doghead
thotd
--- CONTENTS ---
Post #1 - Prologue
Post #2 - Character Generation
Post #3 - The Setting -
--- PROLOGUE ---
-- Meta-view --
This will be a simple game. Mechanically simple. Core (SRD) material only. With one exception (see below), I'm going to try and restrain my desire to tinker with the rules. And conceptually simple. While the setting is a home-brew, it is fairly conventional; your standard vanilla medieval fantasy world. The first few episodes will be more like one shots. From there we will see how we are travelling.
The characters are all grell (half-orcs) from the settlement of Horak-krel. With a little luck, they these should be 'interesting times'. There are 4 slots available. Further details about the setting and character generation can be found below.
-- The GM --
I tend to play a little fast and loose with the rules. Rules are important, they keep the world consistent. But they should remain in the background. For me, the story, the adventure is the main thing. I don't want to get bogged down with mechanical minutiae. Its fine for miniature gaming. But this is a role play game, a theatre of the mind.
Ideally I am looking for players interested in contributing to the development of the setting. The setting is still very much just a rough outline, there are plenty of gaps. Some people are naturally talented at creating settings, I am not one of them. I work best when I have a whole bunch of ideas thrown at me. The end product, I have found, is both more diverse and dynamic.
-- The Players --
covaithe playing Assaq, male grell Ranger 4.
DEFCON1 playing Mogro, male grell Fighter 4.
Autumn playing Ershe, male grell Druid 4
* NPC from Oct. 2007 as Autumn is taking breather
Voda Vosa playing Adokul, male grell Rogue 4
* Created by Zadam who went MIA July 2007
[as at 31 July 2007]
-- The Exception --
The d20 combat rules drive me nuts. I find it all so counter intuitive. Instead we will be using Ken Hood's Grim and Gritty Revised Combat Rules. They just make more sense. And they are more interesting. Here is a copy of the GnG rules. It's about 3 pages. You don't need to be intimately familier with the rules, but it is probably a good idea if you read them over at least once.
doghead
aka thotd
Post #1 - Prologue
Post #2 - Character Generation
Post #3 - The Setting -
--- PROLOGUE ---
-- Meta-view --
This will be a simple game. Mechanically simple. Core (SRD) material only. With one exception (see below), I'm going to try and restrain my desire to tinker with the rules. And conceptually simple. While the setting is a home-brew, it is fairly conventional; your standard vanilla medieval fantasy world. The first few episodes will be more like one shots. From there we will see how we are travelling.
The characters are all grell (half-orcs) from the settlement of Horak-krel. With a little luck, they these should be 'interesting times'. There are 4 slots available. Further details about the setting and character generation can be found below.
-- The GM --
I tend to play a little fast and loose with the rules. Rules are important, they keep the world consistent. But they should remain in the background. For me, the story, the adventure is the main thing. I don't want to get bogged down with mechanical minutiae. Its fine for miniature gaming. But this is a role play game, a theatre of the mind.
Ideally I am looking for players interested in contributing to the development of the setting. The setting is still very much just a rough outline, there are plenty of gaps. Some people are naturally talented at creating settings, I am not one of them. I work best when I have a whole bunch of ideas thrown at me. The end product, I have found, is both more diverse and dynamic.
-- The Players --
covaithe playing Assaq, male grell Ranger 4.
DEFCON1 playing Mogro, male grell Fighter 4.
Autumn playing Ershe, male grell Druid 4
* NPC from Oct. 2007 as Autumn is taking breather
Voda Vosa playing Adokul, male grell Rogue 4
* Created by Zadam who went MIA July 2007
[as at 31 July 2007]
-- The Exception --
The d20 combat rules drive me nuts. I find it all so counter intuitive. Instead we will be using Ken Hood's Grim and Gritty Revised Combat Rules. They just make more sense. And they are more interesting. Here is a copy of the GnG rules. It's about 3 pages. You don't need to be intimately familier with the rules, but it is probably a good idea if you read them over at least once.
doghead
aka thotd
Attachments
Last edited: