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 Post subject: Let It Be Known ...
PostPosted: Tue Jul 20, 2010 11:55 pm 
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Location: The Barren Wasteland of Hoth
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Welcome to the For Gold & Glory! Campaign for the Pathfinder Roleplaying Game. Set in Golarion, the PFRPG Official Setting, this campaign centers on the lives and adventures of a band of heroes. Emphasis on heroes ;)

Character Creation

All characters should be generated based on a Epic Fantasy point generation, receiving 25 points for stats and building as 3rd level characters. Please use only official Pathfinder books, including the various guides, adventure paths and chronicles, during generation. Characters are restricted to the following alignments: LG, CG, NG, LN, N. I may be persuaded to allow one PC be CN if they can convince me (warning: I'm a hard sell). Any race may be played so long as it has official, racial stats and isn't limited in some way. I prefer no monster races unless you can persuade me (see above). Background Traits are encouraged if you have access to them.

House Rules

I roll the dice in the game for everything. Not that I don't trust anyone ... just makes it easier :)
I also use the Critical Hit & Critical Miss Decks and will note what happens when a card is drawn. I may also use the Plot Twist cards in the semi-near future.
If anyone has the HeroLab program with the Pathfinder package, I can provide a character file for you to use. I use it ... and I love it :)

Plot Twists

Okay, this is going to be a bit different. I'm going to utilize the plot twists cards during this game. What are the Plot Twist cards? Well, the official blurb says:
Ready for a whole new way to roleplay? Draw a Plot Twist Card and guide the adventure in directions limited only by your creativity. Plot Twist Cards open up a new experience of shared storytelling, providing players with ways to suggest new events during an adventure or get help when they need it most. Each of the deck's 51 cards presents a different theme that the GM and players, working together, can weave into the game’s narrative, as well as related rules effects. With Plot Twist Cards, everyone can help tell the story and enjoy being surprised by new and unexpected turns of fortune.
GameMastery Plot Twist Cards add a new storytelling element to roleplaying games, allowing players to bring their own twists to an adventure’s plot. Each card provides a minor story-altering idea along with a few options players can either use as presented or take inspiration from to craft similarly themed suggestions that affect in-game events. Every Plot Twist Card can be interpreted in countless ways, allowing players to suggest minor alterations to a game’s events that a GM might add or adapt however best fits the story’s needs. Such alterations might bring about an added bit of luck to improve the situation for the PCs or up the ante to create even greater challenges—it’s all up to the players and their Game Master!


Basically, the cards allow a player a chance to alter a scene by granting a bonus of some kind, a boon or a penalty that can aid them. Examples are things like finding an item that's been lost, a bridge collapsing in the PCs favor and finding a place to hide when there were none. During the beginning of a chapter, each player will be given a plot card (virtually of course) that they may use at any time. Cards transfer between chapters, but characters will usually only have one card at any given time. If the card is used, and used in a heroic manner, that player will be rewarded with a replacement. If used selfishly, the player will have to wait for the next chapter before they get a new one. An additional card may be rewarded to exceptional role playing. All cards are subject to GM interpretation and may be limited by the scene. Here's a brief example:
Hidden Asset
Target gains access to an item on his person as a free action
(• You find a tool to pick your manacles • An ally appears from nowhere • New information brings around a foe • An unrevealed skill surfaces)
Frost draws this card and, during an altercation with a shop owner, decides he wants to use it to convince the shop owner to lower a price. The GM allows him a re-roll on his Diplomacy skill, adding a +2 bonus to the roll to sway the shop owner to a more complacent mood.
Later, Anazider draws the card and, during an adventure into the Darklands, wants to use it to gain an ally. However, the GM doesn't see that as a possibility and asks Anazider to keep the card, explaining that it's not possible now.


Equipment

Everyone will start with the following: One Primary Weapon (Longsword, Greatsword, Battleaxe, etc.), One Secondary Weapon (Dagger, Sling, etc.), One Suit of Appropriate Armor (Scale being the most someone could have). Characters may also have one professional item (Holy Symbol, Thieves' Picks, Spellbook, etc) and a secondary set of clothing. Any other equipment would've been re-appropriated, and any credits have been graciously donated to the Chelaxian Nobility (thank you for your contributions).

