Interest thread: Intrigue in Galt


Recruitment

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I would always play as a team. I've parties fail due to pvp.


Hawksw0rd wrote:

I have no intention of PVP, but the ability to interrogate and get information, while a morally dubious concept, could be helpful.

I'd be happy to submit two character concepts.

I didn't think you were. I just wanted to make a broader statement about alignment and the expectations surrounding that.

Morally dubious MOs are going to be okay.


Absolutely, hell, I'd enjoy making two characters.


The alignment handbook super-thread might prove useful.


Sounds good to me, and I'll second the SoP/SoM recommendation made above.


A thought. I understand the actual recruitment won't start for a few weeks, but perhaps it could start now, to some extent. If we were to prepare possible characters now, it may help your fame prep, in that you can examine the weakness and strengths of the potential PC's.


@chillblame
We welcome you to consider builds and character ideas you'll be interested in here. It could help us fill in gaps in Isarn or offer more inspiration, but I don't think we'll consider any discussion as "applications" until you get a chance to view our Gazetteer.

Isarn is very sparse in actual Paizo content. We want you to see our version of Isarn before you actually build your characters.

Shadow Lodge

Exceedingly interested and on tenterhooks for the Gazetteer.


Wanted to read up on Galt before expressing interest. I found a couple of ideas I can run with thinking about a decedent of Hosetter or someone with a connection to Razor Jenni. Not sure what class but definitely something deadly. Will think about it a bit more and throw out some ideas.


I'm interested. Given that we're in Galt (and Isarn, no less) would a former Gray Gardener be a character that might work in this game? I've had a character like that I've wanted to play for a while.


Le Quatrième Voile wrote:


After seeing some ideas develop here, and some discussion between myself and GM Renard, we'd like to propose the idea of submitting up to 2 characters. We've realized certain "archetypes" (e.g. Assassin, Diplomancer) of characters are going to be popular. We don't want players to have to choose between differentiating their submission and playing the character they really want to play. However, if you submit multiple characters, you would have to play whichever gets recruited.

We are floating this idea out here, please give us feedback on this point as we are still evaluating it.

I, for one, have at least two ideas that'd fit reasonably well, but I haven't had a chance to play. I'll let you guys decide which character would be better so I wont have to

Thanks xD


I've got ideas for a summoner & a martial class floating around--probably a samurai or a cavalier...

Looking forward to seeing the gazetteer!


I'm holding out for the Player's Guide. Unfortunately, I don't know as much about Galt, nor have as much access to the setting materials, so I'll hold out until I find the Gazetteer.


@Chobo Those are certainly very good ideas. GM Renard and I have talked at length about the surrounding cities in Galt and their relationship to Isarn. You reminded me that it will be important to give characters that come from cities like Edme or Woodsedge a clear picture of how their home community views Isarn.

@JDPhipps Grey Gardeners mechanically seem very cool, but they are one of our big antagonists in this game. Our understanding of the Grey Gardeners as an organization makes us think that don't really have 'former' members, and that anyone fleeing their order would be marked for death. Renard suggested that a double-agent scenario might work, but that character seems even closer to losing his head. I don't know if that was what you had in mind, but to my thinking, these are the only ways it would work. And both make for a level of lethality even higher than the already high level of lethality.

@Dragoncat I don't think a samurai would be a poor fit mechanically, but might be a little out of place in a French-Revolution inspired setting without some serious re-flavoring.

