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1 player for a dnd/gng psionic game
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<blockquote data-quote="doghead" data-source="post: 2290713" data-attributes="member: 8243"><p>Scotley, Sado: can I ask you guys to stay out of this thread. See the ooc thread for details </p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>*</p><p>Hey Hypersmurf</p><p></p><p>I prefer to keep the mechanics of the game in the background. So far, I have found the gng rules mesh much more seamlessly with the narative. At least, my kind of narative. But my experience of them has still been limited. I'm still learning. I haven't done anything particularly high level yet.</p><p></p><p>The scout/sorcerer or barabarian/sorcerer are doable, although I don't have access to the Complete Adventurer book. They are a little more hardcore than I had in mind. To be honest, I more interested in knowing why a character is 'such and such' and what their connection to the setting is than trying to control which materials are used. If the backstory fits, I tend to let people take whatever is needed to build the character. So let me give you a little more background. </p><p></p><p>The stead* you will be starting from was formed by a small group of refugees (lead by Ma, the oldest and strongest sorcerer in the group) from a wave of persecution that swept the old World kingdoms about half a century ago. Since then the stead has remained hidden from the kingdoms in the foothills of the Shamutani Hills. The events that lead to the creation of the stead have firmly entrenced in Ma the belief in the need to keep a low profile. They are primarily farmers, but the hills are dangerous enough for them to have developed some proficiency with weapons and other assorted useful skills.</p><p></p><p>They have on occasion engaged in a little banditry. However, up until today, it has always been done far from the stead, generally along the more popular southern road to Khare. They have been reasonalbly successful and with the profits from that and one or two other little enterprises, the stead is acctually quite successful. </p><p></p><p>[bq]With the other characters, I randomly (kinda) rolled for magic (well, psionic really) items based on their initial characters. I will do the same here.[/bq]</p><p></p><p>Todays little foray (the raid on the party) was organised by Caleb with Hoddle and without Ma's knowledge. Hoodle is Ma's youngest son, and has always been a hothead. If the party had not killed him, Ma might have done so herself (only half joking here) for endangering the stead. Ma is a formidable woman, and although a few think it might be time to quit hiding from the world, Ma won't hear of it, so it is only spoken of in whispers.</p><p></p><p>The young woman in the story is Ma's niece. Sorcery tends to run along the female side in this family. There are, however, about a dozen adults in the stead you could 'generate'. A male sorcerer would be possible, perhaps one given sanctuary by Ma in more recent years and not related by blood. The other sorcerer in the stead was to be the aunt of the young woman, Ma's daughter.</p><p></p><p>An elf would be difficult (and the Con penalty could really hurt). I've been basing the game (very) loosely on celtic myths and legends. In this world, the elves are far more fey, and feared, than in the most conventional games. They live in a world that is almost invisible to this one. They command terrible magic, live for centuries and on occasion, ride forth in ghostly hosts to cause terrible chaos and confusion - sometimes they bring war, sometimes gifts, sometimes they just take people, and sometimes all three. That sort of thing.</p><p></p><p>Barbarians. Hey we aren't barbarians! The western raiders are barbarians. So are the orcs that lurk in the foothills of the mountains. While the people of the old word respect the power of the barbarian, they see themselves, in their master of the White Mind and use of Flux (ie psionics - I'm not big on crystals) as a superior form of warrior (psions of a combat bent are usually considered warriors). Being a barabarian would carry some stigma. Being a sorcerer/barbarian ... hehehe. It <em>could</em> be fun.</p><p></p><p>OK. Thats enough blather from me. Over to you.</p><p></p><p><span style="font-size: 9px">* A stead is basically a village community.</span></p></blockquote><p></p>
[QUOTE="doghead, post: 2290713, member: 8243"] Scotley, Sado: can I ask you guys to stay out of this thread. See the ooc thread for details * * * * * * * * * * * * * * * * Hey Hypersmurf I prefer to keep the mechanics of the game in the background. So far, I have found the gng rules mesh much more seamlessly with the narative. At least, my kind of narative. But my experience of them has still been limited. I'm still learning. I haven't done anything particularly high level yet. The scout/sorcerer or barabarian/sorcerer are doable, although I don't have access to the Complete Adventurer book. They are a little more hardcore than I had in mind. To be honest, I more interested in knowing why a character is 'such and such' and what their connection to the setting is than trying to control which materials are used. If the backstory fits, I tend to let people take whatever is needed to build the character. So let me give you a little more background. The stead* you will be starting from was formed by a small group of refugees (lead by Ma, the oldest and strongest sorcerer in the group) from a wave of persecution that swept the old World kingdoms about half a century ago. Since then the stead has remained hidden from the kingdoms in the foothills of the Shamutani Hills. The events that lead to the creation of the stead have firmly entrenced in Ma the belief in the need to keep a low profile. They are primarily farmers, but the hills are dangerous enough for them to have developed some proficiency with weapons and other assorted useful skills. They have on occasion engaged in a little banditry. However, up until today, it has always been done far from the stead, generally along the more popular southern road to Khare. They have been reasonalbly successful and with the profits from that and one or two other little enterprises, the stead is acctually quite successful. [bq]With the other characters, I randomly (kinda) rolled for magic (well, psionic really) items based on their initial characters. I will do the same here.[/bq] Todays little foray (the raid on the party) was organised by Caleb with Hoddle and without Ma's knowledge. Hoodle is Ma's youngest son, and has always been a hothead. If the party had not killed him, Ma might have done so herself (only half joking here) for endangering the stead. Ma is a formidable woman, and although a few think it might be time to quit hiding from the world, Ma won't hear of it, so it is only spoken of in whispers. The young woman in the story is Ma's niece. Sorcery tends to run along the female side in this family. There are, however, about a dozen adults in the stead you could 'generate'. A male sorcerer would be possible, perhaps one given sanctuary by Ma in more recent years and not related by blood. The other sorcerer in the stead was to be the aunt of the young woman, Ma's daughter. An elf would be difficult (and the Con penalty could really hurt). I've been basing the game (very) loosely on celtic myths and legends. In this world, the elves are far more fey, and feared, than in the most conventional games. They live in a world that is almost invisible to this one. They command terrible magic, live for centuries and on occasion, ride forth in ghostly hosts to cause terrible chaos and confusion - sometimes they bring war, sometimes gifts, sometimes they just take people, and sometimes all three. That sort of thing. Barbarians. Hey we aren't barbarians! The western raiders are barbarians. So are the orcs that lurk in the foothills of the mountains. While the people of the old word respect the power of the barbarian, they see themselves, in their master of the White Mind and use of Flux (ie psionics - I'm not big on crystals) as a superior form of warrior (psions of a combat bent are usually considered warriors). Being a barabarian would carry some stigma. Being a sorcerer/barbarian ... hehehe. It [i]could[/i] be fun. OK. Thats enough blather from me. Over to you. [size=1]* A stead is basically a village community.[/size] [/QUOTE]
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