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About This Game

An OSR-style tale of adventure inspired by classic 80's fantasy.

Game System

Castles & Crusades

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09/25/2023

Detailed Description

 

You are a hero. Or, at least, you need to be. Some people already know your name, be it from local good deeds or some position of significance that you hold. A figure of note with potential for greatness. But even heroes run into obstacles and right now you are facing something beyond the scope of your usual derring-do. An impossible task, a quest with far reaching implications that will require all that you have to offer and more. It is the 'and more' that has brought you here, to the mountain home of the Oracle of Stone, with the promise of finding aid to make this impossible task...well, possible.

 

Help design a world of sword and sorcery, a place of unfathomable magic and ancient evils. Work with the other players to craft a setting steeped in that grimy, 80's fantasy nostalgia complete with bad special effects and stilted dialogue. Inspiration for this style runs the gamut from Conan and Krull to Willow and The Dark Crystal. Best of all, be the architect of your own triumph (or tragedy) as you create the ultimate, impossible quest that will guide the characters through a (hopefully) compact and well-paced arc and tell an inspiring story of what it means to be heroic.

 

Please reference the Game Expectations for general game structure and the How to Apply topic in the Applications forum.

  1. What's new in this game
  2.   I believe the only one left to roll is @Gregorotto, and they have a big work thing today so they said they'd be pretty much offline until tomorrow. I doubt they will get a better roll than MG did so you can probably assume what I said earlier in the creation discussions thread is accurate for your add on points.   I am going to hand out a generous amount of gear to each of you based on you having gone on previous adventures and acquired loot. I was going to give everyone 300 gold in additional coinage, too. Feel free to spend that as your starting currency but I will be giving you a pack from the Adventurer's Backpack book to cover basic gear and some fun little magic items based on conversation we will have in the discussion thread starting tomorrow after I put work to bed for the week.   Full hit points at level 1. Use the method described in the discussion thread over in The Cast for levels above. Not exactly max HP for further levels but a nice buffer against getting 1 HP.
  3. I would like to work on my character this coming weekend. Do we have this information yet: 1. Final ability scores based on all player rolls? 2. Total wealth at 3rd level? 3. I'm assuming full hit points through 3 levels since we are heroes, correct?
  4. To my mind, everyone is aware of their impossible quest at least on a surface level. As in, you at least know what your goal is even if you have no clue what the steps would be to accomplish it. You all are notable figures in your chosen places of residence so this was likely hoisted on you, either by prophecy (as is classic fantasy) or by an elder/leader who would have some authority to put that burden on you. You have sought out the Oracle of Stone for assistance with this task, which bring all parties together, but it is your call whether you made that choice or someone else made it for you.
  5. General setting convention question - does every PC know, in-character, what their impossible task is? And is it self-directed or are we looking at a conspiracy of fates sort of thing?
  6. Run with anything you can imagine with regard to the world's pantheon and religions. Just like the real world, I would imagine you can find someone of any belief with any type of personality, including tomato worshipers if you look hard enough!  
  7. So I'm tentatively thinking Primal Druid with a Barbarian support, though it does feel a touch redundant. Assassin could be cool but there will end up being a lot of skill overlap with a Cleric-Thief, Rogue-Magic User, and Primal Druid-Assassin.
