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  1. - Top - End - #1
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    Default [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

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    The campfire was slowly dying as the sun slowly rose above the horizon. It was time to move - the enemy may be behind you, but their agents will be waiting for you. The more time you lose, the more time your enemies have to prepare for you. You may have hours, or just minutes, before they catch up with you - and you are sure there will be surprises ahead.

    Your goal is to reach safety of your lord's estate, to warn them. You have seen something; you have heard the drums of war and you know the enemy's plans: you don't know whom you can trust. You only know that you need to get the warning to your lord.

    There may be allies ahead, but you know there is a traitor in your lord's household: you can't entrust this to anyone else. It's your responsibility. Your duty.

    You have your companions. A prisoner that is not a prisoner, and the one who was at the wrong place at the wrong time. Or right place. You can trust them. Maybe.

    It's time to move.





    Background:

    I've been sick, which for me means I have some time to play old games. And my eyes landed on Betrayal at Krondor.

    I liked Feist's writing, the story - but mainly I liked the idea of trying to travel across a medieval fantasy land while being pursued and ambushed, and trying to keep alive.

    So I decided to run something similar. For (up to? or more?) three players, each of whom will take over a partial role in the game.




    The campfire was slowly dying as the sun slowly painted the sky pink. It will be a windy day. But you had no time to enjoy the wind or the sky - your shackles were removed, and you have been given an order. To survive, against all odds, and to traverse a whole country to be able to act as a witness for your companion, to talk about betrayal and war, and to betray your own land.

    It was time to move - you know the agents of your enemy, as you were once one of them. There will be many - some with swords, some with smiles, some wearing sinister magic. You will be lucky to survive, but your companions seem to be skilled and able. They need to trust you and you need to trust them - at least until you finish your job.





    Game system:
    I usually play Riddle of Steel (with magic from Blade of the Iron Throne welded on it). A d10 dice pool system with the best melee combat you can find.
    I am willing and able to teach the system.
    Or... if you are willing to experiment, I have my own homebrew system (largely finished), which we can playtest.




    The campfire was dead. The road ahead looked almost inviting in the morning sun - but you knew there would be danger. When you met the two companions, your first impression was one of outlaws - running from justice. But the assassin they tackled last evening persuaded you - they have a good reason to keep together, and you are in for it. You have been seen with them.

    Your best hope is to reach safety with them - and travelling in company seems to be better than travelling alone. And maybe you can even gain some glory and fortune along the way.

    It is time to move.





    What to expect:
    Medieval fantasy travelogue meets adventure
    Mid to low magic
    Limited races (mostly human)
    Eager, easy-going GM
    Focus on roleplay
    Survival, ambushes, plots and sidequests, fights
    Open communication

    What I expect:
    Three players interested in learning/playing something else
    No powergamers.
    No breaking of the system.
    No PvP unless agreed upon

    You agree upon your role with the other players. You can be the one who escorts - a loyal(?) knight, a soldier, a hunter, a ranger or just a about any servant of your lord/baron/king? You can be the one who is escorted - the traitor who has good reasons to betray. And the third companion: someone who joined them on the road, but is now committed to the cause. Maybe you understand why is it necessary to escort the other two, maybe you just need the added security.

    You will be mostly free to traverse the land, as selected by your choices of characters - you will be given a map, and will be able to pick your road to safety. The game ends when you reach the safe haven; though the story may continue later (and you may take your characters for another trip).

    You will meet people, both friends and enemies, you will have to find resources to buy rations, horses, or you'll traverse on foot. You will fight for your life, you will haggle for food, you will hide from a certain doom.

    I want to emphasize up front that I will be making decisions about the shape of the game based on the characters: you have relatively free range to create your character once you choose the role (the one who escorts - a , the one who is escorted . This will be a game with many moving parts, so it’ll take some time to prepare for game start, and you should be prepared to be patient both during and after character selection.

    Do we have any volunteers?




