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Spheres of Influence: Rhiannon in jepardy OOC

This is not a complaint.

I was just curious why posting has been a little slow. Again I am not complaining, just wanted to know what people were up to.
 

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PnP For Zachian

We played Saturday.

The group, now joined by Miriam, Marns sister, explored the crypt that lay below the secret door, in it they found a statue of Dion II and two chests with gems and Magic Items and a note from Marn offering them a new quest. (attached)

Emerging from the crypt the encountered several churchmen who wondered what was going on and got invited to dinner with the Bishop.

Upon having dinner, not with the bishop, but with the Archbishop, they left for home, having invited the Archbishop up (sort of) to see the Dragon pillar in the neighborhood.
After hosting the Archbishops visit, they went off searching for the Bugbear lair, and found it. Using his new found powers to wildshape, Randall attacked the lair, killing several Bugbears before noticing that Keth Anars demonic looking former apprentice had emerged from the lair and appeared to be searching for the sign of the disturbance.

End of Session. The next meeting is probably sometime in January. Though Steve & I mentioned that if we could find some time between Christmas & New Year it would be fun to play a few hours worth.
 

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Sorry Z,

On top of having a new baby (distracting in itself) work has been a bit crazy with a product launch.

Kathy, I assume (well know really) is busy with class, homework, and her position as writer and editor (and technical assistant, and programmer, and researcher...) for the 'chimes' (Calvin College newspaper) The good news is her computer is working again.
 

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That's O.K. I have been a little distracted with job search stuff. I feel like I have been writing my life story down on every form and not getting anywhere. I have had a recent developement so hopefully that will turn into something.
 

I know it has been a long time coming but I finally got it down enough to show you the first draft for the Halfings. Let me know what you think. I am totally willing to change anything that may cause grief.

[h2]History[/h2]
Halflings are among the most adaptable race in the History of Rhiannon. In the land of Eire, Halflings lived in small country towns keeping mostly to themselves. They would trade with other races openly and offer any aid when asked.
After the ships landed and the greater and lesser races came together, each race seemed to go their separate ways. The Halfling race was the exception. Instead of trying to carve out a new home for themselves, they helped the other races build towns and cities by filling areas of expertise vacant in each race. For example, the Halflings that choose to go with the Dwarves did most of the farming. And the ones that followed the Elves did most of the mining for ores. Today Halflings continue to fill voids throughout the land looking for opportunities where ever they may be.

[h2]Culture[/h2]
Halflings care little about power and fame. They instead look to acquire wealth and the finer things in life. They do not flaunt or show off their wealth with fancy clothes and jewels, but rather want to live a very comfortable life with a very nice home equipped with luxuries and the finer things in life.
Halflings are not very combative by nature; few have the stamina to march all over the countryside or the strength to effectively swing a weapon. During the Great War, Halflings were generally messengers, spies and scouts. When Halflings were involved in combat they were usually archers, only resorting to hand to hand when absolutely necessary.
Halflings of today worship Eli through their own saint, Andrew Stonethrower, even though the Halfling's request for Samuel to be appointed to Saint was rejected. This was a soar spot between Halflings and the church but something the Halfling race has let go as the years pass. They still worship Eli through Samuel but do so in privacy so as not to upset the church or others that might frown upon it.
Halflings have some how been branded as tricksters and joke players. Thruthfully it is the Gnomes that are the tricksters and jokers. It is known that Halflings prefer the company of Gnomes to any other, which is why they have been labeled pranksters. Halflings like Gnomes because they have a more easy going attitude and can appreciate the desire to have the finer things in life. As far as attitude for work and various other things the Halfling people are most like Humans. They can be determined, intelligent people with a work ethic like no other, they just also like to relax when the work is done.

[h2]Andrew Stonethrower[/h2]
Andrew was one of the few Halflings to ever fight in the Great War. He was an unusually strong Halfling with a very strong will and commitment for good. He chose to serve Eli by becoming a holy fighter in his name. He was a gifted fighter and had a magical aura about him. The Halfling race wanted Andrew to become a saint after he took it upon himself to fend off the enemy while many villages and towns where making their way South trying to escape the lizard men. Andrew used his sword and magic to slay many of the invading attackers and fended them off long enough for the people to safely make their way South. He eventually took on more enemies than he could handle and was killed, but the Halflings will never forget his bravery and sacrifice.
 
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DK I was wondering if you could answer a few questions for me. I am currently working on creating my own world, I may steal a few of your ideas, and was wondering what you liked and disliked about the Rhiannon world. If you don't have time I understand. Anyone else is free to chime in their opinion as well.

Also any feedback about the Halfling history?
 

Sure, Happy to answer any questions about pretty much anything, though it might have to be private if it treads on stuff to be discovered.

Rhiannon is based on three key ideas, and the world flowed from that:
1. Gestalt classes. Hence the lesser and greater races, I didn't want to gestalt all the NPCs, so the lesser races are there so I can computer generate a number of PCs,

2. I like the dynamic of a monotheistic church wielding considerable influence, much like the Roman Catholic Church in the 800-1200 range, but the nature of D&D clerics doesn't lend itself to Monotheism, so we have the worship the saints structure. Most of the names are New Testamentish--Antioch, Malta, Arras, Seluicia to reinforce this.

3. I knew that the pcs would be a step out of time, withthe backdrop of the war 400 years previously. So the history of the world was set up with that being pivotal.