Those chomping at the bit for more Galt, please enjoy some of the short stories from the Paizo blog that inspired us:
The Seventh Execution by Amber E Scott
The Perfumer's Apprentice by Kevin Andrew Murphy
The Walkers From the Crypt by Howard Andrew Jones


I just read the online description of Galt, and I was impressed. It's sort of like if the reign of terror in France never stopped, and no Napoleon figure stepped up. I'm a little surprised that it's neighbours haven't stepped in to settle the situation, but I guess politics and other matters led to this.
I suppose as the neighbours are Taldor (decaying, somewhat corrupt kingdom focused on its southern border), Andoran (Focused on Chelix, and not interested in wars of expansion) and the River Kingdoms (bunch of Bandits and counter revolutionaries). OK that last one is unfair (a bit), as there is a counter revolution stronghold there, and bandits and monsters from there must be a constant issue.
Not exactly sure why anyone would want to rule in Galt, leaders tend to have a short shelf life. But standing behind the leaders, hmm.
Great adventure fodder.
:)


Actually Andoran and Cheliax are pretty concerned since Citizen Goss (in charge) blames them for Galts troubles. Unsure if the GM's plan to use that but I think both nations would be keeping a close eye on Galt for the moment.


That's okay. A Cavalier would be just as well.


I can't see galt as that great a threat to either andoran or cheliax. Both are nations with highly effective militaries, galt has half staved mobs.
Having said that, i don't know the state of the galt military. It might be quite good. But nothing I have read suggests that.
Now, the lawlessness, political instability and refugees could be a serious problem.


Hmm. One (or more) could play as agents of andoran, or cheliax, or even the river kingdom counter revolutionaries.


Le Quatrième Voile wrote:

@JDPhipps Grey Gardeners mechanically seem very cool, but they are one of our big antagonists in this game. Our understanding of the Grey Gardeners as an organization makes us think that don't really have 'former' members, and that anyone fleeing their order would be marked for death. Renard suggested that a double-agent scenario might work, but that character seems even closer to losing his head. I don't know if that was what you had in mind, but to my thinking, these are the only ways it would work. And both make for a level of lethality even higher than the already high level of lethality.

Yeah, one of those was more what I was going for. I was originally thinking he had fled and was marked for death, but I actually really like the double agent idea. A guy who joins the Grey Gardeners as a double agent to try to use his position to help people who are bettering Galt? Sign me up, man. I have no issue with playing something that I know up front has a strong possibility of death, but at least with a double agent I can do my best to keep that cover up as long as possible.


That second story was no fair, the alchemist got to make a blancmange sustaining spoon xD


quick question for our Glorious Leaders GMs: do you have a range for the number of PCs in mind?


ScegfOd wrote:
quick question for our Glorious Leaders GMs: do you have a range for the number of PCs in mind?

I liked the first title more.

We're thinking of 4-5 players for now. Since this game format is going to be a bit of an experiment, we don't want to bite off more than we can handle.

That said, I think we'd like to open up further recruitment in the future to give it a proper West Marches feel. But that's more aspirational and will have to be revisited once we have ironed out any issues with the event format.

Assuming we do get around to the next wave of recruitment, those that submitted characters this time will have an edge.


Do you plan to follow up on the tease in a paizo sourcebook that mentioned the one individual currently locked away that has the potential to bring peace to Galt?

:)


Well, we definitely read about that...


ScegfOd wrote:
That second story was no fair, the alchemist got to make a blancmange sustaining spoon xD

I would love a blancmange spoon

:D
I'll run up a couple of 5th level characters, just to be prepared. If the level cap is higher, it's not hard to advance them. I won't post them until needed though.


Same xD

@GMs: BTW, are we going to use background skills? I suppose linguistics could actually end up useful for forgeries, but I want bonus skills anyway xD


Background skills are great for fleshing out characters, especially with classes that are tight for skill points. I'm a lot happier about taking more niche skills such as perform or profession when they aren't the character's main focus if background skills are in effect.


I've settled on my two submissions being an unchained summoner & a cavalier. I'm also wondering if Background Skills will be a thing.


same here


I want to thank everyone again for the overwhelmingly positive response. We understand that people are excited, and we have LITERALLY doubled our efforts in order to get to the recruitment sooner than we had originally expected. We're not ready to be more specific I'm afraid, but we are optimisitc about beating our original estimate.

