[CLOSED] Game with a few friends


Recruitment

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Hey Tinalles and Mustache,

Let's figure out a couple things regarding what type of game we'd like to play. I'm thinking we should discuss preferred length, posting rate, story elements, pillar elements, and potential rule variants.

Length: I'd prefer something a bit on the longer side. All three of us post frequently and consistently so I think we could cover a lot of ground.

Rate: I'd like to have us post every weekday and once on the weekend was a minimum. I'll usually post every day and multiple times on weekdays but I can't commit to always doing that.

Story elements: I'm interested to hear from you guys first on this. Then I'll craft something around it if we do homebrew or suggest something published if we go that route.

Pillar elements: I like to keep all three pillars involved. Both of you have seen some of my weird exploration puzzles I like to invent so let me know now if you like or dislike them! I'm still tuning exactly how much info to provide on those so I usually provide too little then fill in the gaps as I notice them.

Rules: I like 20 pt buy and backround skills. I'm open to other options like combat stamina, feat taxes, etc. If we ran an AP, I'd probably have you guys do 25 pt buy.

Thoughts?


Okay, here goes.

Length: longer is fine. I am kind of wary of something the length of an AP, though -- those take multiple years even in normal at-the-table gaming, and PbP just elongates things even further. This may be a side-effect of the fact that it took me seven years to finish playing Kingmaker, and I've been GM'ing Rise of the Runelords since 2011 and we're not quite done with book 5 yet.

One thing I've been thinking about is that since play-by-post games are inherently slower than other approaches, it might make sense to use the fast XP track. That is, if we're using XP at all -- I'm generally a fan of milestone leveling.

Rate: That's fine.

Pillar elements: eh? Pillars? This sounds like a bit of gaming theory that I'm not familiar with.

Rules: I like playing with the feat tax rules in effect, and I love background skills. I generally like rolling stats rather than point buy, but point buy is better suited to online play because it's easy to verify. Either the numbers add up, or they don't. So point buy is fine. As for the point value, I've been accustomed to using the heroic NPC stat array (15, 14, 13, 12, 10, 8) for almost all my builds for years, and that's a 15 point build. So anything higher than that seems like pure luxury to me.

Story elements: I'd like an urban setting. I've been running a campaign for a solo druid for years and years, which involves an awful lot of wilderness. Plus Rise of the Runelords involves a ton of dungeon crawls, which I don't actually like. It always struck me as crazy that all these enemies just sit in their own little rooms ignoring the sounds of fighting down the hallway and waiting for the PCs to kick down their door.

So it'd be a nice change to just be in a big city and stay there, building up relationships with NPCs and getting to know the place well. Plus I like playing rogues, wizards, arcane tricksters and the like, which work nicely in an urban setting.

Thinking of threats to urban settings, I think it would make sense to have some kind of internal threat rather than invading armies or similar. Maybe there's a succession dispute? Or perhaps the whole city has a general problem with corruption -- bribery, self-dealing by office holders, rampant crime and drug use, etc. Or maybe the internal threat is some new religion that's starting to take over. Or all of the above at once: a succession dispute in a corrupt city where a new religion is sweeping the land.

I might want to play an enchanter. I've kind of wanted to for a long time, but never found quite the right campaign for it.


Length: Ok let's shoot for something in the 1000 post range and then see if we still have momentum to continue.

Pillar elements: Ah my fault for not explaining. The three pillars are combat, exploration, and social. Exploration often gets defined as "whatever is left over after combat and social" which is a bit unfortunate but it can be hard to have a meaningful definition. I like to have game time (obviously not character time) split roughly 1:1:1 for combat, exploration, and social. Often, however, I end up creating a game that is 3:1:2 because I find it easier to run a challenging and fun unit of combat than social and easier for social than exploration. The exploration puzzle I was referring to from the Brookside campaign was finding the intersection of the three ecosystems corresponding to the origin of the animal courier spells.

Rules: I'm perfectly fine with rolling for stats if that's what the two of you would prefer. Both of you are pretty far from being power-gamer munchkins (which I am a little bit...) so I really wouldn't mind rolling. Heck, I'd probably even let you guys roll at home with no verification. Background skills will definitely be in place as we all like that rule. I might consider allowing the leadership feat to be taken at a lower level in order to support the small party (with NPC class cohort if your level-2 is less than 1). Fast leveling sounds like it could be fun.

Story elements: Interesting! I know the first thing that came to Mustache's mind was a wildernessy character but we can figure something out. Urban or wilderness are both valid settings. In terms of themes, it sounds like Tinalles wants some mystery and intrigue. Other random theme possibilities that come to mind (which can be mashed up) are: prophecy, changing of the guard, fleeing for your life, discovery, pirates, unearthing the past, etc. Once we have settled on some very broad, vague story elements that we'd like to encounter, I'll write something around it.

Mechanical settings: Not really sure what to call this category but now's your chance to give me input on how deadly you would like the campaign to be, how loot-filled, etc. Should I make it hard for you to choose when to rest or easy? You can still give me feedback once we've started but it won't work as well as figuring out these settings now.

I recently really enjoyed writing an adventure when the players gave me two story elements that they wanted to see in action: undead and airships. Made for a fun pirate-ghost-story-in-the-sky thing. At least I thought it was fun! Mustache didn't like it when I almost killed him several times. XD


Hello Tinalles (Will?)

Yeah it is kinda funny how many preferences we have that are opposite, but I am game for anything!

I was leaning towards a wilderness adventure, and certainly point buy (higher the better). LOLOL.

I have already been dreaming about a verdant shifter. That is a shifter that excessively uses plant shape. It is a type of class that I have never even come close to trying out before. But, there is no reason that I couldn't play this class as a fish-out-of-water scenario. However, I am in the middle of an urban adventure where the group never leaves the city. So maybe Caster just gives us a varied environment so we can experience a mix of everything.

The reason for high attribute scores is that if there are only two of us, we need to be pretty powerful. My shifter idea is already pretty sub-par based on what everyone says, so he'll need as much help as we can give. I wouldn't even resist a 25 point buy, if you are willing to give it. After all, you probably will just scale the battles to our power level anyway.


More thoughts about the verdant shifter. It is a little broken on the underpowered side of things, so I have some class changes for Caster to approve. It is a martial class, so will go along well with a wizard-enchanter friend. The reason it appeals to me is that plant shape allows you to turn into any one of a hundred or so pathfinder plants, so there is always something new to try, and that would be fun to RP.

My initial character concept is from a children's book I read recently. A boy from a family with a ton of kids runs away and lives in the woods, because as a middle child of 8 he doesn't feel any love from his parents or siblings. He has a tough time at first but ends up being able to live in the woods by himself for years, making his own clothes, surviving the elements, and foraging his own food. His parents always wonder what happened to him. Some people see him in the woods and all these rumors of a woods boy pop up, and eventually his parents go looking for him.

In my version of his backstory, we start with the boy being about 15 years old and living in the woods for several years now. He's been transformed by the magic of the area and is growing vines from his hair and his skin is patched by bark. He barely remembers what it is like living in a world with people. Perhaps Tinalles character finds him there and the two end up needing each other for some reason.


Yeah I knew you guys would have different preferences and will probably end up making pretty different characters. The two I've seen Will create are sincere, earnest people dealing with hard choices. The two I've seen from Paul are somewhat gruff and assertive old salts who secretly have hearts of gold. But I'm not worried about any of that because you're both fantastic, story-oriented players who post frequently and consistently. Once we pick something to do, we'll run with that. I'm sure your characters will butt heads a bit but we'll all really enjoy the game.

Regarding stat generation, we'll probably go point buy. It'll just be a matter of 20 point or 25 point. Doesn't matter to me as I'll just try to scale things to the desired danger level anyhow.