Blue Booking

I use Blue Booking in my games when I can. This allows players to have a sideline adventure or resolve something one on one (or occasionally two on two). When a player is pulled into Blue Book, it's like having a mini-series or one-shot starring them. I will usually contact you when there is Blue Book time (or post it in the OOC thread). This grants additional XP on occasion, as well as offering character development. I will have the same expectations with Blue Booking, as I do with the ongoing game.

Posting Guidlines
(again ... blatantly stolen from Alicia's Growing Shadows game … thanks Alicia! ;) )

At minimum, players should expect to post 3 times a week.
Make sure to read ALL posts, not just the ones you believe relevant to you.
I understand allowances must be made for real life. If you feel that you are unable to hold up the minimum posts, please let me know and some arrangements will be made.
No one-liners, or two-liners. Posts should be, at minimum, about four lines (or a paragraph) long. If you can't think of enough to write I respectfully submit you're not thinking hard enough. How does your character say what they're saying? What expressions do they wear? How do they move? How do they act? This is a roleplaying game, so succeeds or fails based on how well you portray your characters and how well the audience—me, the other players, PCs and NPCs, and anyone reading—come to understand them. Also, by being descriptive you leave less to the audiences imagination of what you're doing and informs them precisely of what you are doing. This will lead to less misunderstandings down the line.
Please, please use correct grammar and spelling. We're all adults and went to school. We should be able to write grammatically correct sentences and spell correctly most of the time. Some advice: use a word processor and spell check. (This will also prevent your browser from losing your nice long post.) Then reread aloud to yourself what you wrote. If it doesn't sound right when read aloud it will most likely sound awkward when read by someone else. Reading aloud will also force you to concentrate on the words and catch corrections far easier than just reading it to yourself.
The IC thread is for IC. It sounds obvious I know, but what I mean by this is that out-of-character questions and chatter should be kept to the OOC thread. The only OOC allowed in the IC thread is the breakdown of actions you wish to take during a round, which should be listed after any in-character writing and placed in double parentheses to indentify it. Please don't break up the flow of your narrative by including any OOC in the middle of the text.

Please let me know if you have any questions. Welcome to the game and let's have some fun!

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The Hit Parade - A Star Wars Bounty Blog
Characters: Kurr (Tapestry: The Tattered Edges) , Dremin Kol (Growing Shadows), Jin Arakaki (Denver: City of Shadows)
Campaigns: M&M: Motor City Madness, M&M: Heroes, Inc., HEX: Epic Adventures, Pathfinder: For Gold & Glory


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 Post subject: Re: Let It Be Known ...
PostPosted: Mon Aug 16, 2010 2:53 am 
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Joined: Tue Mar 03, 2009 4:46 pm
Posts: 391
Location: The Barren Wasteland of Hoth
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The Anatomy of a Plot Twist Card

Theme Name
Mechanical Effect
Flavor Ideas

Card #

Theme Names are just that, a name for the theme of the card
Mechanical Effects are possible effects that could be used in game with the rules
Flavor Ideas are possible things that someone could suggest to the GM to use
Card # is the number of the card ... just in case I need to reference it

Here's an example:
Valheru has the following card ...
Mistaken Identity
Target takes a -10 penalty on a single Knowledge check
• Strangers mistake you for a fugitive
• You identify a creature improperly
• An old man thinks you are his lost son
• A disguise works perfectly

During the game, Zubnargrult runs into some Chelaxian soldiers hunting down the party. Thinking he wants to see if he can trick them, he attempts to use Bluff unskilled and gets a mediocre result. Using the card, he says that he gets mistaken for a few other Gnomes all the time and hopes that it passes through. The GM looks it over and allows it, having the Chelaxians tell him to get off the road and out of their way. Sure they were rude, but Zubnargrult lives another day ;)

_________________
Image
My Deviant Art Gallery
The Hit Parade - A Star Wars Bounty Blog
Characters: Kurr (Tapestry: The Tattered Edges) , Dremin Kol (Growing Shadows), Jin Arakaki (Denver: City of Shadows)
Campaigns: M&M: Motor City Madness, M&M: Heroes, Inc., HEX: Epic Adventures, Pathfinder: For Gold & Glory


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