to be strengthening them, they’re growing larger as muscle expands beneath their flesh and spikes erupt from their backs.

    The point of this setting is to let the players really act through their characters. You don’t make the above decision because you have a “Bowling with Cauldrons” feat; or slag your way through a mess of rolls checking the strength needed to push it over, your saves in withstanding the heat, and your aim with improvised weapons. You do it because it’s what your character would do, and it sounds awesome. And you rest assured that whether it works the way you planned it or not, it’s gonna make one hell of a story should you survive to tell it.

    All of the mechanics, classes and extra information can be found here for free!
    Here also is a Dungeon World Guide that helps try and lead you through common hangups when adapting to this system.

    I also have some other options, including some bonus playbooks for alternate classes and rules that I’d share with those playing, but I’ll get into those details next…


    My main rule:Everything begins and ends with fiction!

    Everything begins and ends with fiction!

    This will likely be broken, at which point I will redirect you away from mechanics and back to the fiction.

    We are telling a story and living and adventure first, not rolling mechanics. Because of this, the mechanical aspects rise out of the story and help guide the story, but they are not the story.

    When you act, begin with fiction. What are you doing and how are you doing it. Some of those things will require a roll, which will lead to more story. But don't let the mechanics become the actions. This then leads to more story, more fiction. Fiction is the beginning and the end.

    Do not:

    • Say "I attack the golem for x damage" then roll hack and slash and damage.
    • Describe an action simply as the mechanic that rises out of it. I search the room. I cross the gap. I hide.
    • Treat NPC or PC interaction without words or actions. I'm rolling parley for a discount. I gather rhumors. I intimidate the captive.

    Instead:

    • Describe the attack. How are you fighting? What are you trying to do? You are not Rock 'em Sock 'em Robots, you move and feint and jab. Even if you're character shuns fancy tricks in lieu of straight forward stubborn and relentless strikes - describe that. "He swings again, with perfectly rehearsed form as formulaically as the last, slowly wearing down the defenses." is a good fiction. "I attack again" is a game mechanic.
    • As above, explain the action and method that leads to the mechanic. How do you search the room? Are you rifling through cabinets, or licking tiles, or feeling for drafts? I don't want to know what happens mechanically, I want to know what you're doing to get there.
    • Use words and body language. Getting a discount should involve a conversation. Who are you asking about the rhumors, and how do you do so? What is it about you that should be intimidating this person? So much roleplay rises out of the way your character interacts with other characters. Don't shortchange this and make it mechanical.

    *Note: I will not penalize a charismatic character with good rolls for a less than persuasive speech or argument. But I still want to know what your character says.

    -------------------------------------

    Questions for the first adventure coming this afternoon (I hope.)


    Dot away. Game will likely begin Monday 4/14/14
    (because it's such an aesthetically pleasing date... 41414)


    2 people marked this as a favorite.

    "Now and then we had a hope that if we lived and were good, God would permit us to be pirates" - Mark Twain

    I know these are pathfinder boards, but I'm looking for a couple more players willing to try this great system!

    Dungeon World is probably the most dynamic and natural feeling setting for an RPG that I’ve ever come across. It’s simple, it’s creative, and it’s dynamic.

    The entire focus of this setting is the fiction (the story) and the fantastic characters that make that story happen. The mechanics are intended to rise out of the fiction and spur you on into further adventure by introducing complications, rather than determine if you can do what you desire. In fact, as a GM I don’t even roll any dice – instead I prompt you, the players, to roll when failure might present interesting options and build the story according to those successes and quirks.

    Don’t worry, it’s not completely free form. As a GM I do everything that would typically be expected of one wearing that cap: setting the scene and mood, providing interesting hooks and dilemmas, roleplaying NPCs and dangerous creatures, and describing the events as they unfold around you. What makes this different is that these things explode out of what you, the adventurers do. It’s got that vintage, old-school aroma.

    This is what I mean. Everything that needs to be resolved is performed by rolling 2d6 (with a minor modifier for stats). A result of 10+ is a complete success, a result of 7-9 means you succeed but there’s a complication, and a result of 6 or less means that you jot down a point of experience and I make things interesting. That’s right, even the lowest roll may not mean you fail at the action, it just means things are heating up. Your actions aren’t defined by the mechanics and the roles, those dice rolls instead rise out of the fictional actions to build a dynamic and fantastic encounter.

    Example? Certainly!

    Say you want to ride the Kraken’s tentacle up into the top rigging of the ship so you can flick one of your daggers down at one of its bulbous eyes just below the water’s surface. That sounds like a pretty dangerous move, but you’re going to rely on your quick reflexes to hitch that ride and jump free at the right moment. You roll 2d6 and add a bonus from your dexterity (because you’re a slick one!). *That may actually be two death defying moves... riding the tentacle and leaping free into the rigging. But for the example, let's be generous.

    • 10+ on the results: saddle up! You cling to that tentacle and ride it up into the rigging, snagging a rope that swings you to the top beam of the main mast. Now let’s see if we can find that eye!
    • 7-9: Phew, you made it, but there’s a complication. Maybe you lost your throwing dagger in the process, time to improvise. Or maybe the tentacle you just rode is getting ready to smash back down into the mast you’re clinging to!
    • 6-: Mark 1 more point of experience. Maybe you slipped on the deck in your attempt, completely missing the tentacle and now find yourself sliding toward the edge. Or maybe you succeeded in riding the tentacle, but instead of lifting you into the rigging it slipped straight back down into the waves with you hanging on for dear life. Now what do you do?

    The point of this setting is to let the players really act through their characters. You don’t make the above decision because you have a “Ride Tentacles” feat; or slag your way through a mess of rolls determining the distance of your jump, your grip vs. the slipperiness of the appendage, and the probability of catching a rope at the top. You do it because it’s what your character would do, and it sounds awesome. And you rest assured that whether it works the way you planned it or not, it’s gonna make one hell of a story should you survive to tell it.

    All of the mechanics, classes and extra information can be found here for free!

    I also have some other options, including some bonus playbooks for alternate classes and rules that I’d share with those playing, but I’ll get into those details next…


    Fate of the Norns: Ragnarok - Denizens of the North Sourcebook

    Blood and darkness soak the cosmic tree... From the fractured Viking kingdoms of Norveig to the siege of Asgard, Ragnarok is here!

    Setting wrote:
    The death of King Harald of Norveig and the coinciding disappearance of the sun and moon ushered in the first age of Ragnarok. A terrible winter fell over the land and darkness engulfed everyone. As we enter the second age of Ragnarok, Midgard, the realm of mankind has been heading in a downward spiral for 3 years... King Harald's children have started an open war for the throne that has left a land divided and bloodied... Under Islandia lies the Cornerstone of the World, the place where Yggdrasil holds up the realm of mankind. A terrible and ancient evil has awakened- complicating the war between gods and jotuns... The crusaders are coming from the south, and the great wall known as the Danevirke may fall. Your courage and heroism are needed... Naglfar is being buildt, the massive flying ship of nails. Will the vanguard of the gods be able to derail its maiden voyage? It won't be an easy task considering that Asgard is now under siege! Come and forge your destiny as the Norns have foretold... come and let Ragnarok embrace you!

    Fate of the Norns: Ragnarok is a Viking themed RPG based in the world of Scandinavian myths (Odin and Thor, Giants and Trolls, Witches and Berserkers) during the final days of Ragnarok (the end of the world).

    • The system is based on Runes instead of dice, which takes a little bit to get used to but proves to be a fantastic mechanic
    • Numerous archetypes allow you to play a variety of roles with 4 types of magic and brutal warriors
    • The art... holy cow, the art (it's what sold me on this game before I even began to dive into the system)
    • A thoroughly researched and fleshed out world steeped in Scandinavian Folklore (I know this can be a touchy subject, as everyone has their degrees of 'authenticity', but the author clearly has an impressive knowledge of the history and myths of this time)

    --------------->Kickstarter HERE<---------------

    This game has already been published, with a Core Rulebook, a stand alone adventure, and gaming materials (such as runes and screens). The Kickstarter is for the first sourcebook to compliment the CRB. This sourcebook is over 200 pages of lore regarding the people, places, monsters, and events currently happening in Midgard during Ragnarok. It will also introduce at least 1 (possibly 3) new archetypes to the game (Blacksmith - a warrior that fashions his own tools, Druid - Area of effect master of natural magic, and one other).