Here are my changes to verdant shifter for you to consider. (I'm going on vacation soon so I'm getting all these ideas out like verbal diarrhea.)

Proposed changes to Shifter: Verdant Shifter
Paizo issued an errata for the base shifter, but didn’t address a couple of glaring issues for the verdant shifter archetype. These are my proposed changes to the archetype to integrate the paizo errata into the archetype.

1. Verdant shifter should get plant shape 1 at level 4 and not 6. (Level 4 is when the base shifter gets wild shape). (I would also ask that plant shape 2 is accessible at 9th level, and plant shape 3 at 13th, because this is really the only advancement the class gets in power. For a druid, plant shape 2 is normally castable at level 13 and plant shape 3 at level 15)

2. Plant shape can last number of hours each day equal to shifter level+ charisma modifier. It need not be consecutive but must be spent in 1 hour increments. (This puts the shapeshifting time of the verdant shifter equal to the base shifter, and also makes the class more charisma dependent instead of wisdom dependent, which I think is thematic (the class is still MAD- you need str, con, and charisma but this change at least takes wisdom out of the mix). The vanilla rule is to maintain the form for rounds per day equal to shifter level, which is just insulting since the shape changing is the whole focus of the class.)


Character concept sounds good! I'll have to take a little time to look into the shifter alterations as I'm not that familiar with the base class, much less the errata and the archetype.

Regarding setting, I think a mixture of wilderness and urban could be interesting. A plot structure that made those transitions flow naturally back and forth would be pretty interesting...


There's no reason plants and cities have to be incompatible. It could be very much an arboreal city -- most of the buildings are grown rather than built, with only a bit of finishing here and there to make them livable. They could be built high in the branches of the trees with catwalks and rope bridges connecting them; they could be in gigantic fungi on the forest floor. They could be enormous gourds that are grown in a few years, hollowed out and lived in for a few years, then discarded and replaced with new ones, yielding an ever shifting array of streets as people grow new houses and discard old ones.

The city might have a thousand and one problems -- but environmental issues ain't one of 'em.

Have either of you ever played Microscope? It excels at generating collaboratively built worlds. Though for this scale, its cousin Kingdom might work better.


Cool ideas, Will. Between that and plant boy being a fish out if water in a traditional city, I'm sure we can find something.

Microscope and kingdom look cool! I'll check them out in more detail later.


Yeah, I'm always up for new game ideas...I'll check it out. Still enjoying the new Kingmaker RPG. I'm in chapter 2 so busy building my kingdom.


Paul: Having done some reading, I'm fine with those upgrades to the verdant shifter. Could make a pretty awesome martial now.

Will: Microscope and Kingdom sound quite interesting. Are you proposing them as a game to play or a way for us to build the over-arching setting and then play from there in PF?


Paul what do you think of the feat taxes rules? Basically everyone gets power attack, deadly aim, combat expertise, etc for free as these things seem kind of basic. They also combine some feats together to make them more viable (like dodge and mobility are combined into a single feat). They would benefit you the most.

I also like to play with the combat stamina feat and give it for free to all full-bab classes.

Thoughts on rule variants? They can be fun but we might end up regretting it if we throw too many in, in terms of manageability.


I think it'd be cool to play a short game of Kingdom to build our setting. Then you'd take that and go off and add new stuff that we don't know about for the game proper.

I like the feat taxes rules, and I'm game to try combat stamina, which I've never looked at before.


Ok I'm interested in setting up that way. Do we each need to buy the PDF or can just one of us buy it?

You guys should really answer my question on how deadly of a game you like to play before I get too invested in any plans. XD


In terms of lethality, I prefer middle of the road. Death should be a real possibility, but I'm not a fan of every fight being deadly. Too many PC deaths makes it hard to maintain any kind of consistent narrative.

It would be helpful for each of us to have the PDF, but it may not strictly be necessary. I've already got a copy -- let me review it and get back to you on whether anyone else needs a copy.


