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[5e] Spell & Crossbones
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<blockquote data-quote="Matthan" data-source="post: 7104843" data-attributes="member: 20005"><p>[MENTION=61026]tuxgeo[/MENTION] The best advice that I can give you is to try. A lot of your hesitation sounds like you're worried about your inexperience. The only way to fix that is to play. Actually playing will allow you to stretch yourself and get some confidence while growing your skill. </p><p></p><p>PbP is a safe place to write. No one is expecting your posts to be novels or great literature. We're all just playing a game. As long as you focus your play on trying to create fun for yourself and everyone else, you'll do great. </p><p></p><p>The big question to ask yourself is whether you think you would have fun playing in the game. If so and you're excited about it, go for it.</p><p></p><p>I don't follow threads that I don't play in so I don't know the ins and outs of the stories you reference. However, I would throw out that everyone in this thread has been incredibly nice to me since I joined. You always want to play with cool people. This thread is filled with them.</p><p></p><p>If you're interested, let's brainstorm your character. There's lots of ways to approach building a character. You've got your heart set on using the Ship Mage archetype (which is awesome). So, for you, let's start with mechanics first and work from there. </p><p></p><p>You're mostly a Warlock which has a lot of character hooks baked into its premise. Luckily, Quickleaf has provided some great fodder already in his setting description:</p><p>"Warlocks are called "bokors" in the setting. Pacts with The Archfey involve ancient island guardians who the warlock is sworn to appease, and water spirits guiding the warlock toward his or her destiny. Pacts with The Fiend include proverbial deals with the Devil, who takes many guises in the Caribbean. Pacts with the Great Old One involve a dealin with one of the Abyssal Lords like Dagon, Keto, Zargon, Cthulu, or even the Kraken. Some warlocks are Ship Mages, having sworn a pact with Davy Jones of the Flying Dutchman, a terrible captain of a ghost ship, or even to a sentient or cursed ship itself!"</p><p></p><p>A great starting point for a Warlock is to decide who the Patron is and what your relationship is to him/her/it. Generally, that should give you something to start building your history off of (since it is almost inherently a defining trait of the character).</p></blockquote><p></p>
[QUOTE="Matthan, post: 7104843, member: 20005"] [MENTION=61026]tuxgeo[/MENTION] The best advice that I can give you is to try. A lot of your hesitation sounds like you're worried about your inexperience. The only way to fix that is to play. Actually playing will allow you to stretch yourself and get some confidence while growing your skill. PbP is a safe place to write. No one is expecting your posts to be novels or great literature. We're all just playing a game. As long as you focus your play on trying to create fun for yourself and everyone else, you'll do great. The big question to ask yourself is whether you think you would have fun playing in the game. If so and you're excited about it, go for it. I don't follow threads that I don't play in so I don't know the ins and outs of the stories you reference. However, I would throw out that everyone in this thread has been incredibly nice to me since I joined. You always want to play with cool people. This thread is filled with them. If you're interested, let's brainstorm your character. There's lots of ways to approach building a character. You've got your heart set on using the Ship Mage archetype (which is awesome). So, for you, let's start with mechanics first and work from there. You're mostly a Warlock which has a lot of character hooks baked into its premise. Luckily, Quickleaf has provided some great fodder already in his setting description: "Warlocks are called "bokors" in the setting. Pacts with The Archfey involve ancient island guardians who the warlock is sworn to appease, and water spirits guiding the warlock toward his or her destiny. Pacts with The Fiend include proverbial deals with the Devil, who takes many guises in the Caribbean. Pacts with the Great Old One involve a dealin with one of the Abyssal Lords like Dagon, Keto, Zargon, Cthulu, or even the Kraken. Some warlocks are Ship Mages, having sworn a pact with Davy Jones of the Flying Dutchman, a terrible captain of a ghost ship, or even to a sentient or cursed ship itself!" A great starting point for a Warlock is to decide who the Patron is and what your relationship is to him/her/it. Generally, that should give you something to start building your history off of (since it is almost inherently a defining trait of the character). [/QUOTE]
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