Role-playing Theory

Fyrestryke said:
I am also in the process of reading the rules for Sorcery in Conan. When the changes in Inzeladun came up, my first thought was (as it usually is with Conan Sorcerers) that I don't like them. Upon deeper reflection, I realized that I'd never played a Conan Scholar, had never even read the rules for such, etc. It is unfair for me to say I don't like something without even reading it. I had based my knowledge on the Scholars by witnessing two known player scholars (De Oto and the guy Odovacar played that one time) and the bad guys IM sent against us (whose stinking guts I hate). So, I am in the process of reading the rules and I will most likely make up and play a scholar on Sunday. Then, I will be able to weigh in my opinion (limited as it may yet be) on the Conan magic system and it's viability for the new Inzeladun.

The value of a Conan sorcerer is his ability to do magic behind the scenes. His purpose is not the same as a DnD or Forgotten Realms wizard, sorcerer, cleric, psion or druid.

The scholar class is also more versatile and less narrowly focused than DnD magic-abusers. You can even play non-sorcerous scholars and make decent characters out of them just from sheer skill points. You could make a non-sorcerous scholar, channel his skill points into Knowledge (nature), Knowledge (geography), Knowledge (local), Hide, Move Silently and Survival and have quite the stealthy woodsman. Instead of spells, take Skill Focus feats and he will be hard to beat in the woods. You could even give him one sorcery style (nature magic, of course), and have a heck of a character - but his spells will not really help him in combat. His skills, however, will make him a great sniper or guerrilla fighter.
 

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Summation

Okay, here is what I am hearing.

1. We need a new system for our current games in Inzeladun and possibly Arenaia.

2. This system should minimize the influence of magic, speed up combat, and be simple enough as to be invisible during game play.

3. It is not combat we love so much as conflict. Tension. Whether this is something that needs to be fought or reasoned out, sense of danger and tension are two essential qualities to a game.

4. I would add one more essential feature to games: Character/player emotional investment.

In my Arenaia games, many of the adventures were about creating tension and character motivation. The discovering of Amber's father dead was about the most chilling and emotional moment I have ever had in a game of this kind, but it worked. Not only was there immediate tension/hatred/ and desire to kill every living Ghazali bastard on the planet, but it took place after much mystery, confusion, and dramatic tension. There was combat, but it was never combat just for combat's sake. Let's face it, even in a fantasy world, people aren't out there just killing each other without fear of reprisal.

Anyway, what I am getting at is this: Let's play in Arenaia. Vince, would you like to roll up a character? We could pick up where we left off in the last adventure with the Pegasi and continue on to Canu. Vince's character could move in and fill the void left by Rowena. I am ready to play. Any takers? Since Arenaia is still a fledgling world, it makes more sense to me to try a new system with it, rather than Inzeladun. Perhaps we could monkey around with a new system and then if it works, introduce it to Inzeladun. We can use Arenaia as a play-testing arena. What say you?
 

Thank you!

Basically there are few issues to be resolved first.

1) We have not decided on a system yet. I have no interest if this is to be played with heavily house-ruled DnD rules. Playing DnD where we are always adjusting the rules is like playing Monopoly, Chess or Risk where we constantly change the rules with each person’s turn to create a brand new game. It is hard to keep up with that.

2) I don’t know the makeup of the party. If there are magic-users of any sort (cleric, druid, paladin, ranger, psion, etc.), then I have no interest.

3) I don’t know the rules we will be using to roll up a character. Reference concern #1 - we haven't chosen a new system yet.

4) I prefer to GM. I will play, though, if I have a chance to be familiar with the new rules prior to playing. On-the-fly house ruling DnD does not interest me.

5) One other issue that has not been discussed: I am tired of elves, dwarves, etc. Human-only worlds are what I am interested in for PCs.

6) I can only play every other weekend (Sunday or Saturday, not both) when I do not have my boys. My time is VERY constrained: I work nights, have deadlines for books and am working on a Masters degree, among taking care of a house and raising children. You, of course, are welcome to join our Sunday games (sometimes as GM if you want) and we can try out various systems.
 
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Here is my situation. My schedule changes next week and I will be working a 2 to midnight shift every day, M-F. My Monday night game will have to move to Sunday, starting last weekend, with the next game to be held on Oct. 23. I am planning to alternate that with the normal group Sunday game of Conan or whatever. Eventually, I would like to swap Sundays with Vince's game, so that we can play my D&D game on a day when my brother is off, instead of him having to run up here after work.

I desparately want to continue to play Arenaia, but I can only play that on Saturdays now. I think that game has been going on well without any major changes to the rules and I would hope we could continue that way.