Sounds good to me.


Made a gameplay thread to dot and delete so we don't have to go check this thread. Will change the name later.


Okay, so I've reviewed the Kingdom rules. If we want to do it, I think we could. We could probably get by with just one of us having the PDF, but if you guys wanted to get yourselves a copy, that would definitely be helpful.

Just to give you a quick idea of the system, we would:


  • Create a kingdom
    [list]
  • Make a short description -- about 3 sentences.
  • Come up with three threats to the kingdom.
  • Each player contributes two places in the kingdom; locations to set scenes.

  • Make characters

    • We each pick a role: Power, Perspective, or Touchstone. No overlaps.
    • Come up with a character concept, description etc.
    • Identify two of the locations in the kingdom where your PC may commonly be found.
    • Pick a wish or fear your PC has about the kingdom's future.
    • Give your PC an issue -- some kind of ongoing problem.
    • Create a bond to the next PC over.

  • Play the game.
    [/list]

    Play proceeds as a series of Crossroads. Each of those is a question that we must answer in the course of a series of role-played scenes. For example, we might set up a crossroads of: "Will the kingdom outlaw the new religion?" With a three player game, there will be at least four scenes necessary before we can answer that question. So, for example, I might do a scene with my PC observing one of the new

    More on roles: The player who has Power makes things happen. They decide what the kingdom does. They might order someone arrested, for example, or impose a new tax on adherents of the new religion, or whatever. They can't control another player's actions.

    The player who has Perspective predicts the outcomes of the yes/no choices in the Crossroad. They're always right. They might say, "If we outlaw this religion, its faithful will just go under ground and work against us." And they would be right, because the have Perspective. The same player can issue multiple predictions, for either side of the yes/no equation. They might also say "If we do not outlaw this new religion, the crown will lose the support of the traditional faith." Followed by "If we do not outlaw this new religion, it will overtake our land within a generation." And again, they would be correct.

    The player who is the Touchstone always reflects public opinion. Whatever the Touchstone thinks about the current situation is the most common opinion on the matter. They might say "I don't know about this new religion, but I don't like the thought of persecuting people just for finding faith." And that would be an accurate read on the mood of the people. In essence, the Touchstone controls what the people of the entire kingdom, exxcluding PCs, think or believe. He could say "The new religion speaks to me so much more than all that old claptrap!" And suddenly, everyone in the kingdom feels that way. The people want the religion to remain legal, and there may be hell to pay if it's not. Particularly since Touchstone has the power to push the kingdom into Crisis pretty easily.

    Roles can change. You can abdicate in favor of a new role, or you can challenge another player and take their role from them. So it's not necessarily static.

    There are trackers built in for several things: Crossroad, Crisis, and Time Passes. At the end of a players turn, the get to put a checkbox on one tracker (and Touchstone can add or remove one from Crisis as well). With three players, those tracks are set at 4 each for Crossroad and Crisis, and 3 for Time Passes. When one of them fills up, we interrupt the normal flow of play to resolve the card. When the Crossroad fills up, Power makes the final decision of what to do, Perspective decides whether or not their predictions come true (they can change their mind on that point), and Touchstone defines the popular reaction (including, potentially, moving the kingdom closer to or away from Crisis).

    When the Time Passes track fills up, well, time passes. It could be months or years. The crisis track may or may not change during this time.

    When the Crisis card fills up, the kingdom has reached some breaking point, and there's a procedure to decide whether it survives -- or falls.

    If we're going to do this, I think probably we should just do 3 crossroads. The fastest a cross-road can potentially be resolved with 3 players is 4 scenes, and that's if everyone chooses to advance the Crossroad track at the end of their turn, instead of advancing Crisis or Time Passes.

    What do you think?


  • I just realized that Paizo's site can't handle nested lists like I used in the above post. Sigh.


