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Calling all Evil Bastards, a parallel game

 
 
Old Aug 18 '12, 8:02am
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A base 10 living in a Binary World
 
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Calling all Evil Bastards, a parallel game

Through Darkness Into the Light - Forum
Dungeons & Dragons 3.5e
Estimated Members Requested: 5

This is a campaign that I will be running parallel to another in this same world. Events in the other game will translate directly into the events of this game, and eventually the two games will meld into one.

Troublesome times draw strange companions together. Though you may not like, nor much care for those around you, fate requires that you work together for the sake of your own personal ambitions. Rumors abound that King Baigan Phyr has summoned together a band of adventurers to discover the secrets of the Orb of the Blood Star. You know that the ancient red orb contains powerful, ancient magic. Magic enough that any of your dreams could easily come true.

However, the Orb of the Blood Star is well guarded within the Twin City of Phyr'Tolar. Plans have already been enacted to steal the Orb away from King Phyr. When that time of chaos comes, it will be left to you to get in, steal the Orb of the Blood Star, and return it to your dark masters. Only then can you begin to discover the secrets of the Orb for yourself, and unlock the power contained within.


Cross-posted from application thread
Character Generation
Levels: All characters start at level 5
Races and Level Adjustments: Each character gets up to 1 free level adjustment buy off. For example, Tieflings are a +1 LA race. You no longer count that level adjustment, and make the character as if it wasn't there. Absolutely NO Dragonkin and NO classes that have any basis on dragonkind.
Abilities: 4d6^3r1, No Point Buy for unhappy rolls, Reroll if Sum of Mods is +2 or less, or if there are no scores are 16 or above.
Alignment: Absolutely no Good alignments and no Chaotic Stupid. If you must play Chaotic Neutral, please do so within reason.
Hit Points: Max + Con for first 2 levels, then roll as normal for every level beyond, No rerolls for HP. If you roll a 1, you roll a 1
Starting Wealth: 10,000gc. No item may cost more than 4000gc. In addition, Once the campaign starts, I will roll each character a random magic item, to portray treasure gained from adventuring prior to this campaign. The random Magic Item may be kept, or sold at 50% listed value.
Flaws & Traits: No voluntary flaws or traits, one mandatory flaw randomly chosen. You do not get a feat for this random flaw unless you roll such on the chart below.

You should all roll "1d50z" and refer to the chart above to determine character flaws

Valid Source Material: If in doubt, ask. If I say no, consider it invalid. No Dragon Magazine, No Homebrew, No Tomes (to include ToB and ToM), No Book of Exalted Deeds (needless to say).

Game Description:

Come one, come all, to the mid-magic world of Drazil, that I have spent countless hours tinkering away at and building. This is a new world and campaign setting that I've spent the last 5 years designing. The World of Drazil is one of a pair located at the center of a solar system. It and it's sister world orbit each other between a pair of binary stars. Drazil, due to it's rotation, and it's location between the twin suns, is a world that knows no night. Instead, for 3 hours, twice a day, there is twilight as one sun sets and the other sun rises. As you can imagine, this leads to a world that has several vast deserts.

This is a world where the ancient, mythological dragon is something of legends, a beast told of in stories to frighten children, and leave adventurers in awe. Rulers claim dragonblood to subject those beneath them, and even the gods themselves pay homage to the great beasts as creators. No living person has ever seen such a beast, though they are known to exist.

The purpose of this campaign is to allow myself, and others to explore this new world, to help create it's history, and to weed out any design flaws in it's geography, cosmology, etc. I appreciate any interest in this game, and thank everyone who applies in advance for your consideration.


Last edited by steampunkadept; Aug 25 '12 at 5:43am..
You're missing the point. I don't give a crap if they effect my combat ability. In fact, if they were merely mechanical drawbacks, I'd be perfectly fine with them.

But they impact the ROLE playing.

They force an unacceptable random element upon the most important part of the game. I rolled a flaw that I would not want to play. Ever. I don't give a damn if it's forced on one character or another or I have to build around it. It. Is. Forced. On. ME. The player.

And that's just not cool.

It's as simple as this.
If you do not like the house rules, do not app.
Do not whine about it, just don't app.

Therein lies the key though. It's all a matter of willingness to adjust your RP. You have specific things you don't want to RP, and that's cool for you to have a problem with. Thing is, random Flaws mean trying things you normally wouldn't think of. That's one major reason I like it, because it adds a bit of a challenge to the RP.

... I'm just going to ignore this argument and think of a character concept. Honestly, I like the idea of rolling for a flaw. It throws a situation at you where you have to think "Ok, how can I have this make sense?". It's almost like a writing exercise honestly, and I've always loved those. Gives you a chance to get out of your comfort zone and try something new.

Ok, gonna go roll now hahaha.

Rolled Stubborn... I am going to have fun with this. :3

I agree, part of what I like about role playing is improvising things, something that I find many people ignore because they stubbornly stick to their original concepts. Having something unexpected means having to figure out how to make it work, how to play it out, and to be more flexible with your character.

Suffice to say I am quite interested in this.

Is the experience level (both in terms of XP and game acclimation) of our opposition such that we would likely not be able to survive without optimization?

I'm somewhat interested, but if we'll be forced into PvP situations, I don't have any illusions about my skills.

At present, the Other party is Level 5, with one major encounter under their belt. You will not be crossing their path for quite some time, and for now, both games will be completely independent of each other in terms of play. Events from their game will affect the course of your campaign and vice verse. Eventually, I'll be merging the games, however, because the stories will cross in such a way that your adventure and there becomes a competition, in which there will be some PvP. You have at least 6 levels before then. That said, the party in the parallel game isn't the most optimized, I chose them more for character concept. So, build a good concept, story, and character, and ignore the later PvP aspect.

Quote:
Originally Posted by TanaNari View Post
You're missing the point. I don't give a crap if they effect my combat ability. In fact, if they were merely mechanical drawbacks, I'd be perfectly fine with them.

But they impact the ROLE playing.

They force an unacceptable random element upon the most important part of the game. I rolled a flaw that I would not want to play. Ever. I don't give a damn if it's forced on one character or another or I have to build around it. It. Is. Forced. On. ME. The player.

And that's just not cool.
Sorry dude but...

... quit whining about nothing. I am a player in Steam's game, and the random flaw thing hasn't affected me in the slightest yet. You're just being stubborn and arrogant.

This sounds like a really interesting concept, and, though I'm not really interested in figuring out 3.5 (I'm a bit stubborn when it comes to sticking with AD&D 1e and 2e), would you mind if I were to be a reader in both? I just want to see how it works out, both mechanically, and RP-wise.




 

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