I don't know any of this fits in with anybody else's schedule or thoughts but that is pretty much where I am at. I'd be sad to miss any of the three campaigns we are playing, but there is only so much time in the world.
 

thormagni said:
I desparately want to continue to play Arenaia, but I can only play that on Saturdays now. I think that game has been going on well without any major changes to the rules and I would hope we could continue that way.

I realize I am coming off as schizophrenic here, since I am one of the big proponents of "just use another system" so I just wanted to clarify. I think the changes to the basic D&D rules that Grimhelm has implemented have worked well in Arenaia. They haven't really involved any major changes to the way things work in D&D. I think when you get to the point where you are making major changes, then it is probably time to change systems.

Just didn't want anyone to think I was nuts.
 

I don't know anything about the setting. I am not interested in a high-fantasy setting. I don't know what changes he has implemented. I can't roll up a character until I know what has changed. My interest would be to roll up a barbarian or fighter-type, but I also know that these types become useless at higher levels when spell-slingers of any DnD sort are in the party. I would love to accept the invite, but I don't want to play a game that is not the game I want - and no one has described the premise of this setting.

(Well not entirely true: I get the description, "It is heavily into 'Role-Playing'", whatever that means. Unfortunately, that description can describe anything from a "chick-flick" type of game, to cheap thesbianism, to a standard DnD game, where you take the role of someone hacking monsters and taking their stuff. It is not a useful description at all.)

I am also scared that the level of violence I will bring to the game could upset Mark's lovingly crafted game. It has in the past. I joined one of his games that had been going along for a while with a barbarian. Once I figured out who the bad guy was, while the others were sitting down to dinner with the gent, I jumped up on the table and attacked. My character was killed, no save, with a blast (even though he did not have time to cast a spell that powerful) in order to preserve his game narrative and the tension he had been building up with the other players (interestingly, that blast mirrors the The Rule of Defense in Conan). I don't want to do that to him again, either. I don't want to be the one to ruin a perfectly good game - again.

Unfortunately, my enjoyment of RPGs generally centers around violence and/or weird horror. I enjoy the sense of triumphant pride in the power of human endurance in the face of violence and horror. If his RPG has that as its premise, then perfect! I will happily dispense with my games in favour of his.

I'd be willing to try it out once in a while on the weekends I can play, but, without more information, I am not too willing to abandon my games totally to commit to his - especially when Conan is giving me the game I really crave.

(I hope that did not come across as a criticism of Grimhelm; It was meant as a critical look at me. Grimhelm has always been a more versatile player than me - which is probably why he can conquer worlds in my games, but my characters die or retire within a handful of games in his and others' games. IMHO, my premise as a player is terribly limited compared to his as a player.)
 
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My game is heavily about using one's head and not one's brawn, though combat is necessary. Most of the adventures have had a strong Scooby-Doo element of figuring things out, and so far playing it as a mystery sort of game has worked well, for magic doesn't enter the picture all that much. It is almost like playing Sherlock Holmes if he were a knight. Anyway, if you don't want to play, that's fine, really. Just thought I would extend the invitation. We will likely play without you with the same amount of enthusiasm. I think the time is ripe. I am ready mentally and emotionally... I think.

I feel the same way as a player. I desire to play in a game that suits me, which is why I dropped out of inzeladun. it is a perfectly legitimate complaint. I went off and created a world that does suit me. It is not high fantasy. It is mystery and combat, more than anything. And much to my surprise, I really have grown to enjoy Dming. Anyway. No harm done...

Mark
 

Mystery and combat is a perfect premise for me. I like that and always have. I loved running the mystery type games in the past until the high-level divination magics ruined them (low-level DnD is still fun). I'd be willing to give it a shot.

I'd still like to know what the other characters are.
 

Bob plays a woodland elf druid. Craig plays a fighter with some alternative powers that he pays dearly for. John plays a fighter. I play a wizard on the run who never uses spells! But he is pretty damned good with a staff.

EDIT by Fyrestryke - Fyrestryke plays (when he's able to freekin show up) a bird-worshiping, stealthy, woodsy Psychic Rogue/Soul Knife who is afraid of what others will think of her "magic" and thus has yet to manifest her soul knife and carrys a short sword or two for backup.) :)

the thing about this group is that I can hardly remember what these guys are from one game to the next. Class disappears into the story. This pleases me immensely, and I count it as a major success. Bob plays his elf very well, and thought I was at first reluctant, I have no reservations now. The world is highly anti-magic. Magic does not exist in abundance as far as magic items go. The only magic item the group has had attracted very unwanted attention until they finally destroyed the item. I think they are having fun despite these things. The world is heavily human and very low on the monster scale. Human conflicts, human plots, with some macabre thrown in. I think you might like it. You might not. And don't worry. You will not be able to "ruin" my game. I am an accomplished DM now. There is no danger of that. I flow with it all, dude!
 
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