Howdy,
I am seeking 4-6 players for a light-hearted, action-oriented Fudge PbP campaign. I want to get started pretty doggone quick--no more than a week or two from this posting. And I need folk that can post on a regular basis, once per day.
Thanks,
Ken
[sblock=The Worldwalker Society]The player characters want to join the Worldwalker Society, an organization located in 'Tweener, a city on the Plain of Lost Keys.
Members of the Society receive a symbiotic link to a hyper-dimensional intelligence, the Passive Observer (also known as the 'Couch Potato', because its extension into mortal realms of spacetime has a potato-like appearance roughly the size of a couch). The link permits a member to sense nearby passageways, portals, routes, etcetera and so forth to other universes, permitting them to 'walk' to other worlds. (It's not the best way to travel to other universes, and it can be a bit screwy, but it's the easiest to acquire.)
What's the catch?
For inscrutable alien-intelligence reasons, the Passive Observer views our reality through its symbiotic link. It prefers adventure, so it only provides the link to individuals that have proven themselves suitably interesting. And you prove yourself interesting by taking three challenges--often of a suicidal nature, basically ending up with you being dumped into another universe and having to get your rear back to 'Tweener.
(If you think of the Couch Potato as a slob of a television junkie looking for interesting shows, you get the picture... [pun intended])[/sblock]
[sblock=The Great Inbetween]The Great Inbetween is the plane of existence where the Worldwalker Society (and the Couch Potato) resides.
Why is it called the Great Inbetween?
Because it is inbetween just about everywhere. It's one of the most common locations for portals to other universes, and a lot of 'lost' objects end up there--specifically lost keys.
Yep. At the heart of the Great Inbetween is the Plain of Lost Keys.
Everytime someone loses a key and cannot find it, the key somehow burrows through the barrier between realities and drops onto the Plain.
Surrounding the Plain of Lost Keys are the Mountains of Missing Socks.
Honestly, the mountains are probably not made out of socks. The only person to reach the mountains--or so he claimed--was a starved madman holding a worn, filthy sock suspiciously twin to the sock he wore on his left foot. 'Them mountains is made of socks!" he screamed, shortly before being lynched for disturbing the peace.
But the name stuck.
The Great Inbetween was settled a LOOOONG time ago by a wagon train of religious fundamentalist settlers headed for California. After a lot of hardship, starvation, consumption by monsters, in-breeding, and general awfulness, they managed to set up a decent settlement--a little too countrified to be called a city--known as 'Tweener.
'Tweener is a family place. A great place to raise your kids. There's no bars, brothels, and other unsavoriness. They don't tolerate disturbing of the peace and tend to lynch folk on the slightest pretense, but it's a safe place between the worlds to take a caravan or sell your goods. (And there is the Great Market, where everyone from everywhere comes to sell everything! And they're polite and fair(ish)--because of the whole lynching thing.)
They're good ole' Bible-believin' gun-totin' country folk, so you'd best be on your best behavior and say your 'Sirs' and 'Ma'ams'.[/sblock]
[sblock=The Player Characters]The player characters are folk that ended up in 'Tweener by accident or design and want to join the Worldwalker Society--maybe because it's prestigious, maybe because they need to get back home, maybe because it's a lark...
Keep the back-stories simple. Keep the characters human(ish). You can play a dwarf, gith-blahblah, or whatever, but you can't play a citizen of 'Tweener.
Character creation will be subjective. Read the 'Fudge in a Nutshell' file if you ain't familiar with the system. Read the 'Worldwalker Fudge' file to get an idea of the kind of characters you can make, the kind of fights you can expect, and so forth.
Characters will be decent. They get a few Great abilities, a few Good abilities. No Superbs. No Legendaries. (Gotta have something to build for.) A handful (five or six) of Special Abilities. Everyone starts with Poor Heroism and Poor Experience. (They're just getting out in the world.) Use the sample characters for a guideline, and expect some feedback on the design from me.
It's best if you think of a cool character to play first, then make the stats later.
Characters will be shoved together in a waiting room at the Worldwalker Society. You don't need a common reason to work together. Just a bunch of applicants that end up on the same mission.
Also, your character needs to be a GOOD GUY. He can be naughty, a jerk, manipulative, materialistic, a scoundrel, and so forth, but at the end of the day he still has something of a moral compass and does things because they're the right thing to do.[/sblock]
[sblock=Why Fudge?]It's easy to play, easy to make a character, easy to customize, and I don't have to buy twenty books or expect a bunch of addendum or new feats or new classes or that really slick book with five thousand new magic items or **GROAN**
[/sblock]
[sblock=What do you need to play?]I haven't used Fudge for PbP, so we may have a bit of tweaking to get the bugs out at the start of the game. So you'll need some patience.
You'll also need a sense of humor and an appreciation of weirdness.
