Arkhandus
First Post
So, I've been thinking of running some play-by-posts, but haven't been able to decide yet on what to run. The various D&D/D20/Mutants & Masterminds campaigns I've pondered still need a lot more prep work before they'd be ready to run.
So is anyone interested in trying a Chronicles of Ramlar play-by-post? Either playing or GMing? I can GM if nobody else is interested, I just want to try out the system and setting either way.
For those who don't have the book, Chronicles of Ramlar is an indie RPG loosely based on D&D and Tolkien (the setting's deities and stuff are obviously based on the mythology of Tolkien's Silmarillion). It's more roleplay-oriented than D&D and has more flexibility in character development.
While it has a few flaws and complications (percentile dice for task resolution, and a bit else, while a few stats are obviously less useful than the rest), I think it has enough merits and descriptiveness to be worth trying out, and like the D&D card game Three Dragon Ante, will probably be easier after playing through a round/scene to get the hang of it.
For those who don't have the core rulebook (which is all I have, dunno what expansions it might've received in the past 1-3 years), I could probably describe enough about the stats, races, and setting for anyone who might be interested but lacking a rulebook (I'm used to DMing for new players, so I'm used to handling calculations and rules bits myself for those who haven't learned them yet).
If there's enough interest and if I'm going to GM it, then I'll post more description of the races, rules, and setting after opening a proper recruitment thread, along with my opening campaign description. Here are a few basics for now.
Setting Overview: Ramlar is the name of the world and of its creator, the overgod Ramlar. Beneath him is a pantheon of lesser deities, Ramlar's children and their own children. Each of Ramlar's children was paired with another, to be their spouse, and work together. They helped Ramlar dream the mortal world into existence, but one deity, Gabrun, envied his kin and the talents they had which were superior to his own (though he shared part of every deity's talents, so had greater power overall, as with Melkor in Tolkien's Silmarillion). So Gabrun stole from the dreams of his brothers and sisters, claiming parts of their dreams for his own and making his own improvements and modifications, and he stole much of his wife's power to help him achieve it.
So when Ramlar finished creating the world from their collective dreams, and sent them to nurture and govern the newly-created denizens of the world, he later recalled his children and revealed Gabrun's evil deeds to all of them. Ramlar had not intended evil to be brought into the world so soon, so he punished Gabrun, his wife and children, and their creations. After being superior for many years thanks to Gabrun's scheme, his family and their mortal creations became twisted, dark, and vile.
Various humanoid civilizations flourish in the world of Ramlar, but the game focuses on the main continent, where all the races are found to some extent or another. Monsters roam the land, thanks to Gabrun's scheme, as they were once beautiful creatures made by Gabrun and his family, now twisted with evil by Ramlar's curse. While warriors and priests (called sevars) forge kingdoms and theocracies, mages study the arcane arts and druids (called merthwargs) protect the natural world from encroaching civilization and rampaging monsters. Dragons fly the skies and commit whatever good or evil they please (a slight majority of the dragon breeds are evil or selfish and dangerous, but a few are positive, like those that followed the elves across the sea from the elven continent).
Races: The playable races in Chronicles of Ramlar are Humans (divided into four main subraces/ethnicities, the wise and civilized Auzronians, the strong and independant Frorinians who inhabit the cold northlands, the hard-working but sinister Nurinians, the hardy and friendly desert-dwelling Osarians), Dwarves (divided into two subraces, the wise and good-natured Hethmarkn, the tenacious and hard-working Kasmarkn), Elves (divided into four subraces, the graceful and black-skinned Druegarn that dwell underground after Gabrun's curse, the benevolent and clever Fetharn that inhabit the Brightwood Forest, the mountain-dwelling Sinflar with strength and vigor, and the reclusive prairie-dwelling Tylvare who are strong but primitive nomads), Halflings (curious and fun-loving, nimble and perceptive), and the Spirinari (wise and learned, talented in magic, nature-loving, gifted with the ability to speak to spirits of the dead).
Paths: Essentially classes, but rather flexible. The Paths are warrior, rogue, sevar, merthwarg, and wizard. At each level, the character chooses one Path to advance in (they can choose a different class at each level), gaining 2 Talents from that Path's list of Talents or from the list of General Talents (or a combination of one General Talent and one Talent from their Path). Most Talents can be taken any number of times, but some have a minor limitation like taking that Talent no more than once per level. Each Path has a handful of Path skills, which are a bit cheaper to gain or improve and which they get some extra skill points to spend on (at each level in that Path).
Warriors have access to the best combat talents, rogues to the best sneaky/tricky talents, merthwargs to the most nature-oriented talents (like getting an animal ally, casting a few nature spells, improving abilities within a particular terrain, getting more skill points for merthwarg path skills, or adopting animalistic aspects like greater speed, rage, attack prowess, or stamina), sevars to the best healing, defensive, and intuitive talents (as well as a few armor and weapon talents, some smiting talents, and some spellcasting talents), wizards to the best spellcasting talents (as well as talents for gaining a familiar or a superior familiar).
Characters can gain levels in Elite Paths and Master Paths once they meet the prerequisites for them. These include Paths like the Weapon Adept, Inquisitor, Spy, Ranger, and Summoner Master Paths, and the Elite Paths of Beast Shifter, Shadow Master, Paladin, Sky Knight, and Necromancer. There are 3 Master Paths and 3 Elite Paths related to each Basic Path (so a total of 15 Master and 15 Elite Paths, plus the 5 Basic Paths). Each Master or Elite Path has a set of Talents and Path skills just like the Basic Paths, but their Talents are more significant and advanced (as opposed to the very simple Talents gained from Basic Paths).
