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Organized Play Member. 105 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




I have an established game that is a little light on members right now (3 players).

If interested message me or ask questions here.

Here is the link to my latest Meetup:

https://www.meetup.com/Sci-Fi-Fantasy-Roleplaying-Games-Meetup/events/23787 7196/


I am looking for a premade castle adventure I could tweak for my campaign. I am looking for suggestions. Here is what I am looking for:

- Must be a large or very large castle
- Lots of creatures that can stay in place for centuries (golems, undead, extraplanary, etc.).
- A good number of empty rooms since the castle is suppose to be an unoccupied ruin that once housed a signficant population
- A good sized basement

If you know of a Pathfinder (or 3rd Edition) adventure that fits the bill, please help.


In order to keep my player's kingdom from becoming an excuse for game breaking wealth or armies, and to save on all the accounting rules, I am considering having a Empire / Fuedal Rule. Basically it goes like this.

A kingdom that grows beyond X city districts or Y hexes has grown too cumbersome for one group of officials to run. All additional hexes and city districts must be distributed to kingdoms/fiefs to be managed by them. These kingdoms/fiefs will be managed by the GM, BUT the PCs can serve on their group of officials.

Here are my questions:

1) Do you like this rule or not?

2) What should the value of "X" and "Y" be? (I am leaning towards Y being between 100 and 200).


I am putting together an Evil Campaign (No Good Alignments allowed). I want one more player. The game would be the Baltimore/Washington metro. If interested, just respond to this post.


Hello Everyone,

I just wanted to see if there is anyone in the Washington DC / Baltimore area who would be interested in participating in my Pathfinder Game. Here are some details.

- Meeting Times: Our default meeting time is every Saturday around 8 PM for about 4 hours. If I am not participating in a game the next day then then we will have the game on Sunday starting around noon and going to 6 to 7 instead.

- Setting: I am running the "Kingmaker" Campaign made by Paizo, but set in a homebrew world instead of the Pathfinder world.

- Level: As of right now new players start out at 3rd Level and use 25 point buy. Any alignment except CE & NE.

- Location: I will not give specifics, but the location is slightly floating and can be influenced by where players are coming from. The current locations are: 1) a private home near Naylor Road Metro Station in Temple Hills, MD; 2) a private home near Savage, MD; 3) The 'Family Game Store' in Savage, MD.

- Pop In Play: The Kingmaker Campaign is very geared for Pop In Play. Basically if you can only play every so often then it is easy to explain why your character is not always there.

- Personal Goal: While I have enough players in the game I would like to reach out to other players so that I can get some variety in who I play with.

If you have any interest in participating or want to ask more specific questions, then just post here.


Hey Everyone,

One reoccuring theme I see happening in Kingmaker is that inexperienced DMs are letting players make characters that would work in a typical D&D game, but are ruinous for this type of campaign. Hear are some character & player traits that I have noted that make for good Kingmakers and bad Kingmakers, and why.

BAD KINGMAKERS:
* Crazy - A character concept that involves any major mental malady is bad news. Minor are fine, but major ones will invitably lead to players buring down half their city because "it makes sense for the character to do this"
* Short-term selfish - In the long run your kingdom is going to be a huge cash cow that will allow PCs to buy legitimately what ever they want. But some players just see that there is a +1 weapon on the market or in the hands of an NPC and all they can think of is how they can steal it or kill the current holder of the item.
* Players who hate to deal with NPCs - Dealing with NPCs in a diplomatic fashion is important.
* Characters that hate people - Antisocial characters or characters that hate a large section of your Kingdom population are going to piss people off.
* Characters (and players) who have to have an explicit reason to help their own kingdom out - This is kind of like short-term selfish. Even an evil character would realize that if their kingdom flurishes then they get more tax revenue.
* Players who like chaos & destruction - Some players like to blow things up. They kill important NPCs. They set fire to buildings. For whatever reason they enjoy destruction or doing things just to see the results (even if the results are obvious). Normally this PC could just move over to the next city. Unfortunately if the PCs blow up their kingdom, the modules are largely derailed and will need massive jiggering.
* Cursed - This is kind of like crazy. Some DMs like to let people play characters with a curse. Some work in kingmaker. I let one character play a curse that keeps him from taking levels in wizard (he is in a wizard family and a more powerful wizard family cursed them so the family would eventually fall). But I did not let someone play a lycanthrope who did not control his actions yet. Such a character would have been killing peasants and PCs. And considering that the PCs are alone with one another for days at a time, that is a disaster in the making.
* Kill what does not submit - Players sometimes get into a kill what does not submit mentality. As rulers of a kingdom they will run into situations were there subjects will not go along with what they want.

GOOD KINGMAKERS
* Take social skills and 10+ charisma scores - This will make the rolls to influence NPCs easier
* Players who think about long term consquences
* Characters that care about others
* Players who like social roleplay.