    TL:DR: I'm looking for up to three players for my newest idea: a medieval fantasy RPG where you'll travel across a dangerous country to safety, being hunted. Inspiration was taken from Betrayal at Krondor, FtL, the hobbits running from Shire and The Letter for the King.
    Last edited by Lacco; 2024-01-24 at 09:43 AM. Reason: Messed the title
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  2. - Top - End - #2
    Ettin in the Playground
     
    BardGuy

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Hey, lacco, good to see a game by you again. I'll have to think about if I have time to join a game or not--work plus 4 kids now means not a lot of time to devote to mechanic-intensive games--but I wanted to go ahead and post to help me remember to look into this.
    Leaning towards your homebrew mostly due to being curious to see it as we talked mechanics a few years ago, but cool with Riddle of Steel.


    The granularity of how armor works seemed one of the 'worse' granularities of the system to me, as well as the one most prone to abuse. Like, I remember when I delved into the game mechanics a lot several years ago, it was kinda easy to find ways to piece together armor so that you had good defenses by doing a mishmash of different types.
    And having different armor values for, like, hand vs. shoulder is annoying.
    The extreme granularity of combat in Riddle of Steel is part of the appeal, but I think also the main deterrent. I wouldn't want to play Riddle of Steel in person due to how it works, but I think it's decent for PbP.
    In kinda summation of the rambling above: if your homebrew has streamlined some of the granularity, I lean more towards that.

    (Granularity of how attacks land, and what damage they deal, also felt extremely unwieldy, but it's at least less abuseable.)

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Heyy, JeenLeen! Yes, I have officially game-starved myself so much I am back at running a game.

    Conrats to the 4 kids, I can hardly manage my two, so I have a whole lot of respect for that!

    Regarding the granularity of the homebrew: I did not touch the combat system, just tried to write it down in concise way (all options in one place as opposed to split amongst few books; optional rules and all that) and I'm not completely finished, so only if you have the patience. For armor, I'd go with basic system for this game, as the 'build-your-own-suit' is an expensive option and not one for the road (don't have a month to wait for the armorer to fit it).

    Strangely, TRoS is one of the systems that sounds like hell to run, but I never had the issue at table in RL.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    I might have interest in being the third schmuck.

    Do I need to own Riddle Of Steel or any books?
    Or can you help guide me through the things and stuff?
    I have a LOT of Homebrew!

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Quote Originally Posted by JNAProductions View Post
    I might have interest in being the third schmuck.

    Do I need to own Riddle Of Steel or any books?
    Or can you help guide me through the things and stuff?
    Hello there!

    RoS books are hard to get in print, but some googling will allow you to find most of them. Core, Flower of Battle and Companion are good to have, although I am pretty good at guiding people through RoS.

    There will be a discussion whether we follow RoS (with welded on magic from Blade of the Iron Throne; a successor game that can be easily bought in PDF form) or go for a homebrew variant.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Good to know.

    Should I bandy about some concepts for characters?
    I have a LOT of Homebrew!

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    I don't mind discussing potential character concepts. However, very much will be determined by the first and the second character - the one who escorts and the one who is escorted (work-in-progress titles are 'The Loyal' and 'The Traitor/The Witness'): one former determines the goal of the trip, the latter determines the start of the trip. They both determine the enemy.

    The third one adds allies, possibilities and complications.

    First question would be... does anyone involved wish to be a magic user? I'm limiting them to one arcane mage (pretty skilled, but not the 'top' tier) and one dabbler; magic adds both problems and solutions.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    ElfRangerGuy

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    I would love to play and just got the PDF’s. I might need a help with the system though.
    For every battle lost, there is a battle won.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Welcome!

    So, with 3 potential players, we can start throwing ideas for characters around.

    As stated, there are 3 roles: the Loyal (the one who escorts), the Traitor (the one who is escorted) and the Third Wheel (the third one). JNAProductions called dibs on the third man ('man' being used as general term; if you decide to play as a woman, there are no mechanical differencies, but there may be locations where that may prove to be disadvantage or advantage).

    I'd like to know where the characters will be from in general. I will present you with a list of areas; you can pick one and we'll then specify the homeland of your character.

    We have the Civilized Lands. Lands with cities, academia, monasteries, where people can mostly safely travel and live in relative comfort. Ruled by royals, governed by barons and courts. They make for a good homeland for the Loyal. Examples: Kingdom of Ânor, Enlightened Dominion of Baruthel, Cormanthir Highcastle, The Grand Duchies of Blackstone, Tharghrad, Free City of Zhengar.