I'm pretty comfortable with the world, with Dans help, it has become more developed than most worlds. One of my goals was to get lots of player input in constructing the world.

On thind I like about the way this worked out, is that the world is fairly rich. I know a bit about the Pontiff line and the kings line, Chronomancers, Religious festivals, Ancient elven clans, and strange arhitecture in Malta. Gives me a bit to draw on as we go forward. One of the things I haven't done as well as I'd like is give the impression that other stuff is going on outside the PCs vision. It is, and theyve seen some hints, -- Like the incursion of the Knights of Malta agianst the wolves and the evacution of Padmos, but theyve been largely isolated, and so have missed some of that. Some of this is also a casualty to playing only once a month.

One thing I don't like is that the heroes are two much of paragons, this is because we have always assumed that the D&D heroes are comic bookish, and so roll 4d6 12 times taking the best 6 scores. Doesn't really fit with the world.

The other thing I regret is that I had to scrap my orignal plotline. My plan was that the party stay for several months in Padmos-5 or 6 sessions, and establish that as a base before venturing out to create their own keep. They spent like 5 minutes there, dismissed the wolf problems as uninteresting and left for areas of the map I hadn't (still haven't) detailed. They are now starting back in on that (heavily modified) plotline again. I like giving the guys the opportunity to do as they please, perhaps If I was a better DM, I could shepherd better.

My advice is to create a hook for your world (Gestalt in Rhiannons Case) and build the world around that. If you are actually gonna DM it, figure some way to keep the geography small until the characters are hihger level.

Theres a series of articles called Dungeoncraft from Old Dragon Mags. I think I have a PDF around somewhere. I'll look for it. If you follow these articles advice in creating a campaign, youll have a better world than I ever put together.

On the halfling history, I'm a bit nervous about the alternate saints thing, since being a saint is not like here on earth, where the church makes you a saint. In rhiannon, there is clearly a power involved in being a saint, outside of whether the church names you as such.
 

Dan H adds...

I love this world. By playing this PbP campaign 200 years before the play in person game, there is little chance of overlap (unless Dan K wishes it)

Like DK says, it is richer than any game I've played in, or tried to DM. There are so many possibilities! Of course, I helped build some of it, so my mind is full of images of Rhiannon. Malta especially.

[sblock] Being a bit unsure of the plot and overall themes DK is using, I am a bit restricted to a 'minor quest' in the bigger scheme of things, but it is clearly larger than it should have been.

I will try to keep the 'staff game' moving along. Fear not, you are not actually being side-tracked, and The Game will actually be more than a plot distraction soon. [/sblock]

In regard to DK's comment on the "geographically small" area, I disagree it has to be small. I like the ability to travel long distances, as long as there is one base to return to. DK locked us into Alderweg by offering a keep, a town, and responsibility there.
Bonus ideas:
- If road travel is relatively safe, a two week trip passes a lot of game time much the same as if you went 'a half days walk' from a base town.
- When playing once a month, the pc's can actually keep time with the players.
- The added dimension of weather comes in more. Seasons especially.
- Local problems in a small area still exist. But instead of focusing on 'The inkeeper and the farmer' feuding, it is regions, or towns, (church vs king), invaders...
- Dan K, you did keep the region small (south of the mountains) Alderweg became the base and we stayed there except for trips out. We always return there though. Of course, we threw you for a loop.

DK, as far as giving a sense of other things happening, all it would take is
'as you travel from Alderweg to Antioch, you notice a caravan travelling in millitary ranks, off in the distance. Looking closer, it appears to be Knights of Malta traveling to Arras...'
or
'A messanger is running around Antioch, going from building to building. he stops you and informs you that Bishop ___ just died in Cappurnium. Pray to Eli for a quick replacement!" ...
 

The world can and should be very large. However, if you initially restrict PCs to a small geographic area, you have to design less initially. This was my intent. I intended for the group to spend several sessions in Padmos, so I could more design Antioch more specifically. This did not happen.

The downside of this IMHO is that while I have pictures in my head of Antioch, I don't hav much detail about it to rely on. Still feels a bit nebulous to me.

Zach, if you are new to dming, start small.

The PCs are only locked into Alderweg as much as you want to be. Find yourself a Senechal and you are free as a bird :) Or devote as much time there as you want. The game function it provides in my mind is: lets you see time pass, provides a home base to operate from, presents some plot hooks. I have intentionally left everything very open, probably too much so. In the last campaign I ran with Nathan, Steve, Dave etc, Steve had a sword that urged him to take certain actions. I found out later that Steve resented this becuase he felt the DM was doing the urging. Two lessons, one for players one for DMs. 1.As a player it is wrong (flat out wrong for emphasis) to assume that NPCs know more than you do. They are in no way the voice of the DM. Expediency sometimes demands that NPCs push the plot along (Miriam) but to assume that is not fair or wise. 2. As a DM, certain players desire high degrees of independence, while others will not act independently at all. We have both at our table. So I have erred on the side of: Heres the World, I'll throw plot hooks at you, pick the ones you want. Evetually there will be an Endgame, where the PCs will stumble on the Metaplot and will run to the end. Tada!

Adlerweg is not intentional small, so much as sheltered. It provided a plausible place for Keth Anar to be found, with a small village relatively near, as well as a bugbear community. The village was suppossed to have some tie with the dwarves, but I dropped that line because Dave seemed to have minimal interest in exploring dwarvendom.

Obviously playing once per month is not optimal for gameplay. For staying married however...
 
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