    Should the Kickstarter reach its stretch goals there is potential for a Universal Gaming System that utilizes the Runes from this setting, as well as a second sourcebook all about the gods and other worlds attached to Yggdrasill.

    Where you can acquire the books on Paizo - here.

    I've been playing in this setting for about 6 months now and am absolutely in love with it. So I'm posting a heads up here just to get knowledge of it out in hopes that the system will continue to grow. Attached below are a handful of reviews, should you wish to know more.

    New Year, New Game: Fate of the Norns: Ragnarok
    PA Report: Forget Skyrim, play Fate of the Norns
    RPG.net Review


    Yggdrasill

    This is the world of 5th century Norsemen. It is a world full of change, a world of superstition and magic, and a world where new Heroes who will have sagas written about them begin their adventures...

    I am checking to see if there is any interest here on these boards in creating a Norse Saga in the lands of mythical Scandinavia. While much of the context is based on historical norsemen of this time (no horned helmets, and you care about more than simply amassing gold and drinking mead), it also assumes the factuality of their beliefs and folklore. Odin and the aesir rule from Asgard, Giants and trolls fill the mountains where they pour out from Jotunheim, and mortal men live their lives according to the fates that have been woven in hopes of earning a seat in the hall of Valhalla.

    The system would be Yggdrasill through Cubicle 7 Entertainment. It is based entirely on d10 rolls and may seem complicated at first, but is all based around a single mechanic. Only the modifiers change. It is also an extremely open system, allowing a number of creative options not only for combat but also crafting your own magic or solutions to situations. I love the versatility of the system, and assume that there will be a degree of acclimating ourselves to it through the initial adventures.

    Because of this, I would require players to have access to the core rulebook, but do not require previous experience or familiarity with the system. I would also be looking for players more interested in building a character and a saga than chopping up trolls with giant axes (though the latter is definitely still a possibility). The system is built toward creating an epic, not obtaining the highest dpr ratios.

    -----------------------------------------

    About the setting:
    Three concepts that are vital to understanding the Norse mindset and culture: Fate, Honor, and Family.

    "Fate remains wholly inexorable" -- The Wanderer Everyone's fate is woven by the norns, and your role is part of a large tapestry. You can work within it, but you cannot change it. It is omnipresent in the legends, and the acceptance of Fate is the mark of a hero. Not to acknowledge Fate is a serious matter.

    "Cattle die, kinsmen die, all men are mortal. Words of praise will never perish nor a noble name. -- Havamal Your word is the value of your name, your reputation. A man who can not be trusted has no value. Likewise, insults are paramount as they impune that name you work so hard to build. There is an inviolability to the individual, in which crimes, insults, mutilations, or calumnies are punished--either through the community, or individual vengeance.

    "Young was I once, I walked alone, and bewildered seemd in the way; then I found me another and rich I thought me, for man is the joy of man." -- Havamal As for the importance of clan and family, the Norsemen are aware of their weakness in the face of harsh living conditions, and of the warmth which human contact brings - as well as its problems. Banishment is worse than death for a Norseman. This also includes the rule of hospitality--also, you never know when you might be entertaining a god.

    -----------------------------------------

    About myself:

    - I have been a GM of online PbP communities before, one of which has also been norse themed, and am well aware of the pacing of potential shortfalls of this type of game. This, however, is the first time I have GMed through this site.
    - However, I have been gaming on this site for a while and hope that this may serve as evidence of dependability.
    - I am marginally well-versed in Norse mythology. However, I do not intend to make absolute historical/mythical accuracy the focus of this potential campaign. If you are more familiar than I then I welcome your guidance, but please allow me the grace to be innaccurate at times. If you are less familiar than I, then I am happy to help build this rich world and hope this could be a good way to build that familiarity.
    - I will be learning this system with the players. I have studied it, but only played it briefly. But I vow to be in constant research, and hold myself accountable for knowing the rules above the PCs.

    -----------------------------------------

    I'll post more information if interest builds, and feel free to ask questions.

    The Core rulebook is available on this sight in hardcover, as well as available on other sites in PDF. But I am not going to advertise other sites through this forum.