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Author Topic: Looking for a GM/game  (Read 1759 times)
ArawnNox
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« Reply #15 on: June 12, 2011, 10:12:17 PM »

If another FC PbP starts up and theres room, I wouldn't mind joining in. I've got so many ideas I'd like to try out. >.>
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Ravel
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« Reply #16 on: June 12, 2011, 10:17:42 PM »

Umm... With any of these games would anyone be willing to walk us through the process of creating a character?  The only experience I've had with PnP games was a demo at my local store, and I think my friend doesn't have any experience with it at all.
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ArawnNox
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« Reply #17 on: June 12, 2011, 10:19:33 PM »

Umm... With any of these games would anyone be willing to walk us through the process of creating a character?  The only experience I've had with PnP games was a demo at my local store, and I think my friend doesn't have any experience with it at all.

http://www.crafty-games.com/files/File/Fantasy_Craft-PC_Creation_Guide.pdf

This should be a big help. Smiley
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Wizard's First Rule: People are stupid.
"A great GM knows how to make sure everyone has fun, and great players know the same." --Patrick Kapera
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Krensky
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« Reply #18 on: June 12, 2011, 11:00:26 PM »

If you're interested in joining my game, I'd recommend reading through the play and ooc posts to get a feel for it first.

It's an adaptation of Paizo's first Pathfinder AP, Rise of the Rune Lords. It's set in Golarion and I'm using a few qualities and a handful of house rules, but nothing that seriously changes the game.

They're in the middle of a dungeon at the moment, but they'll have a little bit of time afterwards before they head off to the finale of the first adventure. You'd be joining at about third level and a good background and fitting in with the land of Varrissia on Golarion is almost essential.

I'd be more then happy to work on characters with you if you're interested, but as I said it may be a month or so (or maybe more) before I can bring you in. On the positive side, that will give time to build your PCs. Catodon,  fopoy and Arwn are players in the game at the moment. If you're interested we could start work on you and your frien'ds character in the OOC thread.

I have some simple table rules though:

This is a published adventure and the first in a series. I don't care if you've played it or read it or whatever. Please, please, please engage with the adventure and hooks presented though.

You are heroes. You can be a moody anti-hero, but you are still a hero. You can complain about being drawn along to save the village or slay the villain, but you're still going. This isn't, quite, a no 'evil' rule, but it's close.

Don't be a douche. Don't be one to the other players, their characters, their pets. Especially don't be a douche to me. This include intra-party fighting, backstabbing, or general douchery. Your characters don't have to get along or even necessarily like each other (see Divia and Weox for example) but you do have to work together and not gank each other while you sleep.

You will need to accept a certain amount of GM fudging to speed combat up. For instance I will roll all your saves and such for things I trigger. Also if you say that you're going to move to and attack goblin 4 and it's killed before your action and goblin 5 is right next to it, I'll change your target unless there's a reason not to. Reading the play thread will make this a little more clear.
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Mister Andersen
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« Reply #19 on: June 12, 2011, 11:13:35 PM »

First thing's first: Ravel, what sort of familiarity do you have with roleplaying character generation in general and d20 in particular?
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Ravel
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« Reply #20 on: June 13, 2011, 01:33:59 AM »

Krensky:  I'll read through it and see what's going on there.

First thing's first: Ravel, what sort of familiarity do you have with roleplaying character generation in general and d20 in particular?

I created a character for a d10 once 6 years ago, but it was only played once.  I haven't created a d20 character before.  But I've been trying to get a feel for the layout for the character sheet from the pdf.
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Mister Andersen
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« Reply #21 on: June 13, 2011, 02:10:40 AM »

Okay, bare basics time.

d20 games use the concept of classes and character levels. Your class broadly defines what it is that you do in the world -- Soldiers are combat guys, Burglars are sneaky, Mages lead reality around by a leash and so on -- and your level determines how powerful/good you are at doing that.

The basic assumption of the d20 system is that your entire heroic career takes 20 levels from start to finish; Fantasy Craft is constructed around the idea that the peak of this process is level 14.

Classes come in three types: Base (20 levels), Expert (10 levels), and Master (5 levels).

Base classes are the ones you start out in. They're generalists within their theme, and you can easily last the whole progression of your character without picking up levels in other classes. You can easily swap between base classes every time you reach a new level.

Expert classes are where you start to specialise, so to enter one you need to pick up certain prerequisites on the way from level 1. Because of that previously mentioned peak at level 14, expert classes are designed so you can enter them at the start of your 5th career level and if you stay in that class until your 14th career level, you'll have an array of neat stuff equal to or maybe a little better than someone who had spent all 14 career levels in the base class they started off in.

Master classes are a crowing achievement, an ultra specialisation usually tied to some facet of the game world. They're designed to be entered from career level 10, again by meeting certain requirements.

The upshot of this is that while you usually don't have to worry about anything except your first level when you start out, people do tend to map out the mile stones they need to meet for expert and/or master classes that they feel best suits who and what they picture their characters to be.

It sounds more complicated than it is, and isn't mandatory: messing around in just the base classes doesn't disadvantage you.


Each class level grants a number of benefits that affect your skill at attack, reaction time, not getting hit, resilliance and loot. These are generally added to the roll of a d20 or used as a target your roll+[blah value] has to exceed. Further, each level grants 1 or more special abilities that allow you to do extraordinary things like cast spells or be particularly good with a certain type of weapon or be really really charming.


That's the basics of how d20 works, which the book expands upon at length. I have to head out, but I'm sure others can take it from here.
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Catodon
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« Reply #22 on: June 13, 2011, 04:41:55 AM »

No problem, Paiter will warn newcomers of the giant's ...err... cultureal maladaption.

Also you can send me personal messages with questions if you like. Though if there is a grey area I'll call Krensky in.
« Last Edit: June 13, 2011, 04:49:21 AM by Catodon » Logged

"I just do eyes"
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http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
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Catodon
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« Reply #23 on: June 13, 2011, 04:53:25 AM »

Umm... With any of these games would anyone be willing to walk us through the process of creating a character?  The only experience I've had with PnP games was a demo at my local store, and I think my friend doesn't have any experience with it at all.

Again in-depth walk-through is possible in PM, just ask me.
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
paddyfool
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« Reply #24 on: June 13, 2011, 05:32:04 AM »

Or just throw us a concept/background, and see what builds people suggest to fit.
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MilitiaJim
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« Reply #25 on: June 13, 2011, 09:41:10 AM »

Tell me more of your world.  I would like to join another PbP game, and I'm happy to add my modest stash of knowledge to the pile.
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foproy
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« Reply #26 on: June 13, 2011, 12:32:00 PM »

players guide
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