    Interesting! This isn't quite what I thought it was. I was imagining something that was more a brief and collaborative way of devising a setting. This sounds like a somewhat more in-depth way to create the setting and a significant amount of its history. That might be more than I'm looking for but if you both would like to do it this way I'm game.


    It's true, the system does generate some good setting info. If we were sitting around a table in person, we could easily build a playable kingdom in one session.

    In a PbP, however, it might just delay things longer than we'd really like.

    I've spent some time looking at enchanters, and boy, they have a ton of obstacles to surmount.

    1. Many of their key spells are restricted to a particular creature type (e.g. humanoid).
    2. One of the most common enemy types, undead, is totally immune.
    3. A common low-level buff, Protection from Good/Balance/Evil, can instantly negate large quantities of their abilities.
    4. Many of the key spells are also language-dependent.
    5. I count 310 enchantment spells across all classes, of which all but 24 allow spell resistance.
    6. Enchantment tends to be all-or-nothing; there are few enchantment spells where a successful save results in a diminished effect. Most of the time it just negates entirely.

    There are ways to address all of those -- class features, feats, and so on -- but cramming them all into a build is really freaking hard and tends to push you to weird niche things. I've built three so far, and it's telling that I've never even considered human, ordinarily one of the stronger and more flexible racial choices. The best one I've come up with works pretty well mechanically, but comes with the sharp downside of not having legs (Merfolk!), which basically renders the build unplayable barring an aquatic campaign.

    It would be nice to work out some more about the setting. I vastly prefer making characters that make sense within the context of the world they inhabit.


    Psychic is one if the few enchanters who can enchant undead. Enchanter-focused arcanist who has other tricks could be good too.

    Yeah I think we could do something a little less formal to build the main set-up of the campaign. How about we just take turns saying one word about overarching features of the campaign such as theme, style, setting, characteristic elements, etc. E.g. pirates, mystery, murder, kingdom, intrigue, forests, etc?

    The alternative is I would run with my current idea which would build on what we've said so far about urban-wilderness mashup and some of Will's ideas. A gnome city built into trees with a heavy fey influence is my current campaign concept. Signs that an ancient prophecy is finally being fulfilled brings the old controversy of how this city of gnomes should relate to outsiders to the fore.


    Oh boy, gnomes. Well ... at least they're not kender?

    And unfortunately I have zero interest in any of the occult classes.

    The character concept that first came to mind is an enchanter-psychologist, who uses mind-affecting spells to help people. That includes things like using Detect Thoughts, Detect Anxieties and Detect Desires to diagnose assorted mental illneses, using Calm Emotions to help people face trauma they've suffered and deal with it, or in extreme cases Modify Memory to blur the details and take the raw edge off. It might include behavioral modification counseling, like helping people kick addictive or destructive habits using Sow Thought to build in persistent thoughts like "No, I don't need drugs to get through this". In the case of extreme violent offenders who have proven resistant to any other rehabilitation, the spell Amnesia could be used to make them a whole new person who could then be given a new identity and reintegrated into society somewhere far away from their past offenses.

    Unfortunately, something like that sounds like a profession you would only find in a really big city, probably one verging on modernity. It doesn't fit especially well in a medieval forest kingdom.

    So I took a long hard look at the Feyspeaker druid archetype, that switches spellcasting to Charisma and lets you pick up enchantment spells from the sorcerer wizard list. That would fit the setting better, but ... what would I use those enchantment spells for? Why would my character want them? I keep coming up blank on the answer to that question. Besides which, I've made literally dozens of druids over the last seven years, and I'm kinda tired of them. It's a powerful class, but the mechanics can get nightmarishly complex once wild shape kicks in.

    Third attempt involved a witch, and it kinda worked, but was also rather spooky. I'm okay with spooky, but if I'm going that route there are other things I'd go to first.

    Basically -- I don't think the enchanter is going to work. I may need to scrap it and come up with something else.


    Haha. Does that mean you don't like gnomes? Now's definitely the time to say so!