And after you peruse the Worldwalker Fudge file, you'll probably notice that you can expect big honking fights and magic items that have nasty side-effects![/sblock]
I am seeking 4-6 players for a light-hearted, action-oriented Fudge PbP campaign. I want to get started pretty doggone quick--no more than a week or two from this posting. And I need folk that can post on a regular basis, once per day.
Thanks,
Ken
[sblock=The Worldwalker Society]The player characters want to join the Worldwalker Society, an organization located in 'Tweener, a city on the Plain of Lost Keys.
Members of the Society receive a symbiotic link to a hyper-dimensional intelligence, the Passive Observer (also known as the 'Couch Potato', because its extension into mortal realms of spacetime has a potato-like appearance roughly the size of a couch). The link permits a member to sense nearby passageways, portals, routes, etcetera and so forth to other universes, permitting them to 'walk' to other worlds. (It's not the best way to travel to other universes, and it can be a bit screwy, but it's the easiest to acquire.)
What's the catch?
For inscrutable alien-intelligence reasons, the Passive Observer views our reality through its symbiotic link. It prefers adventure, so it only provides the link to individuals that have proven themselves suitably interesting. And you prove yourself interesting by taking three challenges--often of a suicidal nature, basically ending up with you being dumped into another universe and having to get your rear back to 'Tweener.
(If you think of the Couch Potato as a slob of a television junkie looking for interesting shows, you get the picture... [pun intended])[/sblock]
[sblock=The Great Inbetween]The Great Inbetween is the plane of existence where the Worldwalker Society (and the Couch Potato) resides.
Why is it called the Great Inbetween?
Because it is inbetween just about everywhere. It's one of the most common locations for portals to other universes, and a lot of 'lost' objects end up there--specifically lost keys.
Yep. At the heart of the Great Inbetween is the Plain of Lost Keys.
Everytime someone loses a key and cannot find it, the key somehow burrows through the barrier between realities and drops onto the Plain.
Surrounding the Plain of Lost Keys are the Mountains of Missing Socks.
Honestly, the mountains are probably not made out of socks. The only person to reach the mountains--or so he claimed--was a starved madman holding a worn, filthy sock suspiciously twin to the sock he wore on his left foot. 'Them mountains is made of socks!" he screamed, shortly before being lynched for disturbing the peace.
But the name stuck.
The Great Inbetween was settled a LOOOONG time ago by a wagon train of religious fundamentalist settlers headed for California. After a lot of hardship, starvation, consumption by monsters, in-breeding, and general awfulness, they managed to set up a decent settlement--a little too countrified to be called a city--known as 'Tweener.
'Tweener is a family place. A great place to raise your kids. There's no bars, brothels, and other unsavoriness. They don't tolerate disturbing of the peace and tend to lynch folk on the slightest pretense, but it's a safe place between the worlds to take a caravan or sell your goods. (And there is the Great Market, where everyone from everywhere comes to sell everything! And they're polite and fair(ish)--because of the whole lynching thing.)
They're good ole' Bible-believin' gun-totin' country folk, so you'd best be on your best behavior and say your 'Sirs' and 'Ma'ams'.[/sblock]
[sblock=The Player Characters]The player characters are folk that ended up in 'Tweener by accident or design and want to join the Worldwalker Society--maybe because it's prestigious, maybe because they need to get back home, maybe because it's a lark...
Keep the back-stories simple. Keep the characters human(ish). You can play a dwarf, gith-blahblah, or whatever, but you can't play a citizen of 'Tweener.
Character creation will be subjective. Read the 'Fudge in a Nutshell' file if you ain't familiar with the system. Read the 'Worldwalker Fudge' file to get an idea of the kind of characters you can make, the kind of fights you can expect, and so forth.
Characters will be decent. They get a few Great abilities, a few Good abilities. No Superbs. No Legendaries. (Gotta have something to build for.) A handful (five or six) of Special Abilities. Everyone starts with Poor Heroism and Poor Experience. (They're just getting out in the world.) Use the sample characters for a guideline, and expect some feedback on the design from me.
It's best if you think of a cool character to play first, then make the stats later.
Characters will be shoved together in a waiting room at the Worldwalker Society. You don't need a common reason to work together. Just a bunch of applicants that end up on the same mission.
Also, your character needs to be a GOOD GUY. He can be naughty, a jerk, manipulative, materialistic, a scoundrel, and so forth, but at the end of the day he still has something of a moral compass and does things because they're the right thing to do.[/sblock]
[sblock=Why Fudge?]It's easy to play, easy to make a character, easy to customize, and I don't have to buy twenty books or expect a bunch of addendum or new feats or new classes or that really slick book with five thousand new magic items or **GROAN**

[sblock=What do you need to play?]I haven't used Fudge for PbP, so we may have a bit of tweaking to get the bugs out at the start of the game. So you'll need some patience.
You'll also need a sense of humor and an appreciation of weirdness.
And after you peruse the Worldwalker Fudge file, you'll probably notice that you can expect big honking fights and magic items that have nasty side-effects![/sblock]
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