Wolfgang Volos |
I have recently moved to Ridgway PA, about six months ago, and begun running a Kingmaker AP campaign. My group could use another couple of players. We have completed the first book, but I am willing to change the story or flow of the campaign to encompass new characters. As of right now we are playing at 6th level, but that is likely to change as the story progresses. I tend to bend the rules to allow players to play interesting builds or concepts that are outside of the norm. Case in point, my wife is playing a Harrowed Magus who wields a 'Black-Blade' type of Harrow deck as her main weapon, and another player is playing a gun wielding investigator Kitsune from Tian Xai. The third player is just your typical Half-Orc Hunter, nothing really strange or interesting there.
If you have fun build or want to mix a couple of archetypes that normally can't mix, I like to bend or change things to make them as fun and flavorful as possible. Usually this gives more options rather than making a min-maxed crazy powerful character. A good example of this is the gun wielding Investigator Kitsune in my group. He can shape-change into any human visage he's seen due to a feat, and he has two different guns with more ammunition types than I can count. He doesn't really deal alot of damage or do anything crazy, but he has fun and always has an option regardless of what curve balls I throw at him. Those are the kind of characters I like to run with.
I focus on Roleplay first and stats second, and have employed a few interesting house-rules to make combat faster and more fun. Instead of the standard, and in my opinion boring, initiative system I have employed initiative cards. Everyone rolls for Initiative at the beginning of combat, chase, or other turn-based event. The highest roll goes first and is handed a deck of cards with everyone's name or designation (in the case of NPC/Foes) listed on them. After taking their own turn the person will choose a card and allow that person to go next. The very last card in the deck takes the first turn in the next round when the deck is regrouped. Essentially they get two turns in a row. This allows for more strategic play and has seemed to keep everyone interested in combat, chases, or interrogation situations.
A few of my other house rules are in regards to dice rolling, the skill system, and other minor details. Basically if you roll dice they have to be on the table, your sheet, or some over flat surface of the play area. Floor rolls never count, and I may allow or call for re-rolls of cocked dice. With the skill system I will ask you WHAT you are trying to do and HOW you plan to do it. Once I know your INTENT and APPROACH for your proposed action I may or may not call for a skill or ability check. I'm very into team play so if you describe how you want to help even if you aren't trained in the skill, I'll probably allow an aid-another bonus. And for minor details, I tend to make rulings on the fly to keep the game flowing but will look up things later to make sure I was right or close enough. If this changes the interpretation of your character's mechanics in an unfavorable way I will allow retraining or I may just make something up for you. I'd rather have fun than to be 100% RAW and RAI approved in my game play.
Respond here or PM me if you are interesting in joining our group. I have played with all manner of gamers in the past; guys, girls, shy people, outgoing people, and even the non-geeks. If you are interested, I have a spot for you at my table.