  8. Character Information Name Valfaren Foxwish Title Wild Child Race Elf (Sylvan) Class Primal Druid / Barbarian Alignment Neutral Religion x Age 47 Gender Female Height 5'5" Weight 120 lbs. Eyes Dark brown Hair Blue-black Language Proficiency x x Personality ... Appearance ... Background ...   Main Statistics Primary Attribute Mod Saves   Strength 17 +2 Paralysis, Constriction   Dexterity 16 +2 Breath Weapons, Traps   Constitution 14 +1 Disease, Energy Drain, Poison   Intelligence 11 +0 Arcane Magic, Illusions ✔ Wisdom 15 +1 Confusion, Divine Magic, Gazes, Petrification, Polymorph   Charisma 14 +1 Death Attack, Charm, Fear   Racial Abilities Name Effect Enhanced Senses See clearly up to 2 miles when outdoors; +2 listen Twilight Vision See color/detail up to 1 mile when outdoors in light Move Silently Stealth ½ speed when outdoors; -5 up to full speed; -20 running Spell Resistance +10 vs. charm/sleep effects Spot Hidden Doors Passing within 5' of concealed doorway grants +2 Wisdom check Weapon Training +1 to hit with: longbow (+comp), shortbow (+comp), longsword, shortsword.   Class Abilities Name Effect Weapon Proficiency Anything 3 lbs. and under; no crossbows Armor Proficiency Padded, leather coat/armor, ring mail, hide, chain mail, breastplate (any) x x   Combat Statistics AC (Total) Base Armor Shield Dexterity Mod Misc. x 10 x x x x To Hit (Total) Base Attribute Level Bonus Misc. x 1d20 x x x Current HP Maximum HP Wounds Hit Die Encumbrance x x 0 dx x/x   Equipment Weapon Bonus To Hit Bonus Damage Base Damage Notes x x x x x Armor / Shield AC Bonus Weight Encumbrance Notes x x x x x Item / Clothing Weight Encumbrance Notes x x x x   Money Platinum Gold Silver Copper Jewels 0 50 0 0 0   Mount / Animal Companion / Familiar Name Type HP AC Move Attacks Damage Saves Notes x x x/x x x x x List+x vs. Paralysis, Constriction +x vs. Breath Weapons, Traps +x vs. Disease, Energy Drain, Poison +x vs. Arcane Magic, Illusions +x vs. Confusion, Divine Magic, Gazes, Petrification, Polymorph +x vs. Death Attack, Charm, Fear x   Spell Book 0th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 1st Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 2nd Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 3rd Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 4th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 5th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 6th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 7th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 8th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 9th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x
  9. @Terran in your writeup of Nir-Vana you mention two of the foundational dities are Niko and Ivana which you liken to Apollo and Artemis: would you mind if I built on that and spun Ivana off into having some of the triune aspects ascribed to Artemis by later cultures, the whole Artemis - Hecate - Selene maiden/mother/crone symbology? Given the Rivenfell being, well, fell - and ruled by an undead witch queen - I could see Neve worshiping a Hecate style aspect of Ivana. A quick google for related names suggest a few - Basillea, maybe?   @DoNotFearToTread Quick availability FYI - I'm gonna be offline Friday through Sunday this weekend: hitting the tail end of the season down at the Oregon Shakespeare Festival.
  10. Character Information Name Naihm "Neve" Ashwood Title Taker, Nevergreen Carvan Race Smallfolk (Gnome) Class Rogue 3 / Magic User 1 Alignment Neutral Good Religion Ivana, cult of Basillea Age 27 Years Gender ♀ (She/They) Height 10 Hands (3' 6") Weight 3 Stone, 3 lbs (45 lb) Eyes Smoked Quartz Hair Chestnut Language Proficiency Vulgate, Dwarven, Elvish, Smallfolk, Goblin (+2 INT)   Personality ... Appearance ... Background ...   Main Statistics Primary Attribute Mod Saves   Strength 11 +0 Paralysis, Constriction ✔ Dexterity 16 +2 Breath Weapons, Traps   Constitution 13 +1 Disease, Energy Drain, Poison ✔ Intelligence 16 +2 Arcane Magic, Illusions   Wisdom 13 +1 Confusion, Divine Magic, Gazes, Petrification, Polymorph   Charisma 13 +1 Death Attack, Charm, Fear   Racial Abilities Name Effect Animal Empathy Nonverbal communication with burrowing mammals Combat Expertise +1 to Melee BtH vs. Goblins & Kobolds Darkvision See in complete darkness, 60' Enhanced Hearing +3 to Listen Checks Innate Spellcasting Dancing Lights, Ghost Sound, Prestidigitation 1/Day   Class Abilities Shared Name Effect Weapon Proficiency Any (per MU) Armor Proficiency Any (Rogue Abilities limited to +3 AC Armors or less)* Primary Class (EL 3) Back Attack +4 to Melee BtH, x2 Damage Cant Thieves Tongue Climb [DEX] 1/4 Move climb speed, Fail >5 results in fall Decipher Script [INT] 2d8 minutes per page of text, -10 for Arcane Texts Hide [DEX] 1/2 Normal Movement (-5 & 1/4 if Silent) Listen [WIS] Can hear a whisper at 30' (+3 per Enhanced Hearing) Move Silently [DEX] 1/2 Move (1/4 if Hiding) Open Lock [DEX] Requires Thieves Picks Pick Pockets [DEX] Stealing or Sleight of Hand. TN (- HD) of Target Traps [INT] Find & Remove; 1 minute per check (10'x10') Secondary Class (EL 1) Channel