    Wild Lands, areas that are beyond control of civilization. There are people living there, in smaller communities, or under a local rule of someone powerful enough to band two or three villages - but stockades are a must and there is no formal rule of law. Examples: Schwerwald and Altrun forests, Whispering Marches, Megalith Valley.

    Borderlands, where dangers lurk daily and where the only rule of law is the law you can uphold yourself. Examples are Fields of Blood, the Burnt Steppe, Ashen Vale, Anvil Mountains, Desolation of Agozz and the Scar (said to be a place of certain magic-fueled apocalyptic event of the past, a break in the land itself).

    The Free Lands, lands that are roamed only by tribes or clans, not ruled by one, but with certain freedoms. Frozen Wastes, Savaxen Islands (think viking raiders), Gray Plains, Seaspires.

    And lastly, the Far (or Wonder) Lands. Otamarluk, Khypria Archipelago, Principiality of Mirror Jungles. I'd suggest not starting as far, but it is possible.

    So, any picks so far?
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    ElfRangerGuy

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    May I be the loyal, and from the civilized lands?
    For every battle lost, there is a battle won.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Why not? Do you like any of the proposed lands?
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    ElfRangerGuy

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    What is the benefit of proficiency in a weapon? And what is the use of defaults at the start?
    For every battle lost, there is a battle won.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Q: What is the benefit of proficiency in a weapon?

    Simple answer: Proficiency + Reflex (derived attribute) = Combat Pool
    So a Proficiency (Sword & Shield) 6 + Reflex 4 = Combat Pool 10

    Combat pool represents a pool of dice you have for each round; every round has 2 exchanges, in which you have to utilize dice for maneuvers (e.g. Parry using 7 dice in first exchange, then Cut for 3 dice). So the more proficient (more proficiency points you have) you are, the better chances in combat you have.

    Q: And what is the use of defaults at the start?

    Defaults provide you with additional proficiencies. When you learn Longsword, you also catch the basics of Sword & Shield and Cut & Thrust, for example. So you spend 6 points for Longsword proficiency, but using defaults, you also gain additional proficiencies.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    ElfRangerGuy

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    I would like my destiny to be that I will be killed by a traitor. Is that ok?
    For every battle lost, there is a battle won.

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    Default Re: [Finding Players] Into the Dark Night (TRoS)

    Quote Originally Posted by ProgressPaladin View Post
    I would like my destiny to be that I will be killed by a traitor. Is that ok?
    That would be up to the Traitor, actually. Which brings me to one very important piece of advice: don't make the character in vacuum. I'd say the best way to make characters is to discuss them with the GM and the other players as you create them. The reasons are:

    1. We need to be fans. The players need to like the other characters and the GM is a player in this case: you need to mesh well (not necessarily on the level of mechanics) with the rest of the group. Especially with things like Passions, Drives and Destinies in play: if the other players know and accept them, we can work together to bring them out in play.

    2. There needs to be trust. If I know what your plans with the character are and you trust me with them, I can make them work and even improve them.

    3. It's the best way how to handle conflicts and secrets. Conflicts between characters (not among players) are fine in the 'verbal' area and may even progress into fisticuffs or even straight up fight - I don't condone PvP that is done in character and with agreement of players. You *should* be arguing about stuff. In character. While having a lot of fun about it out of character. You should be invested in the group, not only in your character. As for secrets: the best way to have a secret in RPG is to have at least one player and the GM know about it so they can uncover it at the right time. If nobody uncovers the secret, what's the point of having one? And having it come up in the *worst* possible moment (for characters) but most appropriate for players is possible only if they know what you want to do with them.

    E.g. for the Destiny that you spoke about - destinies are long-term. So they should bear fruit sometimes during the campaign. It's probable that a destiny like this will not work without agreement between players. However, if we word it as "Their death shall be caused by the Traitor" or "The Traitor shall hold the weapon that strikes them down"... it gives me a lot more of wiggle room, leaves the original Destiny relatively intact and may provide a lot of guesswork and opportunities.




    Okay, roll call. Who is still interested?

