Hidden 10 days ago Post by Red Wizard
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Hiya folks!

So I was thinking about hosting a run-of-the-mill medieval fantasy adventure game if anyone is interested. Elves, dwarves, orcs, warriors, thieves, mages... stuff like that. Sword and sorcery, nothing too outlandish. Either we opt to use some kind of system for the character sheet, or we just wing it with free-form PbP as is customary on the site.

I'll be the GM, giving you the setting and general descriptions of locations, NPCs and the like. I'll tell you how the world reacts to what your characters do. In turn, you'll write about what your character does. Standard roleplaying, as it were.

You can expect weekly replies to your posts. I will expect weekly posts from you in return.

Sound good to you? Cool! Let me know below. Same goes for questions.
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Hidden 10 days ago Post by Expendable
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Color me interested.
Hidden 10 days ago Post by duskshine749
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I would want to know more specifics about the world, but this seems like something I would enjoy
Hidden 10 days ago Post by Kuro
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I would want to know more specifics about the world, but this seems like something I would enjoy


This tbh. I don't mind run-of-the-mill fantasy, but having at least a basic idea about the world and/or plot/arc of the RP is helpful in deciding whether I feel like joining or not.
Hidden 9 days ago 9 days ago Post by MrSkimobile
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Reporting in, as always :) Might repurpose a character idea from a past IC for this if it gets enough interest. As for system, I'm always a sucker for TT elements, but I get why not everyone might be into that.
Hidden 9 days ago Post by Red Wizard
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@MrSkimobile Was that the system you used for your cyberpunk game? I thought it looked interesting, but I had some difficulty wrapping my head around it. Could you give me an explanation for dummies? :P

@duskshine749@Kuro I'll get a little intro up for the setting later today!
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Hidden 9 days ago 9 days ago Post by MrSkimobile
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@Red Wizard

Well, will you look at that, a handy dandy guide (with a one-page summary of the system even!) ;)

The Fate system is quite simple, generic and flexible. This makes it a powerful system, but it can be a bit difficult when first starting out with it. It has to 'click', and key to that is its Golden Rule (see down at the bottom).

(holy -hopefully dummy-proof- wall of text batman!)


In short, Characters in Fate have:
- Approaches: stats, but generic (this char is good at 'Sneaky' things; depending on char, could be backstabbing, hacking, illusions, etc.)
- Aspects: short phrases describing important things about a character (their one-liner summary, obstacles and flaws, desires, etc.)
- Stunts: abilities, items, traits that make them truly special. There are no pre-defined feats or spells, but are defined by the player+GM.

When GM offers a challenge (could be a battle, or solving a puzzle), they set a difficulty. A player rolls 4 Fate dice (with only +, - and blank sides), and to their sum they add the used Approach bonus. Depending on the Outcome (Fail, Tie, Success, Success with Style), this can cost the player or give benefits, and sometimes (depending on which Action a player takes) there are multiple options you can choose from.

Players in addition get a pool of Fate Points (FP) that they can use on Aspects or Stunts:
- Invoke Aspects: invoking aspects grants a player a re-roll, or +2 bonus on a roll. They do have to narratively explain why.
- Use Stunts: stunts can create special effects (set the room on fire by creating an 'on fire' aspect, e.g.), or give bonuses on rolls.
- Compel Aspects: GM/Players can also use an Aspect to 'tempt' a character into a situation (by gifting 1 FP), but can be denied for 1 FP.

Because Fate Points are limited, characters can't just spam their wow-amazing abilities all the time. They will also have to do things that are sub-optimal or not always get their way in order to get FP back (maybe they lose an argument, retreat from a battle, or they get tempted into doing something which complicates things). So in the best Fate games, you get this balance between awesomeness and 'oh shit'-moments. It is important for players to know this up-front: you will not always get your way, and you will sometimes have to roll with it - that makes it fun!

And that's about it. There are some other things like how to deal with damage, and how character development works. But that's for later.

Gameplay example: a party is trying to get into a castle occupied by goblins. Their rogue has the aspect 'I hate goblins, they killed my family'! And the party has compelled this aspect to tempt them into attacking the camp instead of sneaking by it. The player accepted and the rogue is now trying to attach a rope ladder somewhere. In Fate terms, this action could be an 'Overcome' action, as it would try to overcome the 'Darn Wall!' aspect in the scene. GM sets its Difficulty to 0 (reasonably easy). The rogue has verrry bad luck and rolls a -4. Their Sneaky approach is +3, making the roll's total a -1, so they Fail. They don't have any Fate Points left (they will only get the reward for the compel after this scene), else they could have used 1 FP to Invoke their 'Acrobatic Ninja' Aspect to gain another +2 bonus, but at least they can choose to Succeed at a Major Cost. So the ladder still gets attached, but the guards are alerted. Oh no! How will the party get out of this one!?

