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Theandric Saga [Recruiting Thread]
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<blockquote data-quote="Yair" data-source="post: 2576650" data-attributes="member: 10913"><p><strong>Yet Another Bump</strong></p><p></p><p><strong>Saga Expectations</strong></p><p>The [smallcaps]Theandric Saga[/smallcaps] was desigend with the following assumptions and goals in mind; read them, to know what to expect. If you won't enjoy playing in such a campaign, don't join this saga.</p><ul> <li data-xf-list-type="ul">Magic is fading as magical and faerie auras are lost to the Dominion. In time the players may be able to affect this situation, but for the time being this is just a fact that underlies the campaign.</li> <li data-xf-list-type="ul">The Hermetic Code is enforced moderately, with popular violators often being excused but legalities still important. Small violations are often forgiven for the powerful and popular, and the Code interpreted leniently in their favor. Severe and blatant violations are punished, if grudgingly. </li> <li data-xf-list-type="ul">We will begin as a Spring covenant, but will not fret over the mundane aspects of its maintenance and construction. </li> <li data-xf-list-type="ul">History is used very lightly, and is not adhered to. ArM5 books are used as inspiration for historical ideas, customs, places, and so on but no attempt is made to stay faithful to or maintain the true history of the setting. History can and probably will take a different course then in our world, and anachronistic elements will surely abound.</li> <li data-xf-list-type="ul">The Church is generally “good” in disposition, with a few rotten apples. Crusaders are often rotten. The Church sees magic as a gift from God, much like great strength or intelligence, a power that can be used for good or evil. Individual clergymen and persons may have other opinions, but this is Church doctrine and metaphysically true.</li> <li data-xf-list-type="ul">Demons are rarely encountered, and work in subtle ways. They try to corrupt men into sin, and even when engaged in wanton acts work towards this goal.</li> <li data-xf-list-type="ul">The rules are used as written, including the additional rules in <em>Guardians of the Forest</em>, with the exception of Tempers governing personality traits. This includes the affect the Gift has on interactions with mundanes, and the belief-defines-reality aspect of Faerie.</li> <li data-xf-list-type="ul">Raw vis supply is intended to be moderate, meaning about 10 pawns per magus per year. Initial vis amounts will be lower, we will slowly raise the level of available raw vis to find a balance that works for us. Reliable raw vis sources will be rare and small, at least initially.</li> <li data-xf-list-type="ul">The saga's speed is overall fairly fast, with 7 years covered in 10 adventures. It will begin slowly at two adventures per season, and finish at more than a year of downtime before the final adventure in the story arc. Further adventures beyond the current story arc are not considered for this PbP's purpose; I doubt we'll ever reach that far.</li> <li data-xf-list-type="ul">Troupe style play will extend to the inclusion of Companions, which are necessary due to the Gift, and pooled Grogs characters. The DM will play any characters that will not be played by their player in time. Alternate DMs are welcome to contribute their own adventures.</li> <li data-xf-list-type="ul">Combat will be rare, in that many adventures will require none for their successful resolution. Some, however, would require combat. We will, in fact, <em>begin</em> with a combat scene, of sorts.</li> </ul></blockquote><p></p>
[QUOTE="Yair, post: 2576650, member: 10913"] [b]Yet Another Bump[/b] [b]Saga Expectations[/b] The [smallcaps]Theandric Saga[/smallcaps] was desigend with the following assumptions and goals in mind; read them, to know what to expect. If you won't enjoy playing in such a campaign, don't join this saga. [list] [*]Magic is fading as magical and faerie auras are lost to the Dominion. In time the players may be able to affect this situation, but for the time being this is just a fact that underlies the campaign. [*]The Hermetic Code is enforced moderately, with popular violators often being excused but legalities still important. Small violations are often forgiven for the powerful and popular, and the Code interpreted leniently in their favor. Severe and blatant violations are punished, if grudgingly. [*]We will begin as a Spring covenant, but will not fret over the mundane aspects of its maintenance and construction. [*]History is used very lightly, and is not adhered to. ArM5 books are used as inspiration for historical ideas, customs, places, and so on but no attempt is made to stay faithful to or maintain the true history of the setting. History can and probably will take a different course then in our world, and anachronistic elements will surely abound. [*]The Church is generally “good” in disposition, with a few rotten apples. Crusaders are often rotten. The Church sees magic as a gift from God, much like great strength or intelligence, a power that can be used for good or evil. Individual clergymen and persons may have other opinions, but this is Church doctrine and metaphysically true. [*]Demons are rarely encountered, and work in subtle ways. They try to corrupt men into sin, and even when engaged in wanton acts work towards this goal. [*]The rules are used as written, including the additional rules in [i]Guardians of the Forest[/i], with the exception of Tempers governing personality traits. This includes the affect the Gift has on interactions with mundanes, and the belief-defines-reality aspect of Faerie. [*]Raw vis supply is intended to be moderate, meaning about 10 pawns per magus per year. Initial vis amounts will be lower, we will slowly raise the level of available raw vis to find a balance that works for us. Reliable raw vis sources will be rare and small, at least initially. [*]The saga's speed is overall fairly fast, with 7 years covered in 10 adventures. It will begin slowly at two adventures per season, and finish at more than a year of downtime before the final adventure in the story arc. Further adventures beyond the current story arc are not considered for this PbP's purpose; I doubt we'll ever reach that far. [*]Troupe style play will extend to the inclusion of Companions, which are necessary due to the Gift, and pooled Grogs characters. The DM will play any characters that will not be played by their player in time. Alternate DMs are welcome to contribute their own adventures. [*]Combat will be rare, in that many adventures will require none for their successful resolution. Some, however, would require combat. We will, in fact, [i]begin[/i] with a combat scene, of sorts. [/list] [/QUOTE]
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