    If you are, state a role that you'd like to take (the Loyal, the Traitor, the Third One; feel free to pick even two if you are not sure) and state your general concept and philosophy:

    Concept
    At least three things about the character that tell us something about it. Think about what would you like to play. Discuss it with your GM and other players. If you are unsure, pick one from the lists below:

    Spoiler: What you are?
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    Scout, explorer, academic, advisor, antiquarian, berserker, bladeslinger, bodyguard, graverobber, priest, cleric, nun, druid, witch doctor, laborer, crusader, highwayman, bandit, entertainer, occultist, skald, bard, plague doctor, duelist, gambler, con-man, roadwarden, marshall, ranger, woodsman, thief, cutpurse, burglar, knight, alchemist, healer, guardsman, warrior, mercenary, squire, rogue, assassin, hunter, craftsman, servant/page, steward, adventurer.

    Are you noble? A free man? Are you an escaped prisoner?

    Feel free to pick two and mix/match or come up with some idea of your own. You *should* have some combat capabilities, but you'll also need other aspects than combat to survive.


    Spoiler: What is your flaw?
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    The thing that will bring most complications. Your characters *will* be flawed - they will not be perfect individuals, they will carry grudges or do stupid decisions based on their beliefs and drives. You need to own this - only this way the game will work.
    • can't say 'no' to a challenge
    • inexperienced and naive
    • can't resist a nice face
    • can't resist slapping a noble that abuses their power
    • obsessed with fame
    • thrill-seeker
    • superstitious
    • likes to drink too much
    • destined to be doomed


    Feel free to invent new ones - or come up with your ideas. I want to hear about your characters.


    Spoiler: What is special about you?
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    • ability to blend in crowds easily
    • wields powerful but possibly self-destructive magic
    • a seasoned traveller
    • has friends in most cities and allies on the way
    • a pouch full of silver and a well made blade at a side
    • worked as a master-at-arms of a minor noble
    • eyes of an eagle and ability to shoot squirrel's nuts off from 50'
    • a silver tongue and an uncanny ability to find 'friends'
    • muscles of a panther and the speed of a snake on hot roof




    Philosophy
    Philosophy is the character's approach to life. It is a quote/saying/code to which he turns when tough decision occurs. Best philosophies are those you will enjoy acting out.
    It has no mechanical value, it's more of a guideline. A "Eat, drink and be merry, for tomorrow we die!" character will be different from "My honor is my life." and completely different from "A coin saved is coin earned".
    I'll most probably ask for general explanation of your philosophy if I'm unsure how to grasp it, and may suggest some.

    Name
    Take up a name or a pseudonym under which your companions know you.




    Since most votes were cast for Riddle of Steel, I'm not going to oppose. Question: do you mind implementing some other stuff? I'll definitely use a magic system out of Blade of the Iron Throne (arcane magic, the one where you use eldritch forces that may - and will, if you do not take care - lead to your destruction), but there are lots of things you can add (e.g. a list of minor/major gifts can be extended, and I like to add Instinct from Burning Wheel... at one point I even started to work on a lifepath character generator).
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Loyal
    A free Soldier/Scout who can pierce a thrown copper in the air with a thrust, and can’t resist a pretty face.
    “A promise is forever.”
    For every battle lost, there is a battle won.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Quote Originally Posted by ProgressPaladin View Post
    Loyal
    A free Soldier/Scout who can pierce a thrown copper in the air with a thrust, and can’t resist a pretty face.
    “A promise is forever.”
    Nice one! Do you want some info on the potential homelands already?
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    ElfRangerGuy

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Yes! I was hoping one a bit like Sthal. Would there be one like that?
    For every battle lost, there is a battle won.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    I'm still interested, but I'm also just waking up.
    Will refine a concept once I have brainpower. :P
    I have a LOT of Homebrew!

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Quote Originally Posted by ProgressPaladin View Post
    Yes! I was hoping one a bit like Sthal. Would there be one like that?
    I actually use Stahl from RoS books. Just hid it north of Schwerwald. So you can use the one from books as your homeland.