IT IS MOST IMPORTANT to note that the system is narrative-first. The Golden Rule that is foundational to the whole Fate system is that the story comes first, and the rules only really serve to support it. The rules are basically guidelines on how tension and ups and downs can be created in a story. And you can be as spammy or sparse with them as you like, and can overrule them as you like. For this reason, it is also very dependent on a solid back-and-forth between players and GM, as players have quite a lot of agency and control over the worldbuilding, story and how the rules are interpreted.

So yeah, I really like the system, and if you do choose to go ahead with it, I'll be more than happy to Co-GM.
Hidden 9 days ago Post by Red Wizard
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@MrSkimobile I'd be happy to try the system, if only for the learning experience! And I'd love it if you'd co-gm with me, so we get it right!
Hidden 9 days ago 9 days ago Post by Sky Blue
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seems like fun! I've played dnd before, but not on this site before. even though i am a very chaotic person, i still try to be good in my campaigns, so i'll still try to stick to the plot. sorta. maybe?
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Also, is it ok if i make my own race? it's pretty simple, not much lore.
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@Sky Blue That depends. What did you have in mind?
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It has the same stats as a human, except it is a shapeshifter. stats are the same in all forms, but as a weakness it takes him twice as long to heal due to his matter being unstable. we do a little deception.
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he could also take damage in water... now that im thinkin bout it.
Hidden 9 days ago Post by Red Wizard
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@Sky Blue I'm sorry, but no. That doesn't sound very generic fantasy to me (except if you count monsters like Doppelgangers in DnD, but we won't be playing as monsters in this game.)

I'll post the setting and a bit of lore in an hour or so.
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I understand perfectly! ok imma come up with a chrachter idea when you're done! :D
Hidden 9 days ago Post by rabidbacon
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Sucker for fantasy and sword-waving stuff here, interested!
Am considering a bard-ish person or a knight. Curious about the lore.
Hidden 9 days ago 9 days ago Post by Expendable
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Perhaps a once-thriving port that used to serve the empire, with caravans that would travel from the port through a mountain pass to reach the capital - until the empire conquered a kingdom with a closer port. Shipments have dried up, merchants abandoned their estates in the port for better climates, this is now the seedy end of the empire, with a governor some bloated baron who spends a lot of his time complaining how he wishes he was somewhere else.

Well, just a thought.
Hidden 9 days ago Post by Red Wizard
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So, a little lore:

In the far north of the world lies the Vale of Daka-Gorn. It is a frontier of deep woods and wild rivers, encircled by high mountains to the east, west and north, and by the sea in the south. The Vale lies far from the realms and great empires of the world, and has only recently been settled by mankind. Other creatures have lived here since ancient times, from the secretive elves of the treetop villages to the suspicious dwarves of the underground mines, as well as all manner of beasts and monsters; orcs, goblins, ogres, gnolls, and worse.

There are three human cities in the Vale; Kari-Mar by the sea, ruled by a league of Merchant Princes, Korros Tor in the eastern riverlands, ruled by the King Benetzaron and his knights, and Mor Kadar in the utmost north, ruled by the Witch-Queen Arkan and her spellblades. Between these lie villages and farmsteads, each contested by the rulers of the cities in endless border skirmishes and raids. All avoid war for fear of upsetting the balance, but the peace is frail.

In the middle of the Vale lies Crossroads Keep, a settlement that once began as a popular inn for weary travelers, that since has expanded into a fortified hub of commerce. Here rules the Lord Host Netzcaro, a shrewd inn keeper turned noble, who has his fingers in more pies than most can count.

People come to the Vale for many reasons. Some flee war, persecution, or the law. Others seek fame, riches, or a new beginning. Some, however, seek to unravel the mystery of the Daka-Gorn; an ancient civilization whose ruins now dot the wilderness of the Vale. Not much is known about them, and neither the dwarves or the elves have much to say. It is said that heir ruins are haunted, filled with horrid shadows, monsters, and worse. It is however also said that incredible treasures and forgotten knowledge can be won by those who dare brave the darkness of the tombs and dungeons.


My idea is that the party will have just come off the boat in Kari-Mar, each character with their own hopes and agendas. I will introduce adventure hooks and ideas, but will leave you to explore and worldbuild as much as you want. I'm really not looking for a world-altering quest of prophecy or somesuch, just a nice old tale of high adventure in a strange, wild land.

Feedback? Questions?
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Hidden 9 days ago Post by Expendable
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Sounds fun, I can feel the hooks forming.
Hidden 9 days ago Post by rabidbacon
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Feedback? Questions?


Feedback:
- Feels vast enough that there's lots of things to explore, but also specific enough to feel solid ideas forming
- Liking the classic fantasy vibe
Questions:
- What are the races, and how are they perceived by the humans? (in connection - are PCs only allowed to be human?)
- Personally, I'd like to know more about Korros Tor
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