As the thread goes on and on, its evident that people have started making their characters based on the incomplete guidelines. While we are very excited to see people that have concepts already, or that have come up with new ones based on our game what little we've revealed about our setting, it does give us some concearns. When we come to recruitment, one of the things we will be looking for characters who are creatively integrated into the setting. If you just can't wait to get started, we both understand that feeling, and appreciate your fervor. If feel the incurable itch to make your character(s) we warn you: be prepared to revisit your character when the Gazetter and Player Guide come with the real recruitment thread. We would hate to throw out someone's character submission because they jumped the gun, and then did not repolish using the final guidelines.

The way we envision our game, skills will be an important part of PC Life. As you'd expect, skills like Diplomacy, Bluff, Perception, Stealth, Sense Motive will be staples of certain character builds. We have made a concerted effort to make other skills considerably more relevant, so that characters that are NOT Sneaks or Diplomancers are still able to be successful. We will be using the background skills system for this game. We have also decided not to include Aasimar in the options for PC characters. There will be much, MUCH more detail on the setting, as well as on character creation, so we appreciate your continued patience.


Cheers for the extensive update!


Neat!
Don't overdue it just because of our enthusiasm though.
Remember, this is for fun, not work xD


Thanks for the update. I am designing characters (mostly for fun), but I am not locked on them, so I can change or completely replace them if needed.


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Looks neat, I'll add myself to the mob of onlookers :)
(whens the GM lynching, did I miss it?)

a couple of ideas that initially stick out to me;

1) Go for the more difficult route of a martial melee character. I am thinking of a rabble rouser sort of character. Possibly a monk with a skill focus in Disguise? He gets into groups of crowds and stirs them up while covered up and gets them into trouble. If trouble finds him, well it turns out he is pretty good with his hands :)
He gets his kicks from watching all the chaos and headaches he makes for Big Man Gross. Hes not the best ally for the Council but as long as he gets to be in the midst of all the commotion hes content, plus he makes for a great fall guy and distraction.
So probably a Monk with high Disguise, Bluff and Escape Artist skills, possibly some Combat Maneuvers too.

2) "The Merchant". This guy appears to be quite the reputable (and greedy) merchant on the surface but underneath the pleasant smiles and niceties lies a man who knows how money makes the world move. And knows the ins and outs of the black market and gangs. He has some beef with the current leadership and so he seceretly backs the Council. The man himself is weak and so he tries VERY hard not to be seen (after all, becoming an enemy of the Grey Gardeners is bad for business), instead he tries to set up his plots behind the scenes and greases the palms of those lesser beings to do the dirty work (and line his pockets!).
Basically, I would get to set up elaborate plans and backups utilizing NPCs and then you play them out (blundering and all...), and I get to sit back and watch like a true Mastermind.
He would be some form of Charlatan Rogue with the Rumormonger and Black Market Connections Talents, enabling him to manipulate other people well, and give him interesting ways of interacting with the world :)
He will also most likely have a bodyguard of some sort, because which rich Merchant wouldn't? XD (and hes a weak snob who would be avoiding any confrontations...)
Spill a gallon of blood from another? Sure. Spill a drop of his own? Not a chance...

3) Some sort of Illusionist or Mind Reader could also be grand :)
Now this will probably be a popular idea for others so I probably will go with something else. A Wizard or Sorcerer makes easy sense, but a Mesmerist could also work well. I think a character with a really strong Detect Thoughts or Seek Thoughts could be a fun information-gatherer type of character, and Enchantments are great in this kind of setting :)
Or a Gnome with the Effortless Trickery feat and a boatload of Illusions could do wonders for facilitating our plans, such as escape or distraction or whatnot. Plus I could see a small Gnome just getting a kick out of screwing with the local authorities XD

Anyways, those are just ideas being spitballed right now, very likely subject to change :)
I do like the Monk guy tho >_>

Question!
Will you be allowing Skill Unlocks or Combat Stamina?
The Disguise Skill Unlock (time reduction) would be very useful for my non-magical, mundane rabble-rouser :)


@ Gobo Horde
1 . A very creative tie-in for a martial character. Monks have to be lawful, but maybe a brawler.