    All cool ideas! It'll help if we nail down the broad strokes in the next few days.


    Yeah. I'm basically not a gnome fan. The way they're flavored in D&D and Pathfinder -- the obsessive curiousity, the mad alchemy and tinkering, all that stuff -- strikes me as unbearably twee.

    There may be a reason why, when my soloist got turned into a werewolf, I arranged for her first group of victims to be a bunch of gnomes. Ah, it was a glorious session. One of them survived (as a gnome werewolf bard) and is now, essentially, the PC's spymistress. She spends a lot of time lurking in the shadows and not on screen.

    Tell us about this ancient prophecy that might be finally coming true. What's commonly known about it? Who prophesied it? What is it commonly thought to portend?


    That's fine. We don't have to go down the gnome route. I was definitely envisioning more of the forest gnome version rather than the mad tinkerer gnome. But I would hate to pick a theme race that half the party strongly dislikes! XD

    Haha. Oh boy you have strong feelings about gnomes!

    Well since we're avoiding gnomes then I think I won't go down the route to develop that particular campaign concept, which I had barely started devising anyway. Given that, let's do the one word at a time thing that I came up with before. The word can be anything related to plot, setting, theme, etc. Proper nouns count as one word if someone wanted to add "Oliver Twist" for some reason. I'll go first. I like the idea of an ancient prophecy coming to bear on the current situation somehow or another so I'll add

    Prophecy.

    I'm thinking we do 2-3 words each and see what we have. Any of us are free to withdraw a word we've provided at any point if find ourselves looking at pixie robot pirates and want to backtrack a little.


    The exact order in which we add ingredients to the campaign's pot doesn't matter to me as long as we all wait until everyone has gone n times before going n+1 times.


    Transformation.

    Could be on any scale -- personal, social, environmental, etc.


    caster4life wrote:

    Paul what do you think of the feat taxes rules? Basically everyone gets power attack, deadly aim, combat expertise, etc for free as these things seem kind of basic. They also combine some feats together to make them more viable (like dodge and mobility are combined into a single feat). They would benefit you the most.

    I also like to play with the combat stamina feat and give it for free to all full-bab classes.

    Thoughts on rule variants? They can be fun but we might end up regretting it if we throw too many in, in terms of manageability.

    Phew! There are lots of things to respond to here. The kids are watching Toy Story though instead of swimming so it gives me time to read this. Thanks for approving those suggested changes. I don't think it will make the shifter OP or anything, hopefully, it will just put me equal to a fighter. I like feat taxes and combat stamina.


    How about Steampunk? That would give Tinalles a chance to have that try out that type of psychologist.

    Railroads, cogs and wheels? Development is impinging on nature.


    Other keywords: Dwarves. Underwater ruins. Mystery. Sentient items.


    Hahaha. Oh snap, Paul! You've given us a whole bunch of words! Do you want to pick one? Like "steampunk" or "industrialization"? I definitely won't be getting us into the technological gear section since that's very much Iron Gods material but steampunk is much lower tech than that and could work well, especially with the proposed themes. For the record, I like the direction this is taking us.

    Also for the record, Toy Story is the bee's knees.


    Yeah I wasn't thinking iron gods level of tech, but a 18th century steam and gears tech, and fine with me if that doesn't include guns


    Ok so Mustache's word is Steampunk. Correct me if you'd rather change it slightly. I like it. Perhaps guns will be just coming into use but I probably won't focus on guns all that much either way. This has already given me a LOT to work with. Let's do another round or two and see what starts cooking.

    Prophecy, transformation, Steampunk, urban.

    It seemed like a logical addition given where we are heading.


    Well! Considering mustache was kind enough to add some keywords pointing at things I'm interested in, I should reciprocate. My next keyword is:

    Montane.

    So this country/region will be quite mountainous, perhaps with dark pine forests blanketing their slopes, high altitude glacial lakes, and many tiny settlements squirreled away in tiny flash-flood prone canyons. That should get some wilderness into the picture. We can have one big city in a larger valley.


