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Deuce Traveler's Sewer Rats [RECRUITING 1 PLAYER]
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<blockquote data-quote="Deuce Traveler" data-source="post: 5628455" data-attributes="member: 34958"><p>1. Play what you think sounds fun. The adventures will be short, though connected. So a healing cleric would be very helpful but not necessary.</p><p></p><p>2. We will probably have 2-3 mini adventures per character level. I will be awarding XP on accomplishing mission objectives per adventure and on roleplaying, and not based on GP gained or encounter level defeated. This way I can reward the party for creative thinking and making the game fun instead of making them feel they have to physically defeat each encounter. Also, I hate the math involved for encounter levels, and feeling constrained by trying to make each encounter just right for the sake of a table in the book. As we advance and I have a better idea of character strengths and player patience, we might go with levelling less or more often, with harder or weaker challenges.</p><p></p><p>3. I plan to have some small steam punkish elements for the sewers to spice it up, but also there will be ancient civilizations and Lovecraftian Weirdness. The City was built upon a previous city, which was built upon a more ancient city, and so on. Expect a typical fantasy flair, but with piping and drainage that would be better suited for the Victorian era, based on technology enhanced by magic.</p><p></p><p>4. When you make your characters, feats and wizard spells will most likely have to be learned through a contact. I have quite a number of eccentric contacts in mind, but consider putting one of your own if it fits your character. Otherwise, I'll have some fun with my own ideas. Skills and cleric spells and turning abilities will be advanced through the characters becoming more experienced.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 5628455, member: 34958"] 1. Play what you think sounds fun. The adventures will be short, though connected. So a healing cleric would be very helpful but not necessary. 2. We will probably have 2-3 mini adventures per character level. I will be awarding XP on accomplishing mission objectives per adventure and on roleplaying, and not based on GP gained or encounter level defeated. This way I can reward the party for creative thinking and making the game fun instead of making them feel they have to physically defeat each encounter. Also, I hate the math involved for encounter levels, and feeling constrained by trying to make each encounter just right for the sake of a table in the book. As we advance and I have a better idea of character strengths and player patience, we might go with levelling less or more often, with harder or weaker challenges. 3. I plan to have some small steam punkish elements for the sewers to spice it up, but also there will be ancient civilizations and Lovecraftian Weirdness. The City was built upon a previous city, which was built upon a more ancient city, and so on. Expect a typical fantasy flair, but with piping and drainage that would be better suited for the Victorian era, based on technology enhanced by magic. 4. When you make your characters, feats and wizard spells will most likely have to be learned through a contact. I have quite a number of eccentric contacts in mind, but consider putting one of your own if it fits your character. Otherwise, I'll have some fun with my own ideas. Skills and cleric spells and turning abilities will be advanced through the characters becoming more experienced. [/QUOTE]
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Deuce Traveler's Sewer Rats [RECRUITING 1 PLAYER]
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