Magic 4 SP per level/day; 1 SP per channel, duration 2 rounds or 1 ✔ Detect Magic Innate Ability per spell detect magic Locate Magic Item 450' Range, as detect object, need not be familiar with item Read Magic [INT] as per read magic spell Use Magic Can use all magic items regardless of limitations, All Scrolls   Combat Statistics AC (Total) Base Armor Shield Dexterity Mod Misc. x 10 x x +2 x To Hit (Total) Base Attribute Level Bonus Misc. x 1d20 0 / +2 +1 x Current HP Maximum HP Wounds Hit Die Encumbrance 19 19 0 d6 -- / 11   Equipment Weapon Bonus To Hit Bonus Damage Base Damage Notes x x x x x Armor / Shield AC Bonus Weight Encumbrance Notes x x x x x Item / Clothing Weight Encumbrance Notes x x x x   Money Platinum Gold Silver Copper Jewels x x x x x   Mount / Animal Companion / Familiar Name Type HP AC Move Attacks Damage Saves Notes x x x/x x x x x List+x vs. Paralysis, Constriction +x vs. Breath Weapons, Traps +x vs. Disease, Energy Drain, Poison +x vs. Arcane Magic, Illusions +x vs. Confusion, Divine Magic, Gazes, Petrification, Polymorph +x vs. Death Attack, Charm, Fear x   Spell Book 0th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 1st Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 2nd Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 3rd Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 4th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 5th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 6th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 7th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 8th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x 9th Level Spells / Day Bonus Spells Total Known x x x Name Amount Prepared Notes x x x   Here is an excellent template for your C&C character sheet, provided graciously by Malkavian Grin.
  11. A full assortment of Class and a Half characters could make for some interesting play and offer even wider versatility among the group. I wouldn't object to people opting for that. In that scenario, we could even look at the totals for everyone's leveling and use the average for everyone instead of the individual numbers to make the leveling rate steady instead of people hitting levels at different paces. I'm open to some house ruling in that regard.
  12. I suppose C does feel like a "corridor" to other areas. It's kind of the middle of these big water areas. It doesn't necessarily have to be devoid of dangerous flora/fauna; perhaps there's an ancient wood that refuses to stay cut down. Maybe there's a big population of Sylvan Elves that defend some sections viciously. Maybe there's a mountain range cutting off trade on one side. (I assume we'll add mountains and the like later?) Maybe the only civilization exists on the water's edges and that's why adventures are needed, because the roads between settlements is rife with danger. Mostly, I picked C because it has more interesting edges on the landmasses LOL. Looking at A again, I definitely see Lake Michigan now (I live just under-and-to-the-right of it). The whole thing just feels like way too much land on the left. Maybe adding mountains and such would give it more character? Looking at B again, I am kind of feeling more pull to it. Definitely more than A now. I just wasn't really sure about the four lakes in the middle. I dunno, geography isn't my strong point. What I do like, is the idea of putting B and C together; if you look at them on the main screen, they basically could go side-by-side already. That, for some reason, has a very big draw to me.
  13. Great to hear about the 3 lb. limit, thank you. I think my character will be a Sylvan Elf (for flavor). This is just another name for "Wood Elf" as Sylvan literally means "of the forest" (and what my real name derives from; Sylvia). I always liked some racial subset variations, like Elves that preferred to live in more city-states vs. those that are very primal/tribal, or Dwarves that prefer to live in the hills rather than actual mountains, etc. Sylvan Society Elves that hail from the Sylvan heritage prefer to live as "with Nature" as possible, using magic and woodcraft to change the way a grove of trees grows into natural housing. They tend to find caves too dark, closed, and unforgiving, though they make for good last-stand defenses. Their villages are ruled by a council of the eldest rather than a singular figure, unless that figure is particularly brutal and savage (a rare occurence); those villages tend to feature fighting pits in the center of the area with the strongest fighter taking the mantle of leader. The typical Sylvan Elf finds solace and respect in Mother