    Quote Originally Posted by JNAProductions View Post
    I'm still interested, but I'm also just waking up.
    Will refine a concept once I have brainpower. :P
    No problem. We have time.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    The Third One
    Ranger, woodswoman, and hermit. The kind of person who's parents lived in the woods going back generations, and hasn't interacted a ton with "civilized" society.

    Naïve, trusting, and overly friendly-she'll believe friends, she'll risk herself to protect friends, and it doesn't take much to become her friend.

    Very talented in living off the land, archery, and natural lore.

    Philosophy
    Life is a gift to be treasured, but not hoarded.

    Name
    Narset Sifou



    As mentioned, I don't have Riddle of Steel, so I'll need lots of help getting mechanics done.
    I have a LOT of Homebrew!

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    hey lacco, if youll humor a novel idea

    id like to play one or many of the chasers, trying to silence the nosy party

  23. - Top - End - #23
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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Quote Originally Posted by JNAProductions View Post
    The Third One
    Ranger, woodswoman, and hermit. The kind of person who's parents lived in the woods going back generations, and hasn't interacted a ton with "civilized" society.

    Naïve, trusting, and overly friendly-she'll believe friends, she'll risk herself to protect friends, and it doesn't take much to become her friend.

    Very talented in living off the land, archery, and natural lore.

    Philosophy
    Life is a gift to be treasured, but not hoarded.

    Name
    Narset Sifou



    As mentioned, I don't have Riddle of Steel, so I'll need lots of help getting mechanics done.
    Well, the first step is behind you. Now I'll be posting next steps as soon as we get the third player locked in with the philosophy/concept/name combo.

    Good news: archery has much simpler mechanics than melee.

    So, homeland-wise: where should she be from?

    Quote Originally Posted by bramblefoot View Post
    hey lacco, if youll humor a novel idea

    id like to play one or many of the chasers, trying to silence the nosy party
    Hey, bramblefoot!

    I'm not sure how would you imagine this: like playing an NPC? Or having two parties, one escaping, the other one giving chase?

    I'm not really against, but not sure how to manage that.

    EDIT: I had one campaign where I used players that were out of town as 'evil overlords' who had their own 'minigame' where they planned the actions of their faction and basically provided me with story hooks for the players... but I'm not sure if something like that was the idea.
    Last edited by Lacco; 2024-01-29 at 11:05 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Quote Originally Posted by Lacco View Post
    Well, the first step is behind you. Now I'll be posting next steps as soon as we get the third player locked in with the philosophy/concept/name combo.

    Good news: archery has much simpler mechanics than melee.

    So, homeland-wise: where should she be from?
    Probably the Wild Lands-she's a forest person.
    I have a LOT of Homebrew!

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    Quote Originally Posted by Lacco View Post
    Well, the first step is behind you. Now I'll be posting next steps as soon as we get the third player locked in with the philosophy/concept/name combo.

    Good news: archery has much simpler mechanics than melee.

    So, homeland-wise: where should she be from?



    Hey, bramblefoot!

    I'm not sure how would you imagine this: like playing an NPC? Or having two parties, one escaping, the other one giving chase?

    I'm not really against, but not sure how to manage that.

    EDIT: I had one campaign where I used players that were out of town as 'evil overlords' who had their own 'minigame' where they planned the actions of their faction and basically provided me with story hooks for the players... but I'm not sure if something like that was the idea.
    ill play the evil overlord or the chaser, i dont care which. i just like the idea of having to hunt down some nosy runners. maybe a separate channel or something for me to plan my moves in?

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    No sign of the third player for our adventurous travel?

    We have:

    ProgressPaladin's unnamed Loyal and JNAPRoductions' Narset Sifou, the Third One.

    Any other takers?

    I'll start character generation tomorrow, if nobody bites, but JNAProduction will have to take the role of the Traitor then. Are you okay with that?




    @bramblefoot: I don't mind, if it will be ran as one-on-one, and there will be certain limitations (e.g. speed with what you can send out people, resources, allies).

    Of course, the other players have to agree. It won't be very fair game (you'll have the advantage of resources, units, everything), and I'll expect you to work within the narrative.
    Last edited by Lacco; 2024-01-30 at 09:41 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    oki doki. ifn they dont, ill play the traitor

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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    So: we may have a third player, which means we can move on. For players with concept/philosophy/name, go to Priorities below.

