seasong
First Post
I will be running a Game of Death, starting sometime near the end of this month (March '03). For what one is, check out New Game of Death: Battle Royale of the GAWDS.
The basic premise of this one will be similar to clockworkjoe's, but with less capricious Gawds (but still enough changes over time to force adaptable characters) and me as the referee.
Here is the Game of Death: Hethas' Gambit website, spartan as it is
.
Here are the players:
cool hand luke
Jeremy
JDragon
Number47
Saepiroth
Tisvon
DM with a vengence
Breakdaddy
Starman
reapersaurus
Sollir Furryfoot
clockworkjoe
A few teasers about what I'm planning/thinking about (please see the rest of the thread for details):
1. A logically changing arena. The arena will provide situations of wide open fighting, limited visibility fighting, walled-in fighting, dangerous ledges to get shoved off of, hot & cold conditions, wet conditions, and deep concealment fighting. There will be no exotic conditions (antimagic arena, astral plane arena, etc.), just natural physical ones. Each change will happen 5-10 rounds after the last one, and will be preceded by a round of "harmless" change to warn somewhat of what is coming next.
2. What the above means: be prepared for plains-fighting, water fighting, tunnel-fighting, low-visibility-fighting, etc. Here's a preview of my advice section for character design:
4. There will be a few house rules, primarily nerfing magical damage reduction (no effect on barbarians), quick draw, and Quaal's Fricking Tree
.
5. This is intended to be a faster paced game. Everyone will send in their turns simultaneously, and I will reply with requests for clarification or alterations if something unexpected crops up (the person you were going to attack isn't going to be there, etc.). Everyone will have 24 hours to send me their actions, and I will then take 1-3 days to process everything (which is still faster than ~150 hours per 6 second round).
The basic premise of this one will be similar to clockworkjoe's, but with less capricious Gawds (but still enough changes over time to force adaptable characters) and me as the referee.
Here is the Game of Death: Hethas' Gambit website, spartan as it is

Here are the players:
cool hand luke
Jeremy
JDragon
Number47
Saepiroth
Tisvon
DM with a vengence
Breakdaddy
Starman
reapersaurus
Sollir Furryfoot
clockworkjoe
A few teasers about what I'm planning/thinking about (please see the rest of the thread for details):
1. A logically changing arena. The arena will provide situations of wide open fighting, limited visibility fighting, walled-in fighting, dangerous ledges to get shoved off of, hot & cold conditions, wet conditions, and deep concealment fighting. There will be no exotic conditions (antimagic arena, astral plane arena, etc.), just natural physical ones. Each change will happen 5-10 rounds after the last one, and will be preceded by a round of "harmless" change to warn somewhat of what is coming next.
2. What the above means: be prepared for plains-fighting, water fighting, tunnel-fighting, low-visibility-fighting, etc. Here's a preview of my advice section for character design:
3. Some spells will be nerfed. Particularly, Harm has a save, Haste doesn't double spell casting, Summon X is classified by CR and somewhat more limited, most planar/turn ethereal/astral spells won't work (teleport, dim door, etc. still do), and polymorph spells will be CR-limited.a. Have far and close attacks available to you. The terrain will sometimes prevent far attacks, and a close-in fighter who is on top of you will quickly reduce your options. The arena itself is pretty big, and if you can't get across the arena quickly enough, you'll want far attacks to hit people who are avoiding you.
b. Be prepared for hot and cold conditions. Be prepared to climb and swim, and be prepared for periods when flying is not an option.
c. The arena is smaller than a high-level long-range spell. Be prepared to take heat from spell casters on the other side of the arena.
d. Be capable of fighting or escaping in an antimagic field. The arena will not produce any, but I guarantee one of the other players will.
4. There will be a few house rules, primarily nerfing magical damage reduction (no effect on barbarians), quick draw, and Quaal's Fricking Tree

5. This is intended to be a faster paced game. Everyone will send in their turns simultaneously, and I will reply with requests for clarification or alterations if something unexpected crops up (the person you were going to attack isn't going to be there, etc.). Everyone will have 24 hours to send me their actions, and I will then take 1-3 days to process everything (which is still faster than ~150 hours per 6 second round).
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