2. How a PC goes about obtaining a compatriot like you're describing in this idea might need to be worked out on a case by case basis once we've dropped Recruitment.

3. The reason we are considering taking up to 2 applications is so people are more likely to submit characters that might be 'the popular one,' because they would have an option to submit a second build too.

4. We're almost settled as to the systems we want to include. These are two systems we haven't specifically reviewed. We'll give both a fair review to be sure. At a glance it Combat Stamina is a lot of reading to expect our players to know, but seems fairly simple to implement. Skill unlocks are pretty straightforward, too.

Grand Lodge

I don’t know a lot about Galt but this sounds very interesting. I’ll be keeping my eye out for the gazetteer!


Some notions:

1) A young Galtan noble is pushed beyond breaking point by the horrors of the Red Revolution. His mind snaps, and two personalities emerge from the ashes. One is a social butterfly, pretending to be a revolutionary but gathering knowledge. The other is a killer who acts to "protect" the other.

Mechanically, Stalker Vigilante with the Serial Killer or Splintersoul archetype. Both would be great, but by RAW they're incompatable.

2. An Ulfen Guard investigator sent by the Taldan throne to infilitrate Galt and provide assistance to those planning to stabilise the nation.

Mechanically, could be made a number of ways. The Ulfen Guard prestige class would make sense for a martial build.

3. A devout Galtan who sees the Final Blades as an abomination. Much less interested in countering the Red Revolution per se, but will assist the counter-revolution in order to destroy the object of their hatred.

Mechanically, this is the one I am least sure of. Martial for sunder? Divine caster? Paladin or Vigilante Zealot?

In any case, I won't cast anything in stone until after I see the gazetteer.


@GMs: how do you guys feel about minions that last longer than minutes/level (especially constructs)?
(I'm thinking of making a very heavy crafty wizard; he'll be so crafty that he is feat starved, lol. Depending on the gazetteer, maybe he'll even be in charge of a guild or something guild-ish as part of his backstory)


I wouldn't in charge of anything in galt. The turnover rate of leaders is rather high.
:D


good point xD


The more I read about this, the more I'm eager to see the official recruitment.

The simple fact that you've banned the Aasimar from the available races PCs can pick makes me ecstatic. I know that Humans are the staple for most people to play but I've never been fond of the no weakness Aasimar and have almost always stuck to a Tiefling instead. (Honestly, I'd be happy to play Aasimar if they'd get a -2 to some stat like the Tieflings. In home brew games, I've played several Aasimars as if they were Tieflings just to give that race a feeling of balance.)

I'm holding back on ideas, concepts, even character designs till I see the gazette. I love to read the lore and get a real feel for the environment before I put pen to paper and begin figuring out the characters crunch. (I do crunch first because the skills give me things to incorporate into the backstory of the character...I always feel I write too balanced or generalized otherwise.)


@Decimus Observet
1. Interesting idea, maybe the incompatablity will work itself out when you've gotten the full picture of the city.
2. An Ulfen from Taldor that spies on Galt..an interesting notion and hopefully an interesting backstory for such a far-flung hero.
3. A section of our gazetter is going to have specific notes on deities, at least the ones that are viewed or woshiped differently in Galt, so that may influence how you might build this character.

@ScegfOd
Guilds are of course a part of our city. Since the economy is in shambles, the only guIlds in full operation are the ones necessary to sustain life. We wouldn't have issue with creatures under a character's control that are more than min/level, but I'd be especially interested to see what you have in mind for the flavor of a Galtan construct.

@Vitaliano
You kind of hit the nail on the head. They are mechanically stronger than all the other races and weren't a great thematic fit.

With regard to guild leaders: we have plenty of groups that PCs can be a part of, but we have established the various leaders and won't be starting PCs out in these roles. More will be clear on these groups when we put the gazeeter out.


Even putting recruitment to one side, I have so much excitement for the Gazeeter just to learn more about whats happening in the city. Galt's never really been fleshed out (much) so reading someones interpretation of the situation, as well as NPCs, guilds, races, religions is something I'm excited to see.


@GM Renard: I feel like pre-revolution nobility would've really liked the clockwork constructs. IRL, Leonardo da Vinci actually made a robot suit of armor that stood up by itself (with some pullies and !!SCIENCE!!) just so that some nobles/gentry could enjoy the show.
I think that sort of thing seems very appropriate for pre-revolution Galt. If clockwork constructs were popular with nobles back then, then by now they'd be informally banned by threat of lynching xD

To finally answer your question: I'm thinking anything non-clockwork would be good as long as it doesn't somehow infringe on the rights of the common fool patriot xD

That might mean no constructs for menial labor, oddly enough xD

As for what I'd actually make: lot's of poppets xD

Also, what little I know of French warfare makes me think of expendable hoards armies of idiots in red pants brave soldiers. I was thinking of making some sort of Terracotta Soldier, maybe a small army like the Terracotta army found in Xi'an, China (I hope wikipedia has the names right...)


My current thinking character-wise is actually two characters; twins. When the revolutionary committee came for them, one was too wounded to escape and to spare him the touch of La Belle Dame Sans Merci the other killed him. Of course, they'd always sworn the fight would end only when both of them were dead...

Mechanically, he'd be a spiritualist.


I'm interested as a former serf, now oracle of Gorum, bonded to the chaos and war in Galt, but wishing to change its direction.


@ginganinja
Very much appreciate the words of support. We're really getting close to what we want to present to players in this game. Like any good GMs would, there's a lot more going on in the city that players will have to discover, as well as plenty of room to grow the material. That said, our efforts have been putting forward information that's only for potential players of this game instead of what someone might find in a published sourcebook. We hope that folks enjoy our work, but expect it to feel a little outside the norm.

@ScegfOd
I really like your flavoring of Galtan constructs. We spoke on this at our last planning session, and we're pretty excited to see how your concept might grow or evolve when you see the city.

@Whiskey and a Bonesaw
A very exciting notion, it initally reminded me of a Brother Voodoo with a reflavoring. The poem invokes a much less whimsical feeling. Makes me really excited to see the finished Spiritualst you have in mind.

The Lobster
GM Renard and I play Iron Gods as our home game, so Gorum sure comes up a lot. Since we mostly have interpretations of Kellids and their take on Gorum, we're interested in someone else's take.

Sczarni

Hello, all!

I've been watching this interest thread with interest (no pun intended) for a while, lurking in the shadows.

I'd just like to say, it looks amazing. I was actually running a double-GM game a long, long time ago, and most of the players agreed it was great fun for them (and the dialogues were a lot better, too).

I absolutely adore intrigue games, and Galt has always been an interesting place for me. Soviet, mob-ruled Renaissance France - sign me up.

I have a couple of concepts, but the one I'm mostly attached to is the person who is so obvious, it is laughable to suggest that he is a spy or a man who would do anything to undermine the government. It is widely known that vile traitors are conniving, sneaky, parts of the higher classes, those who went to academias, and so on.

Not a silly, uneducated, hilariously clumsy and cheerful labourer, who always seems happy to keep working, waving happily at everyone, even when he gets swindled out of money on the job. And besides, you wouldn't really baselessly blame a man who easily dwarves full-bloodied orcs, especially if they're always so optimistic and friendly, and eager to ask you how your day has been while hammering away at planks or sanding a floor, regardless how boring or chaotic working for the (latest) Galtan government is.


Hey GM(s), just had a thought that I might want clarafication on. I had a broad concept for a character that might look to eventually go into the Veiled Illusionist PrC. This would mean such a character would probably use Illusions for misdirection / disguise purposes and I was wondering if such a character would be a good fit in the campaign.

I'm aware that Illusion spells are tough to adjudicate and sometimes personal opinions vary from GM to GM. Is there anything I would need to be aware of if I considered an illusionist concept?

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