Nature like an unspoken deity. Sylvan Elves are territorial--moreso than other brands of Elf. To step into a Sylvan-owned forest is to court ambush. They do not take kindly to those they deem unworthy to be there; Goblinoids, Orcs, and monstrous creatures especially, but also Dwarves, Humans and other "civilized" races. They start with an ambush, surrounding them with overwhelming numbers, then force them to say why they are trespassing. Unsatisfactory answers result in being mugged and dumped outside the forest, all the way up to execution if too dangerous a foe. At best, a group will have to part with their valuables as a toll. In a typical village, most Sylvan Elves are Rangers, Barbarians, Archers, Skalds, or Druids. In one under brutal regime, many are Primal Druids, Barbarians, Assassins, Seekers, or Thieves. Primal Druids are uncommon within Sylvan settlements, unless it has come under the rule of a brutal champion (which tend to in fact be Primal Druids). In a typical village, they live on the outskirts defending it and sharpening their skills or spend much of their time out on the hunt for food. Under a brutal champion's watch, Primal Druids are more common and spend more time in the settlement--usually fighting each other to sharpen skills. The view of using Nature rather than revering it is not common among Sylvan Elves, and so Primal Druids are often kept at arms length in a settlement. They are seen as dangerous tools; the sword rather than the arm that wields it. Primal Druids thus tend to be more solitary, but do find a kind of antagonistic kinship with other such primal Classes. I would say that Primal Druids have a strange pull to specific times of year and thus find themselves gathering in specific locations steeped in Nature's full wrath. It is dangerous to travel to these places. During yearly equinoxes and solstices, Primal Druids feel a guiding force to come together, share stories, drink hallucinogenic wine, have spirit journeys, and then fight each other for dominance. Any race of folk are welcome, so long as they display the needed skill of the Primal Druid. @Terran It makes it take longer to level up; Class-and-a-Half requires you to take half the supporting Class' EXP requirement and add it to the Primary Class' EXP requirement. As I understand it, to increase level from a Primal Druid 3 / Barbarian 1 to PD 4 / B 2, I'd need the EXP for PD 4 (10,401) + the half the EXP for B 2 (1050) for a total of 11,451 EXP. That's not terrible, but it is slower.
  14. If we're using xp leveling, yeah. The primary class has their xp requirement for the next level increased by half the xp ammount of the secondary class. So if, say, class A takes 2000 to hit second level, and class b takes 2000, a half class A+B character takes 3000 for class A to hit 2nd level. The half class is always pegged to half your primary class level (rounded down).   Not sure how it would work if we used benchmark levelling.
  15. Given the limited number of PCs and the likely need for a wide range of skills, both in and out of combat, it's probably a good idea. Does it have any negative impact on the growth pace of the primary class?
  16. Currently, it seems C is leading with the low score of 5. As for 'off the map', I'd envisioned most of our adventure taking place on the map itself but if a twist twists and a turn turns and we suddenly need to visit the Duchy of Somewhereelsia, which we've determined rests to the east of our current map, we will just brew up a new map to tack onto the current one. Keep it nice and fluid and easy to accomodate.
  17. Okay, we're rolling. I will throw out some softball questions here while you all work on your characters. You don't have to answer all of these, they're just what immediately jumped into my head while reading your ideas. In terms of redundancy, I'm not concerned. This isn't a typical pre-written adventure and we will be crafting the main arcs together so this game will, hopefully, appeal to everyone equally but if we have rogues who want to do roguish stuff that will be a part. If we have clerics, the divine will likely play a large role. I am going to be doing my absolute best to never present this story with bottlenecks that can only be handled by/involve one character. If there is roguing to be done, there will also be other issues to deal with at that time. I want to pay particular attention to spotlighting in this game and make sure all the characters feel like equal protagonists throughout, and with everyone giving me frequent input on how things are going and what they'd like to see, I believe that will be easy to