    What else could enrage a child of the montane forests? water pollution


    Haha. Will I should warn you that you're the only one in this game who isn't an awiatic ecologist. XD

    Ok I've got enough to work with. This will be an interesting writing challenge. I'll try to get the details you guys need to know for character creation to you soon. For now, I have the mechanics:

    Level 1: 25 point buy
    Normal starting wealth
    Fast leveling
    Two traits
    Background skills
    Combat Stam (free feat for full-bab classes)
    Feat taxes
    Max hp at level 1. Average of hit die rounded up after that.

    I think that's good for now. Let me know if you have questions. I'll probably have a short version of my "player guide" in 2-3 days.


    Wow, this will be great fun. I've been researching my feats this evening and thinking about the build. I will be a dexterity primary, with charisma and strength and a smattering of con. Not much intelligence or wisdom to speak of, but this will be a teenager so...


    Ah, so you think I'm trapped in a thread with two "awiatic" ecologists?

    Oh my friend, you are so very wrong.

    What we have here are two aquatic ecologists trapped in a thread with an English major.


    Yes it's gonna be fun! Interesting! A dex build does take advantage of feat taxes nicely.

    Hahaha. Oh what perfect timing for a typo... Yes we certainly are!

    My phone's autocorrect changes correct words into other words, thinking I surely must mean that other word that is pretty far away in keystroke space. Then my large fingers type "awiatic" and it has zero suggestions... Is this where the English major reminds me there's no substitute for proof-reading?


    Eye halve a spelling chequer
    It came with my pea sea
    It plane lee marques four my revue
    Miss steaks eye kin knot sea.

    Eye strike a quay and type a word
    And weight four it two say
    Weather eye am wrong oar write
    It shows me strait a weigh.

    As soon as a mist ache is maid
    It nose bee fore two long
    And eye can put the error rite
    It's rare lea ever wrong.

    Eye have run this poem threw it
    I am shore your pleased two no
    It's letter perfect awl the weigh
    My chequer tolled me sew.


    Hahaha. Classic.

    The world is coming together pretty quickly. I'll have some info for you guys some time this week.


    lol. I worry about being able to keep up with you two!


    Ah you'll be fine. Especially when you're not on vacation. Based on playing with both of you, I think the average weekday will probably look something like 2 posts from each of you and 3 or 4 from me since GM usually has to cover more. But a 1 post minimum will keep us moving.


    Oh boy… outlining this thing I’m realizing you guys are going to get a LOT of off-the-cuff, armchair philosophy from me about a lot of things… Mostly related to environmentalism. Hope you’re ready for that! Some of it may or may not reflect my actual views but I can see us having plenty of discussion in… well the discussion thread… over whether or not something makes actual sense or just fits the narrative.


    I'm tempted to make a chain-smoking alchemist who sees no problem with dumping failed experiments into the closest stream. Just for the drama. ^_^


    Tinalles wrote:
    I'm tempted to make a chain-smoking alchemist who sees no problem with dumping failed experiments into the closest stream. Just for the drama. ^_^

    Bahaha! Oh boy...


    Forgot to mention but variant multiclassing is allowed.

    Things are coming together so far in an industrializing fantasy world where the urban population is embracing the new changes but the rural population resists them. This industrialization interacts with the magical in new ways. For example, most faith's refuse to train acolytes who will then move on to repetitive industrial tasks casting create water, mending, and the like. But those few faiths willing to train acolytes to channel the power of their god for financial gain are experiencing a massive surge in power.

    Another intersection of the changing technology and the magical world lies in the new organization of rural power. The elves, naiads, druids, rangers, and other categories of rural folk with power generally have no large-scale organization. But as power shifts to the citiesz many of those of the montane wilds grow uncomfortable and begin forming loose alliances.

    I have more planned but want to finish my first outline before sharing much more.


    super interesting!

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