    Quote Originally Posted by bramblefoot View Post
    oki doki. ifn they dont, ill play the traitor
    Well, if you are interested, I could later set up a 1 on 1 game with the premise of you being the 'hunter' - a lord of some kind that has been betrayed/stolen from and now is trying to catch the culprits before they get to safety.

    If you are going to play the traitor, then I'll need to know where are you from. Since we have Stahl - a civilized land - as the target country, and wildlands somewhere in between... and we don't want this to go across the whole world...

    You can be from the Borderlands. You betrayed a warlord of some sort, planning an incursion into the civilized lands, or a great war. Semi-organized, with many subjects, loyal beyond death, maybe even dark magic at his service. His agents will not be able to blend into the civilized lands easily, but there will be a lot of them on your
    If you decide to come from the Borderlands, you may hail from...
    ...the Fields of Blood, where former soldiers of countries that do not exist anymore still occupy ancient fortresses and battle for resources every day. Your former master is a tactician and leader who managed to siege and capture several forts and wishes to march on Stahl.
    ...Anvil Mountains, a highland region with several plateaus, governed by wild clans that often clash with each other. Your former master is a charismatic leader that wants to lead his clan to a better life, at any cost.
    ...The Scar, a large unnatural valley that cuts into a plain. At nights, it pulsates with power, and is a home to cults and worshippers of the being that created it; whether it is the Cult of Claw that Rakes, the Worshippers of H'lund the Undoer of Ties, or any other eldritch entity - they both share their reverence to the 'higher' being that created the Scar. Your former master is a powerful mage, who leads his cult with iron fist and wishes to spread the madness further.

    You can be from the Civilized lands. The betrayal will be more about scheming politicians, someone who is selling his country and trying to defect or maybe even trying to get into a royal family of the other land. They may not have many subjects, but they will definitely be smart about using them and will have a wide network of agents able to blend into the local environment. You may have to choose who to trust.
    Following civilized lands are potentially interested:

    Kingdom of Ânor, with its militant policy, may have decided to wage war on their old enemy. A corrupt, powerful kingdom, organized like an army, controlled by eight ancient houses and a king that may or may not be more than a hundred years old. At war with Cormanthir Highcastle – but at perpetual war with the rest of the world. With their ability to plan for decades, and all Anorians being subject to military draft (after all, all their citizens are members of the military hierarchy), they would make a terrifying enemy.

    Enlightened Dominion of Baruthel, a kingdom far East, known for its acceptance of magic and its studies. It is governed by the most powerful and richest houses – so it is partially a plutocracy and partial meritocracy. With its magic and riches, the Overlord may have been persuaded by one of the major houses to grab a piece of the land, and maybe even establish a new Imperium, as in the old times. Their way would be the way of money, of magic, of plans within plans.

    Cormanthir Highcastle, with its knights and honor, may have decided that it is time to pay back for the last war. A fairy-tale like kingdom, where wandering knights still save fair maidens – the folks are almost romantic, love their freedom and wine, and will protect both fiercely. Your former master would be a duke or a count that wishes to wage a war. And with a weak, dying king at helm...

    For The Grand Duchies of Blackstone, it is a matter of a single duke deciding that there is an opportunity to increase their own might. The claim for the Blackstone fortress, a symbol of the unity of the Duchies, could be made by someone who took another country and made it part of their own lands, and the warriors that serve the Duchies are fierce, well trained and experienced from all the local battles. To persuade the others to join, one would need a good claim, but with Stahl's reputation as godless folk, it would just require some careful maneuvering.

    Tharghrad, a small kingdom in Dragontooth mountains, known for its rebellious nature and underhanded tactics, may have been on a warpath. The mountainfolk are hardy and don’t give up without a fight. And since Stahl is nearby and has a history of attempts to grab the Dragontooth, all failures, due to the fighting ability of Tharghrad folk, maybe there is another way - one of careful intrigue, something that only few noblemen of Tharghrad are able to perform. Like your former master.