accomplish. It looks like our current high scorer totals 87, so everyone will at least total 82 points on their stat array. The only limitation I'm currently keeping with that is not being able to raise your stats higher than the highest roller's stat array before racial adjustments (a 17 and 3 15's make for a damn solid benchmark there). Currently, it looks like Cirlot will have 3 points to add (could get a 17, or spread a bit if they go ranger as they tend to be pretty MAD) and Terran will have 8 (could get a couple 15s in since they already have a 17, if they can cope with a couple lower stats). The SEIGE engine puts a lot of emphasis on your attributes so there really isn't a 'useless' stat in this game. You're likely to roll everything at some point and that base 18 diff on secondary stats unrelated to your class abilities (and race abilities, I forgot to mention that) is a tough benchmark even with adding your level to the roll. One of the big reasons I want to run this is to see how this all plays out in practice. I'd expect, with the pacing I've set, that this game will run around a year of your real life and will likely fall somewhere in the 7th to 9th level range. Happy to revisit that when the time comes, but I want to set expectations appropriately and do my level best to stick to them @Malkavian Grin What thoughts do you have on wood elf society? Are they 'ghosts in the trees who attack trespassers' types, or 'masters of the forest roads who reap great reward from taxing those who use them'? Is your character's view on nature as a force to be used common among their people? Do primal druids have gatherings or are they solitary? I'd say that the restriction allows for weapons that weigh 3 pounds, yes.   @Gregorotto Thief turned cleric (or cleric/thief) always makes me think of Phillipe the Mouse, Matthew Broderick's character from Ladyhawke. Given that you'll be creating your own religion, I'd love to hear your thoughts on what sort of deity drew this former rogue's attention.   @Cirlot I will definitely allow a class and a half rogue/magic user. The magic user seems pretty unique and is very interesting to me. Secondarily, I'm a sucker for an illusionist and I think C&C does them well. I'm not familiar beyond a class-read-through on the ranger, as there wasn't one in the Actual Plays I've listened to, but old school rangers were always strong choices. If your impossible quest involves the Ravensfell, it will certainly factor into the story. How much involvement is certainly a discussion we can all have.   @Terran Looking forward to seeing more development here. I see you listed gods so I'm looking forward to learning more about that.
  18. @DoNotFearToTread Quick question regarding Primal Druid's weapon list. It says "anything under 3 pounds," but does that include things that weigh exactly 3 or not? If not, that'll limit my selection by quite a lot, but I'll still have some decent options like a hook sword, big cleaver, and tomahawks. Question for everyone: Is anyone considering the Class-and-a-Half rule? I've never seen multiclassing handled this way and it is rather interesting. I am thinking about going Primal Druid / Barbarian in order to get a little more HP and be just a little more "rugged" and able to better overcome natural challenges. But I'm not totally sold on the idea.
  19. Unfortunately, I rolled mostly ones. 😩 Rooting for a "high" roller!
  20. Hmm. B, C, A 1: B feels like it's at the edge or large sea or body of water, which will allow for coastal towns and then varying terrain further west and south - hints of Karmeikos or the Borderlands, with a small pocket of civilization at the edges of known territory. I like that tension and liminal space, and it works with a couple of my character concepts. I could see the Ravensfell here if others were amenable. 2: C would likely be more built up - feels like a land bridge between larger territories/land masses so absent dangerous flora and fauna I'd expect lots of towns, ports and trade making this great for a urban style campaign. The Ravensfell is probably off the map, one of the two powers held in tension by this trade corridor. 3: A . . . okay, personal bias as I'm from there but my FIRST thought was "Is that Lake Michigan? Am I adventuring in WISCONSIN?" (I mean, it works, Gygax basically turned an atlas 90 degrees and called Lake Geneva Castle Greyhawk on his first maps.) This would be great for a full on hexcrawl but none of us - as yet - seem the domain building sort? Alternatively this might BE the Ravensfell entire, dotted with roving bands of smallfolk and a handful or towns. It feels to broad and open to be widely settled.