(will edit it some more later)
So is anyone interested in trying a Chronicles of Ramlar play-by-post? Either playing or GMing? I can GM if nobody else is interested, I just want to try out the system and setting either way.
For those who don't have the book, Chronicles of Ramlar is an indie RPG loosely based on D&D and Tolkien (the setting's deities and stuff are obviously based on the mythology of Tolkien's Silmarillion). It's more roleplay-oriented than D&D and has more flexibility in character development.
While it has a few flaws and complications (percentile dice for task resolution, and a bit else, while a few stats are obviously less useful than the rest), I think it has enough merits and descriptiveness to be worth trying out, and like the D&D card game Three Dragon Ante, will probably be easier after playing through a round/scene to get the hang of it.
For those who don't have the core rulebook (which is all I have, dunno what expansions it might've received in the past 1-3 years), I could probably describe enough about the stats, races, and setting for anyone who might be interested but lacking a rulebook (I'm used to DMing for new players, so I'm used to handling calculations and rules bits myself for those who haven't learned them yet).
If there's enough interest and if I'm going to GM it, then I'll post more description of the races, rules, and setting after opening a proper recruitment thread, along with my opening campaign description. Here are a few basics for now.
Setting Overview: Ramlar is the name of the world and of its creator, the overgod Ramlar. Beneath him is a pantheon of lesser deities, Ramlar's children and their own children. Each of Ramlar's children was paired with another, to be their spouse, and work together. They helped Ramlar dream the mortal world into existence, but one deity, Gabrun, envied his kin and the talents they had which were superior to his own (though he shared part of every deity's talents, so had greater power overall, as with Melkor in Tolkien's Silmarillion). So Gabrun stole from the dreams of his brothers and sisters, claiming parts of their dreams for his own and making his own improvements and modifications, and he stole much of his wife's power to help him achieve it.
So when Ramlar finished creating the world from their collective dreams, and sent them to nurture and govern the newly-created denizens of the world, he later recalled his children and revealed Gabrun's evil deeds to all of them. Ramlar had not intended evil to be brought into the world so soon, so he punished Gabrun, his wife and children, and their creations. After being superior for many years thanks to Gabrun's scheme, his family and their mortal creations became twisted, dark, and vile.
Various humanoid civilizations flourish in the world of Ramlar, but the game focuses on the main continent, where all the races are found to some extent or another. Monsters roam the land, thanks to Gabrun's scheme, as they were once beautiful creatures made by Gabrun and his family, now twisted with evil by Ramlar's curse. While warriors and priests (called sevars) forge kingdoms and theocracies, mages study the arcane arts and druids (called merthwargs) protect the natural world from encroaching civilization and rampaging monsters. Dragons fly the skies and commit whatever good or evil they please (a slight majority of the dragon breeds are evil or selfish and dangerous, but a few are positive, like those that followed the elves across the sea from the elven continent).
Races: The playable races in Chronicles of Ramlar are Humans (divided into four main subraces/ethnicities, the wise and civilized Auzronians, the strong and independant Frorinians who inhabit the cold northlands, the hard-working but sinister Nurinians, the hardy and friendly desert-dwelling Osarians), Dwarves (divided into two subraces, the wise and good-natured Hethmarkn, the tenacious and hard-working Kasmarkn), Elves (divided into four subraces, the graceful and black-skinned Druegarn that dwell underground after Gabrun's curse, the benevolent and clever Fetharn that inhabit the Brightwood Forest, the mountain-dwelling Sinflar with strength and vigor, and the reclusive prairie-dwelling Tylvare who are strong but primitive nomads), Halflings (curious and fun-loving, nimble and perceptive), and the Spirinari (wise and learned, talented in magic, nature-loving, gifted with the ability to speak to spirits of the dead).
Paths: Essentially classes, but rather flexible. The Paths are warrior, rogue, sevar, merthwarg, and wizard. At each level, the character chooses one Path to advance in (they can choose a different class at each level), gaining 2 Talents from that Path's list of Talents or from the list of General Talents (or a combination of one General Talent and one Talent from their Path). Most Talents can be taken any number of times, but some have a minor limitation like taking that Talent no more than once per level. Each Path has a handful of Path skills, which are a bit cheaper to gain or improve and which they get some extra skill points to spend on (at each level in that Path).
Warriors have access to the best combat talents, rogues to the best sneaky/tricky talents, merthwargs to the most nature-oriented talents (like getting an animal ally, casting a few nature spells, improving abilities within a particular terrain, getting more skill points for merthwarg path skills, or adopting animalistic aspects like greater speed, rage, attack prowess, or stamina), sevars to the best healing, defensive, and intuitive talents (as well as a few armor and weapon talents, some smiting talents, and some spellcasting talents), wizards to the best spellcasting talents (as well as talents for gaining a familiar or a superior familiar).
Characters can gain levels in Elite Paths and Master Paths once they meet the prerequisites for them. These include Paths like the Weapon Adept, Inquisitor, Spy, Ranger, and Summoner Master Paths, and the Elite Paths of Beast Shifter, Shadow Master, Paladin, Sky Knight, and Necromancer. There are 3 Master Paths and 3 Elite Paths related to each Basic Path (so a total of 15 Master and 15 Elite Paths, plus the 5 Basic Paths). Each Master or Elite Path has a set of Talents and Path skills just like the Basic Paths, but their Talents are more significant and advanced (as opposed to the very simple Talents gained from Basic Paths).
(will edit it some more later)
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