    You can also be from the Free lands. Even less civilized as the Borderlands, free men (and women) of these lands will mainly be concerned with direct approach: war, pillaging and maybe some revenge. There won't be too many intrigues or deceit, but you may be surprised at the tenacity of those who will hunt you.
    If you decide to come from the Free lands, the one that makes sense is Frozen Wastes. Up north, where nobody ventures unless they have a wish to experience a slow freezing death or being robbed by the barbaric tribes of the 'wasters' as they are called in civilized lands, where frost dominates the lands, live clans of warriors that are used to the frost and death. Your former master is a leader of a clan that has found a way how to enter the civilized lands unnoticed with a large force and plans to unite clans and attack.

    So... what would be your choice? Whom would you betray? Or if you have other ideas, I'm all ears.

    Afterwards, I will need the concept (as above), philosophy and name.



    Step 2: Priority Table

    You'll have to choose your priorities to generate the character. A small change is the Race/Magic, in line with the magic system from BoIT. Starter characters begin with priorities ABCDEF (one from each column/row).

    Race/Magic Social Class Attributes Skills Proficiencies Gifts & Flaws
    A Human (magic/mage) or Half-elf (apprentice) Landed Noble 47 6/6 14 2 major gifts
    B Human (magic/journeyman) or Half-elf (dabbler) Landless Noble 43 6/7 11 1 major gift
    C Human (magic/apprentice) or Half-elf (mundane) Wealthy Free Man 39 7/7 9 1 major gift, 1 minor flaw
    D Human (magic/dabbler) or Dwarf Commoner, Free Man 35 8/8 6 1 minor gift, 1 minor flaw (or none)
    E Human (cursed) Serf/Peasant 31 9/9 3 1 major flaw, 1 minor gift
    F Human (mundane) Slave/Prisoner 27 9 0 1 major flaw, 1 minor flaw

    Race/magic is mostly self-explanatory: it gives you a different race than basic human, and may give you the ability to use magic. If you want to be a magic user, this will most likely be the most important category: you can only gain magic through this priority or via certain gift. It sets limits: a dabbler is able to only have a single magic proficiency, whereas a full mage can harness many of those. Magic also mostly runs on Proficiencies and Attributes.
    'Cursed' means either you start with a lower resistance to magic, you start with an actual curse, but you MAY be able to learn magic during game.
    For other races, you have a dwarf and a half-elf. No other races are available for this specific game.

    Social class sets up your rights, your starting pouch, equipment and may set you up with allies and enemies for the game. A landed noble is the richest one, but is also expected to have lands somewhere (they must purchase them, but may not be able to use them, depending on the situation). A slave/prisoner is subject to the whim of the GM, as they usually start with only what they can carry.

    For attributes: there are 10 basic attributes that you'll have to split your points across. The higher the attribute, the better. Attribute with 4 is 'heroic average', attribute with 3 is 'commoner average' and attributes with 2 is a minimum. Your attributes may be subject to change based on your country of origin.

    Skills: ratings there represent two (or in one case, a single one) skill packets that you will select. The skill packets from Companion will be used and this rating will be your target number for skill rolls: therefore the lower the number, the better. You can pick the same skill packet twice, but that is usually not the best idea.

    Proficiencies are your combat skills. Things like Sword & Shield, Longsword, Daggers..., they represent a style of combat more than just a single weapon. The more points you have, the better, but: you can't spend have than 7 points in one proficiency if you are beginning character (8 if you pick the 'A' priority), so anything C+ means you can use multiple weapons well. A rating of 6 is somewhere around a skilled warrior that has passed basic training and has seen some combat.

    Gifts & flaws are your 'rulebreakers'. Some offer dice advantage, some will require you to roleplay certain way and may trigger an automatic reaction (e.g. alcoholic or bloodlust). Gifts are usually very good to have (e.g. ambidextrity if you plan on using two weapons).

    If there are questions, let me know. Otherwise, gimme your priorities and we'll continue.
    Last edited by Lacco; 2024-01-31 at 03:05 PM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  29. - Top - End - #29
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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    A: Skills
    B: Proficiencies
    C: Social
    D: Gifts
    E: Skills
    F: Human
    For every battle lost, there is a battle won.

  30. - Top - End - #30
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    Default Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)

    I think you have Skills twice, either A or E should be Attributes. I'd go with attributes - the priorities will then make a pretty good combatant.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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