  21. Heh, a thief-turned-cleric sounds like a slightly scruffier Cadfael - speaking of 80's media - and could totally work.  My one caution would be that mechanically Castle & Crusades doesn't have quite the skill flexibility of d20 era D&D so you can't really dip into a class for a quick hit of skills to add some flavor.  Either the thief thing would be background flavor entirely or, mechanically per DoNotFearToTreads note on multiclassing above, it would be a half class you continue progressing in - basically you'd be a Cleric 3/Rogue 1 at game start and the rogue level would be pegged at half your cleric level each level after (i.e. Cleric 4 / Rogue 2, etc.) . . . with some limitations on using your rogue skills in armor (no sneaking in anything heavier than leather, etc.) and with certain weapon types. Depending on the concept your continuing growth in the skulldugery skillset may or may not matter (is a thing left behind, or a part of who they are now?), but's it totally mechanically viable, with the provisio that when you get your thief on the chain mail gets shucked and you can't backstab with your holy symbol  ~shrugs~ For my own part - it depends; I've got a rogue in mind that dovetails with my setting pitch: smallfolk adventurer dragooned into the service of one of the lich queens daughters, trying to keep her head above water.  Would go gnome an ancestry to reflect a halfling touched by magic and class-wise either straight rogue or, if our good GM allows, a Rogue-slash-half-class Magic-User from the adventurers backpack: the MU from the splat is interesting as it doesn't provide spells, it grants a certain level of daily points that can be shuffled around and used for attribute checks, temporarily enchanting weapons or armor or empowering OTHER PC's spells . . . I would flavor it as said rogue being fate-touched or linked to their patron. However, I've got two reservations about this character (Naihm "Neve" Ashwood ne' Nevergreen if it matters.  Yes I named her already.  Shutup.)  First, a primary class rogue in C&D or AD&D kinda channels the game into a certain style of play in order for them to feel useful.  It means traps, locks, dungeons, environmental obstacles being part of day to day play that not everyone may be down with.  If that's not a playstyle we necessarily want - and it can be difficult to do in PbP as it can bring momentum to a screeching halt if the rogue becomes a bottleneck ("I check the door""Door's Clear""We open the door" etc.) - she might not be the best fit.  Also, if we've got a Cleric Rogue already, a primary class rogue doesn't bring that much extra, unless we level fast they're just gonna be a little bit better than the cleric for the bulk of the game.  So, mechanically, might not be something we need. The second reservation is that a LOT of what makes her interesting and not just another thief is tied into my twee grimmdark Lich-kingdom BS tucked nearly away behind the Ravensfell.  If undead Game of Thrones and tomb-robbing holds no or negative appeal she's probably not gonna be a good party fit. In terms of secondary backups I've got very tentatively an illusionist and a ranger percolating in the back of my head: the Illusionist I'd want to hold until we see what the probable bard comes up with as I don't want any conceptual overlap. Honestly, the ranger might edge out due to necessity as we don't seem to have any bruisers in the works yet.   Edit: not a bad set but oh so bland. Just a little above average, all around.
  22. Thief-turned-Cleric sounds like a cool idea! Never heard of anyone doing that. Can't speak on any of the rest, as I'm non-religious. I've never played C&C, so don't let me influence you at all 😅 I will go ahead and roll for stats though! Get on board! Hey, that's not too bad! Higher than I expected, honestly.
  23. My original character idea for the game was a Thief turned Cleric borrowing ideas from Martin Luther, basically someone who came to the faith after a superficial promise of self-preservation but found true faith and a whole lot of problems. Mechanically I don't have a lot to say on the matter, but it's been months since I was pitched the idea for this game. I'm totally open to other people taking the lead and me filling in the cracks, I don't have enough experience with C&C to say no.
  24. Ranking of maps, based purely aesthetically and the ideas they conjure up: Map C Map A Map B My only real question is: what's going on at the map's edges? Or does that really matter for our game?
  25.  
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